public void Start() { try { _camera = Camera.main; _zoomButton = GameObject.Find("ZoomButton").GetComponent <UIMultiStateButton>(); _mainPanel = GameObject.Find("RenderItMainPanel").GetComponent <MainPanel>(); _postProcessingBehaviour = _camera.gameObject.GetComponent <PostProcessingBehaviour>(); if (_postProcessingBehaviour == null) { _postProcessingBehaviour = _camera.gameObject.AddComponent <PostProcessingBehaviour>(); _postProcessingBehaviour.profile = ScriptableObject.CreateInstance <PostProcessingProfile>(); } _postProcessingBehaviour.enabled = true; _antialiasingModel = new AntialiasingModel(); _ambientOcclusionModel = new AmbientOcclusionModel(); _bloomModel = new BloomModel(); _colorGradingModel = new ColorGradingModel(); _renderItAtlas = LoadResources(); CreateUI(); } catch (Exception e) { Debug.Log("[Render It!] ModManager:Start -> Exception: " + e.Message); } }
void SetBloom(float b) { BloomModel pb = PPProfile.bloom; BloomModel.Settings bms = pb.settings; BloomModel.BloomSettings bs = bms.bloom; bs.intensity = b; bms.bloom = bs; pb.settings = bms; PPProfile.bloom = pb; }
private void TweenBloomAberration(float time, AnimationCurve curve) { BloomModel bloomModel = postProcessingBehaviour.profile.bloom; BloomModel.Settings bloomModelSetting = postProcessingBehaviour.profile.bloom.settings; LeanTween.value(0, 1, time).setEase(curve).setOnUpdate(delegate(float val) { bloomModelSetting.bloom.intensity = val; bloomModel.settings = bloomModelSetting; }); }
void SetBloom(float value) { BloomModel bloom = cam.GetComponent <PostProcessingBehaviour>().profile.bloom; BloomModel.Settings tempSettings = bloom.settings; tempSettings.bloom.intensity = 0.2f * (value / 100); bloom.settings = tempSettings; if (value <= 0) { bloom.enabled = false; } else { bloom.enabled = true; } }
IEnumerator save_Bloom() { yield return(new WaitForEndOfFrame()); for (int a = 0; a < pb.Length; a++) { BloomModel m = pb [a].profile.bloom; if (bloom.value == 0) { m.enabled = false; PlayerPrefs.SetString("Bloom", "Off"); } if (bloom.value == 1) { m.enabled = true; PlayerPrefs.SetString("Bloom", "On"); } pb [a].profile.bloom = m; } }
/** * Create a new bloom effect menu with or without an existing config. */ public BloomPanel(BloomModel model) { m_model = model; }