// Use this for initialization void Start() { bloom = gameObject.AddComponent <Bloom>(); bloom.bloomIntensity = 0.8f; bloom.bloomThreshold = 0.8f; bloom.lensFlareVignetteMask = bloomLensFlareVignetteMask; bloom.lensFlareShader = bloomLensFlareShader; bloom.screenBlendShader = bloomScreenBlendShader; bloom.blurAndFlaresShader = bloomBlurAndFlaresShader; bloom.brightPassFilterShader = bloomBrightPassFilter; blur = gameObject.AddComponent <CameraMotionBlur>(); blur.filterType = CameraMotionBlur.MotionBlurFilter.LocalBlur; blur.velocityScale = 1; blur.maxVelocity = 1000; blur.minVelocity = 0.1f; blur.shader = motionBlurShader; blur.dx11MotionBlurShader = motionBlurDX11Shader; blur.replacementClear = motionBlurReplacementClearShader; blur.noiseTexture = motionBlurNoiseTexture; if (ActiveData.ESportsFullyReady) { } EnableEffects(); }
void Start() { instance = this; // cache references to our player and level manager objects player = GameObject.FindObjectOfType <PlayerControl>(); levelManager = GameObject.FindObjectOfType <LevelManager>(); // cache some references to various menu screens and so on menuSystem = GameObject.FindObjectOfType <MenuSystem>(); mainMenu = menuSystem.GetScreen("MainMenu"); pauseMenu = menuSystem.GetScreen("PauseMenu"); restartMenu = menuSystem.GetScreen("RestartMenu"); storeMenu = menuSystem.GetScreen("StoreMenu"); screenFade = GameObject.Find("ScreenFade").GetComponent <CanvasGroup>(); infoPopup = GameObject.FindObjectOfType <InfoPopup>(); // find our full screen effects motionBlur = GameObject.FindObjectOfType <CameraMotionBlur>(); screenBlur = GameObject.FindObjectOfType <BlurOptimized>(); // start with the screen fader opaque screenFade.alpha = 1.0f; creditMultiplier = 1.0f; CheckShopItemIDs(); InitFullscreenEffects(); OnEnterStateMenus(); }
private void Awake() { current = this; bloom = GetComponent <Bloom>(); vignetteAndChromaticAberration = GetComponent <VignetteAndChromaticAberration>(); cameraMotionBlur = GetComponent <CameraMotionBlur>(); }
/// <summary> /// Starts a seperate thread for taking care of shaking /// the camera. /// </summary> /// <returns>IEnumerator.</returns> /// <param name="amountOfDamage">Amount of damage.</param> /// <param name="blur">Blur object for animation</param> private IEnumerator AnimateTakingDamage(int amountOfDamage, CameraMotionBlur blur) { blur.velocityScale = 34; yield return(new WaitForSeconds(.5f)); blur.velocityScale = 0; }
void Start() { _blur = FindObjectOfType <CameraMotionBlur>(); if (PlayerPrefs.GetInt("Soundtrack") == 0) { tracks[Random.Range(0, 14)].Play(); // LoadAstBundleLevelLap.manage.track12_isLoaded.GetComponentInChildren<AudioSource>().volume = 0.782f; // LoadAstBundleLevelLap.manage.track15_isLoaded.GetComponent<AudioSource>().volume = 0.7f; // LoadAstBundleLevelLap.manage.track13_isLoaded.GetComponentInChildren<AudioSource>().volume = 0.25f; // AudioSource[] _tracks = new AudioSource[] { tracks[1], tracks[2], tracks[3], tracks[4], tracks[5], tracks[6], LoadAstBundleLevelLap.manage.track11_isLoaded.GetComponent<AudioSource>(), // LoadAstBundleLevelLap.manage.track12_isLoaded.GetComponent<AudioSource>(), LoadAstBundleLevelLap.manage.track13_isLoaded.GetComponent<AudioSource>(), LoadAstBundleLevelLap.manage.track14_isLoaded.GetComponent<AudioSource>(), // LoadAstBundleLevelLap.manage.track15_isLoaded.GetComponent<AudioSource>(),LoadAstBundleLevelLap.manage.track16_isLoaded.GetComponent<AudioSource>(), LoadAstBundleLevelLap.manage.track17_isLoaded.GetComponent<AudioSource>(), //LoadAstBundleLevelLap.manage.track18_isLoaded.GetComponent<AudioSource>()}; // _tracks[Random.Range(0, _tracks.Length)].Play(); // print(Random.Range(0, _tracks.Length)); } if (SceneManager.GetActiveScene().name == "city_single" || SceneManager.GetActiveScene().name == "city_online") { if (PlayerPrefs.GetInt("Soundtrack") == 1) { tracks[7].Play(); } } PausePanel.SetActive(false); }
// Use this for initialization void Awake () { motionBlur = GetComponent<CameraMotionBlur>(); pod = (GameObject.FindGameObjectWithTag("Player")).GetComponent<DropPod>(); // Make sure that the velocity starts at zero motionBlur.velocityScale = 0; }
void Start() { maxCameraDistance = cameraTransform.localPosition.magnitude; currentCameraDistance = maxCameraDistance; cameraDirection = cameraTransform.localPosition.normalized; desiredCameraPosition = cameraRigRoot.TransformPoint(maxCameraDistance * cameraDirection); cameraMotionBlur = cameraTransform.gameObject.GetComponent <CameraMotionBlur>(); }
void Awake() { vignetteFilter = gameObject.GetComponent <VignetteAndChromaticAberration>(); noiseFilter = gameObject.GetComponent <NoiseAndScratches>(); blurFilter = gameObject.GetComponent <CameraMotionBlur>(); bloomFilter = gameObject.GetComponent <Bloom>(); maxVignetteIntensity = lightVignetteIntensity; vignetteSpeed = lightVignetteSpeed; }
void Start() { player = FindObjectOfType <Player>(); theLight = FindObjectOfType <TheLight>(); blur = GetComponent <Blur>(); bloom = GetComponent <Bloom>(); twirl = GetComponent <Twirl>(); camera = GetComponent <Camera>(); shafts = GetComponent <SunShafts>(); motionBlur = GetComponent <CameraMotionBlur>(); }
void Start() { m_cam = Camera.main; m_sunShafts = m_cam.GetComponent<SunShafts>(); m_bloom = m_cam.GetComponent<Bloom>(); m_motionBlur = m_cam.GetComponent<CameraMotionBlur>(); m_antiAliasing = m_cam.GetComponent<AntiAliasing>(); m_colorGrading = m_cam.GetComponent<TonemappingColorGrading>(); m_defaultGrading = m_colorGrading.colorGrading; GameController.GameOver += OnGameOver; }
public bool Update(Transform camera, CameraMotionBlur motionBlurEffect) { float expiredTime = Time.time - startTime; float progress = Mathf.Clamp01(expiredTime / duration); if (expiredTime >= duration) { return(false); } camera.position += GetDeviation(progress); float blur = motionBlur * (1f - progress) * maxBlur; motionBlurEffect.velocityScale = Mathf.Min(maxBlur, motionBlurEffect.velocityScale + blur); return(true); }
/// <summary> /// Creates a copy of a target camera parented under that camera. /// </summary> static void CreateCopy(Camera TargetCam) { GameObject NewObj = new GameObject(); NewObj.transform.parent = TargetCam.gameObject.transform; NewObj.transform.localPosition = new Vector3(-EyeDistance, 0, 0); NewObj.transform.localEulerAngles = new Vector3(0, EyeRotation, 0); float FovExtension = Screen.width / (float)Screen.height; TargetCam.fieldOfView *= FovExtension; TargetCam.orthographicSize *= FovExtension; TargetCam.rect = new Rect(.5f, 0, .5f, 1); Camera OtherEye = (Camera)CopyComponent(TargetCam, NewObj); OtherEye.rect = new Rect(0, 0, .5f, 1); // Copy skybox and effects Skybox Sky = TargetCam.gameObject.GetComponent <Skybox>(); if (Sky) { CopyComponent(Sky, NewObj); } DepthOfField DoF = TargetCam.gameObject.GetComponent <DepthOfField>(); if (DoF) { CopyComponent(DoF, NewObj); } CameraMotionBlur Blur = TargetCam.gameObject.GetComponent <CameraMotionBlur>(); if (Blur) { CopyComponent(Blur, NewObj); } // Group OtherEyes.Add(OtherEye); if (TargetCam == Camera.main) { OtherMain = OtherEye; } }
// Use this for initialization void Start() { motionBlurScript = cam.GetComponent ("MotionBlur") as MotionBlur; cameraMotionBlurScript = cam.GetComponent ("CameraMotionBlur") as CameraMotionBlur; }
void Start() { this.cameraMotionBlur = this.GetComponent<CameraMotionBlur>(); }
void Awake() { blur = FindObjectOfType<CameraMotionBlur>(); dof = FindObjectOfType<DepthOfField>(); musicPlayer = GameObject.Find("MusicPlayer").GetComponent<AudioSource>(); }
void Start() { maxCameraDistance = cameraTransform.localPosition.magnitude; currentCameraDistance = maxCameraDistance; cameraDirection = cameraTransform.localPosition.normalized; desiredCameraPosition = cameraRigRoot.TransformPoint(maxCameraDistance * cameraDirection); cameraMotionBlur = cameraTransform.gameObject.GetComponent<CameraMotionBlur>(); }
void Start() { mainCamera = Camera.main.transform; motionBlurEffect = ImageEffectsManager.current.cameraMotionBlur; }
void Start() { motionBlur = GetComponent<CameraMotionBlur>(); if(motionBlur) motionBlur.enabled = false; }
public CameraMotionBlurSample(Microsoft.Xna.Framework.Game game) : base(game) { _cameraMotionBlur = new CameraMotionBlur(GraphicsService); GraphicsScreen.PostProcessors.Add(_cameraMotionBlur); }
// Instantiate variables and references here void Awake() { // Initialize the manager objects Instance = this; player = GameObject.FindObjectOfType<Player>(); levelManager = GameObject.FindObjectOfType<LevelHandler>(); // Initialize all UI menu object references menuManager = GameObject.FindObjectOfType<MenuHandler>(); mainMenu = menuManager.getMenu("MainMenuScreen"); pauseMenu = menuManager.getMenu("PauseScreen"); restartMenu = menuManager.getMenu("ResetScreen"); storeMenu = menuManager.getMenu("StoreScreen"); creditsMenu = menuManager.getMenu("CreditsScreen"); leaderboardMenu = menuManager.getMenu("LeaderboardScreen"); menuFader = GameObject.Find("CanvasTransition").GetComponent<CanvasGroup>(); displayBoard = GameObject.FindObjectOfType<DisplayUI>(); // Initialize full screen effects here cameraMotionBlur = GameObject.FindObjectOfType<CameraMotionBlur>(); // Fader UI object visible on start menuFader.alpha = 1.0f; // Initialize default game state moneyMultiplier = 1.0f; distanceRecord = 500.0f; initializeCameraEffects(); initializeMainMenu(); }