// Use this for initialization void Start() { cgm = postProcessingBehaviour.profile.colorGrading; cgms = cgm.settings; dofm = postProcessingBehaviour.profile.depthOfField; dofms = dofm.settings; if (QualitySettings.GetQualityLevel() <= 2) { postProcessingBehaviour.enabled = false; } /*TerrainData tData = terrain.terrainData; * float[,,] alphaData = tData.GetAlphamaps(0, 0, tData.alphamapWidth, tData.alphamapHeight); * * float percentage = 0.2f; * for(int y=0; y<tData.alphamapHeight; y++){ * for(int x = 0; x < tData.alphamapWidth; x++){ * float swap = alphaData[x, y, 1]; * alphaData[x, y, 1] = alphaData[x, y, 2]; * alphaData[x, y, 2] = swap; * } * } * * tData.SetAlphamaps(0, 0, alphaData);*/ }
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); } }
private void Start() { cg = ppp.colorGrading; cAbberate = ppp.chromaticAberration; ChangeSettingsChromaticAberration(0); randomTime = Random.Range(0, 20); }
private void Start() { chromAModel = mainCam.GetComponent <PostProcessingBehaviour>().profile.chromaticAberration; colorGModel = mainCam.GetComponent <PostProcessingBehaviour>().profile.colorGrading; defaultChromAI = chromAModel.settings.intensity; defaultColorGTemp = colorGModel.settings.basic.temperature; }
public static void ConvertColourGradingViaLUT(PostProcessProfile ppp, ColorGradingModel oldColorGradingSettings, PostProcessingProfile oldPPP) { var materialFactory = new MaterialFactory(); var uberShader = materialFactory.Get("Hidden/Post FX/Uber Shader"); uberShader.shaderKeywords = new string[0]; var cgc = new ColorGradingComponent(); cgc.Init(new PostProcessingContext { materialFactory = materialFactory }, oldColorGradingSettings); cgc.context.profile = oldPPP; cgc.Prepare(uberShader); var cg = ppp.AddSettings <ColorGrading>(); cg.gradingMode.value = GradingMode.LowDefinitionRange; cg.gradingMode.overrideState = true; var lut = cgc.model.bakedLut; /* * var textureFormat = TextureFormat.RGBAHalf; * if (!SystemInfo.SupportsTextureFormat(textureFormat)) * textureFormat = TextureFormat.ARGB32; * * var lutAsT2D = lut.GrabTexture(dontUseCopyTexture: true, format: textureFormat).GetPixels(); * * for (int i = 0; i < lutAsT2D.Length; i++) * { * lutAsT2D[i] = lutAsT2D[i].gamma; * } * * var newLut = new Texture2D(lut.width, lut.height, textureFormat, false, true); * newLut.SetPixels(lutAsT2D); * newLut.Apply(true, false); */ cg.ldrLut.value = lut;//newLut;//TextureCompositor.GPUDegamma(newLut, null, true); cg.ldrLut.overrideState = true; cg.ldrLutContribution.value = 1.0f; cg.ldrLutContribution.overrideState = true; var exposure = ppp.AddSettings <AutoExposure>(); exposure.eyeAdaptation.value = EyeAdaptation.Fixed; exposure.eyeAdaptation.overrideState = true; exposure.keyValue.value = 1.0f; exposure.keyValue.overrideState = true; }
// Use this for initialization void Start() { enemies = new List <FollowPlayer>(); temperature = fadedOutTemperature; colorGrading = profile.colorGrading; var linear = new AnimationCurve(); linear.AddKey(0, 0); linear.AddKey(1, 1); masterCurve = new ColorGradingCurve(linear, 0, false, new Vector2(0, 1)); redCurve = new ColorGradingCurve(linear, 0, false, new Vector2(0, 1)); }