Пример #1
0
        private void Start()
        {
            // Get retro mode and do nothing further if disabled
            retroMode = DaggerfallUnity.Settings.RetroRenderingMode;
            if (retroMode == 0)
            {
                return;
            }

            // Get sky reference
            sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>();

            // Get reference to retro rendertexture
            //  0 = retro rendering off
            //  1 = retro 320x200 rendering on
            //  2 = retro 640x400 rendering on
            if (retroMode == 1 && RetroTexture320x200)
            {
                retroTexture = GameManager.Instance.MainCamera.targetTexture = RetroTexture320x200;
            }
            else if (retroMode == 2 && RetroTexture640x400)
            {
                retroTexture = GameManager.Instance.MainCamera.targetTexture = RetroTexture640x400;
            }

            // Get depth process material
            Shader shader;

            switch (DaggerfallUnity.Settings.PostProcessingInRetroMode)
            {
            case 0:
                shader = Shader.Find(MaterialReader._DaggerfallRetroDepthShaderName);
                postprocessMaterial = new Material(shader);
                break;

            case 1:
                postprocessMaterial = GetPosterizationMaterial(false);
                break;

            case 2:
                postprocessMaterial = GetPosterizationMaterial(true);
                break;

            case 3:
                postprocessMaterial = GetPalettizationMaerial(false);
                break;

            case 4:
                postprocessMaterial = GetPalettizationMaerial(true);
                break;
            }
            if (!postprocessMaterial)
            {
                Debug.Log("Couldn't find retro shader " + DaggerfallUnity.Settings.PostProcessingInRetroMode);
                retroMode = 0;
            }
        }
Пример #2
0
 public UnderwaterFog()
 {
     mainCamera        = GameManager.Instance.MainCamera;
     globalFog         = mainCamera.GetComponent <GlobalFog>();
     globalFog.enabled = true;
     sky           = GameManager.Instance.SkyRig;
     waterFogColor = new Color(0.25f, 0.55f, 0.79f, 1);
     fogDensityMin = 0f;
     fogDensityMax = 0.23f;
 }
Пример #3
0
 private void Start()
 {
     if (DaggerfallUnity.Settings.Retro320x200World && RetroTexture)
     {
         GameManager.Instance.MainCamera.targetTexture = RetroTexture;
         sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>();
     }
     else
     {
         gameObject.SetActive(false);
     }
 }
Пример #4
0
 public UnderwaterFog()
 {
     mainCamera        = GameManager.Instance.MainCamera;
     globalFog         = mainCamera.GetComponent <GlobalFog>();
     globalFog.enabled = true;
     sky           = GameManager.Instance.SkyRig;
     waterFogColor = new Color(0.25f, 0.55f, 0.79f, 1);
     fogDensityMin = 0f;
     fogDensityMax = 0.23f;
     // get initial (backup) values - will be overwritten (this is just a safety net mechanism so we start out with some values)
     originalFogMode          = RenderSettings.fogMode;
     originalFogDensity       = RenderSettings.fogDensity;
     originalFogStartDistance = RenderSettings.fogStartDistance;
     originalFogEndDistance   = RenderSettings.fogEndDistance;
     originalFogColor         = RenderSettings.fogColor;
 }
Пример #5
0
        private void Start()
        {
            // Get retro mode and do nothing further if disabled
            retroMode = DaggerfallUnity.Settings.RetroRenderingMode;
            if (retroMode == 0)
            {
                return;
            }

            // Get sky reference
            sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>();

            UpdateRenderTarget();

            // Get depth process material
            Shader shader;

            switch (DaggerfallUnity.Settings.PostProcessingInRetroMode)
            {
            case 0:
                shader = Shader.Find(MaterialReader._DaggerfallRetroDepthShaderName);
                postprocessMaterial = new Material(shader);
                break;

            case 1:
                postprocessMaterial = GetPosterizationMaterial(false);
                break;

            case 2:
                postprocessMaterial = GetPosterizationMaterial(true);
                break;

            case 3:
                postprocessMaterial = GetPalettizationMaerial(false);
                break;

            case 4:
                postprocessMaterial = GetPalettizationMaerial(true);
                break;
            }
            if (!postprocessMaterial)
            {
                Debug.Log("Couldn't find retro shader " + DaggerfallUnity.Settings.PostProcessingInRetroMode);
                retroMode = 0;
            }
        }
Пример #6
0
 private void Start()
 {
     // 0 = retro rendering off
     // 1 = retro 320x200 rendering on
     // 2 = retro 640x400 rendering on
     sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>();
     if (DaggerfallUnity.Settings.RetroRenderingMode == 1 && RetroTexture320x200)
     {
         retroTexture = GameManager.Instance.MainCamera.targetTexture = RetroTexture320x200;
     }
     else if (DaggerfallUnity.Settings.RetroRenderingMode == 2 && RetroTexture640x400)
     {
         retroTexture = GameManager.Instance.MainCamera.targetTexture = RetroTexture640x400;
     }
     else
     {
         gameObject.SetActive(false);
     }
 }
 private void Start()
 {
     sky            = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>();
     retroPresenter = GameManager.Instance.RetroPresenter;
 }