public static void TakeScreenshot(string path, Camera camera) { try { PostProcessVolume postProcessing = GameObject.Find("PostProcess").GetComponent <PostProcessVolume>(); PostProcessProfile profile = postProcessing.sharedProfile; profile.GetSetting <MotionBlur>().active = false; RenderTexture rt = new RenderTexture(SIZE_X, SIZE_Y, 24); camera.GetComponent <Camera>().targetTexture = rt; Texture2D screenShot = new Texture2D(SIZE_X, SIZE_Y, TextureFormat.RGB24, false); camera.GetComponent <Camera>().Render(); RenderTexture.active = rt; screenShot.ReadPixels(new Rect(0, 0, SIZE_X, SIZE_Y), 0, 0); camera.GetComponent <Camera>().targetTexture = null; RenderTexture.active = null; Object.DestroyImmediate(rt); byte[] bytes = screenShot.EncodeToJPG(); if (!Directory.Exists(Path.GetDirectoryName(path))) { Directory.CreateDirectory(Path.GetDirectoryName(path)); } File.WriteAllBytes(path, bytes); profile.GetSetting <MotionBlur>().active = false; } catch { } }
private void Awake() { _postVolume = GetComponent <PostProcessVolume>(); _postProfile = _postVolume.profile; _blind = _postProfile.GetSetting <Vignette>(); _noise = _postProfile.GetSetting <Grain>(); }
private void Start() { //assign the specific post process variables to the post process profile settings postProcessColor = gamePostProcess.GetSetting <ColorGrading>(); postProcessGrain = gamePostProcess.GetSetting <Grain>(); postProcessVignette = gamePostProcess.GetSetting <Vignette>(); }
private void Start() { m_transform = transform; m_interactables = new List <Interactable>(); if (!m_headTransform) { m_headTransform = m_transform.Find("Camera"); } m_vrCam = m_headTransform.GetComponent <Camera>(); m_originalCamLayers = m_vrCam.cullingMask; if (!rHandTransform || !lHandTransform) { rHandTransform = m_transform.Find("Controller (right)"); lHandTransform = m_transform.Find("Controller (left)"); } if (oxygenUi) { m_oxygenIcon = oxygenUi.GetChild(0).GetComponent <Text>(); m_oxygenBar = oxygenUi.GetChild(1).GetComponent <Image>(); } if (powerUi) { m_powerIcon = powerUi.GetChild(0).GetComponent <Image>(); m_powerBar = powerUi.GetChild(1).GetComponent <Image>(); } m_vignette = m_postProfile.GetSetting <Vignette>(); }
private void Awake() { camera = Camera.main.transform; fogEffect = ppProfile.GetSetting <UWFogEffect>(); uwEffect = ppProfile.GetSetting <UWEffect>(); blurEffect = ppProfile.GetSetting <BlurEffect>(); }
private void Awake() { if (Instance == null) { Instance = this; } //init if (cameraShake.camera) { mainCamera = cameraShake.camera; } else { mainCamera = GetComponentInChildren <CinemachineVirtualCamera>(); } noise = mainCamera.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>(); radialBlurIsOpen = false; motionVectorIsOpen = false; PPP = GetComponent <PostProcessVolume>().sharedProfile; motionBlurSetting = PPP.GetSetting <MotionBlur>(); RadialBlurSetting = PPP.GetSetting <RadialBlur>(); HitEffectSetting = PPP.GetSetting <Vignette>(); }
void Awake() { chromaticAberration = profile.GetSetting <ChromaticAberration>(); ambientOcclusion = profile.GetSetting <AmbientOcclusion>(); grain = profile.GetSetting <Grain>(); lensDistortion = profile.GetSetting <LensDistortion>(); }
private void Start() { //Finds PostProcessing layer to apply effect. //Must have PostProcessing layer added in order for effect to work properly. layerIndex = LayerMask.NameToLayer("PostProcessing"); camera.GetComponent <PostProcessLayer>().volumeLayer = LayerMask.GetMask("PostProcessing"); //Creates vignette effect and sets default settings. vignette = ScriptableObject.CreateInstance <Vignette>(); vignette.enabled.Override(false); vignette.intensity.Override(0f); //Creates color grading effect and sets default settings. colorGrading = ScriptableObject.CreateInstance <ColorGrading>(); colorGrading.enabled.Override(false); //Gets settings to use from effect profile provided. vColor = postProfile.GetSetting <Vignette>().color; vCenter = postProfile.GetSetting <Vignette>().center; vSmoothness = postProfile.GetSetting <Vignette>().smoothness; vRoundness = postProfile.GetSetting <Vignette>().roundness; vRounded = postProfile.GetSetting <Vignette>().rounded; //Sets settings to approprate values. vignette.color.Override(vColor); vignette.center.Override(vCenter); vignette.smoothness.Override(vSmoothness); vignette.roundness.Override(vRoundness); vignette.rounded.Override(vRounded); //Creates volume for effect to be applied. volume = PostProcessManager.instance.QuickVolume(layerIndex, 0, vignette, colorGrading); volume.isGlobal = true; }
void Awake() { m_Vignette = postProcessProfile.GetSetting <Vignette>(); m_Vignette.intensity.value = 0; m_ChromaticAberation = postProcessProfile.GetSetting <ChromaticAberration>(); m_ChromaticAberation.intensity.value = 0; }
public void Start() { currentVolume = PlayerPrefs.GetFloat("set volume", audioslider.value); currentSFX = PlayerPrefs.GetFloat("set sfx", audioslider.value); sfxslider.value = currentSFX; BrightnessSlider.value = profile.GetSetting <ColorGrading>().postExposure.value; }
private void Awake() { _cpMain = transform.parent.GetComponent <CpMain>(); _caBoost = transform.parent.GetComponent <CaBoost>(); _chromaticAberration = _profile.GetSetting <ChromaticAberration>(); _lensDistortion = _profile.GetSetting <LensDistortion>(); }
private void Start() { pixelize = profile.GetSetting <PixelizeQuad>(); hue = profile.GetSetting <ColorAdjustmentHue>(); imageBlock = profile.GetSetting <GlitchImageBlockV3>(); brightness = profile.GetSetting <ColorAdjustmentBrightness>(); }
// Update is called once per frame void Update() { PostProcessProfile profile = GetComponent <PostProcessVolume>().profile; profile.GetSetting <MotionBlur>().enabled.overrideState = SaveSystem.SaveObject.SettingsData.MotionBlur == 1; profile.GetSetting <DepthOfField>().enabled.overrideState = SaveSystem.SaveObject.SettingsData.LensBlur == 1; profile.GetSetting <ChromaticAberration>().enabled.overrideState = SaveSystem.SaveObject.SettingsData.ChromaticAberration == 1; profile.GetSetting <AmbientOcclusion>().enabled.overrideState = SaveSystem.SaveObject.SettingsData.AmbientOcclusion == 1; }
void Start() { motionBlur = GameOver.MotionBlur; MB = PPP.GetSetting <MotionBlur>(); MB.shutterAngle.value = motionBlur; PPP.GetSetting <MotionBlur>().shutterAngle = MB.shutterAngle; mouseSpeed = GameOver.MouseSens; Cursor.lockState = CursorLockMode.Locked; }
private void UpdateUI() { ColorBlindCondition condition = conditions[currentIndex]; conditionLabelText.text = condition.Type.ToString(); profile.GetSetting <Colorblind>().RedValues.value = condition.Mix.RedValues; profile.GetSetting <Colorblind>().GreenValues.value = condition.Mix.GreenValues; profile.GetSetting <Colorblind>().BlueValues.value = condition.Mix.BlueValues; }
// Start is called before the first frame update void Start() { player_cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); default_fov = player_cam.fieldOfView; ca = profile.GetSetting <ChromaticAberration>(); ld = profile.GetSetting <LensDistortion>(); cg = profile.GetSetting <ColorGrading>(); }
public void Awake() { for (int i = 0; i < 100; i++) { SpriteRenderer visor = Instantiate(visorPrefab, new Vector3(1000, 1000, 0), Quaternion.identity); visors.Add(visor); } Vignette vignette = postProcessProfile.GetSetting <Vignette>(); vignette.intensity.Override(0.1f); }
void Update() { PPP.GetSetting <Bloom>().intensity.value = Bloom.value; PPP.GetSetting <ChromaticAberration>().intensity.value = Chromatic.value; PPP.GetSetting <ColorGrading>().temperature.value = Temp.value; PPP.GetSetting <ColorGrading>().hueShift.value = Hue.value; PPP.GetSetting <ColorGrading>().saturation.value = Saturation.value; PPP.GetSetting <ColorGrading>().contrast.value = Contrast.value; PPP.GetSetting <DepthOfField>().active = Depth.value != 0; PPP.GetSetting <DepthOfField>().focusDistance.value = Depth.value; PPP.GetSetting <Vignette>().intensity.value = Vignette.value; }
private void Init() { instance = this; evolutionInfoPanelAnimator = evolutionInfoCanvas.GetComponentInChildren <Animator>(); resetPopulationPanelAnimator = resetPopulationCanvas.GetComponentInChildren <Animator>(); exitPanelAnimator = exitCanvas.GetComponentInChildren <Animator>(); bloom = postProcessProfile.GetSetting <Bloom>(); bloom.intensity.value = 3; #if UNITY_ANDROID showPlayerButton.interactable = false; #endif if (Settings.IsPotatoGraphics) { graphicsButton.GetComponentInChildren <TextMeshProUGUI>().text = "Potato"; } else { graphicsButton.GetComponentInChildren <TextMeshProUGUI>().text = "Ultra"; } if (sceneIsRestarting) { if (!Settings.IsAudioMuted) { audioButton.GetComponentInChildren <TextMeshProUGUI>().text = "On"; } SensorVisualizer.VisualizeSensors = true; sceneIsRestarting = false; StartCoroutine(StartSceneEffectAfterPopulationReset()); } }
private void Start() { depthOfField = postProcessingProfile.GetSetting <DepthOfField>(); depthOfField.focalLength.value = myopia.startFocalLength; depthOfField.focusDistance.value = myopia.startFocusDistance; }
// Start is called before the first frame update void Start() { player_cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); tm = GameObject.FindGameObjectWithTag("Timeline_Manager").GetComponent <Timeline_Manager>(); v = profile.GetSetting <Vignette>(); }
void Start() { PostProcessProfile profile = volume.sharedProfile; colorSettings = profile.GetSetting <ColorSpread>(); // TODO: asserts }
public void UpdatePostProcessingProfile(PostProcessProfile p) { if (!p.HasSettings <PUnderwater>()) { p.AddSettings <PUnderwater>(); } PUnderwater underwaterSettings = p.GetSetting <PUnderwater>(); underwaterSettings.active = EnableUnderwater; underwaterSettings.enabled.Override(EnableUnderwater); if (EnableUnderwater) { underwaterSettings.waterLevel.Override(UnderwaterWaterLevel); underwaterSettings.maxDepth.Override(UnderwaterMaxDepth); underwaterSettings.surfaceColorBoost.Override(UnderwaterSurfaceColorBoost); underwaterSettings.shallowFogColor.Override(UnderwaterShallowFogColor); underwaterSettings.deepFogColor.Override(UnderwaterDeepFogColor); underwaterSettings.viewDistance.Override(UnderwaterViewDistance); underwaterSettings.enableCaustic.Override(UnderwaterEnableCaustic); underwaterSettings.causticTexture.Override(UnderwaterCausticTexture); underwaterSettings.causticSize.Override(UnderwaterCausticSize); underwaterSettings.causticStrength.Override(UnderwaterCausticStrength); underwaterSettings.enableDistortion.Override(UnderwaterEnableDistortion); underwaterSettings.distortionNormalMap.Override(UnderwaterDistortionTexture); underwaterSettings.distortionStrength.Override(UnderwaterDistortionStrength); underwaterSettings.waterFlowSpeed.Override(UnderwaterWaterFlowSpeed); } if (!p.HasSettings <PWetLens>()) { p.AddSettings <PWetLens>(); } PWetLens wetLensSettings = p.GetSetting <PWetLens>(); wetLensSettings.active = EnableWetLens; wetLensSettings.enabled.Override(EnableWetLens); if (EnableWetLens) { wetLensSettings.normalMap.Override(WetLensNormalMap); wetLensSettings.strength.Override(WetLensStrength); } }
public void ChangeColorOld() { var bloom = processProfile.GetSetting <Bloom>(); ColorParameter color = new ColorParameter(); color.value = Color.green; bloom.color = color; }
// Start is called before the first frame update void Start() { audioSource = GetComponent <AudioSource>(); player_sc = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); //Playerクラスを取得 postProcessProfile = postProcessVolume.profile; //PostProcessProfileを取得 dof = postProcessProfile.GetSetting <DepthOfField>(); //DepthOfFieldを取得 dof.focusDistance.Override(0.1f); //ぼかしをかける }
// Use this for initialization void Start() { PostProcessProfile profile = postProcessVolume.profile; bloom = profile.GetSetting <Bloom>(); normal = bloom.intensity.value; bloomTween.OnChange += ChangeBloomTween; }
// information used for tracking player properly between alive and dead // Start is called before the first frame update void Start() { playerEarthPosition = playerEarth.transform.position; camRig.SetFollowTarget(playerEarth.transform); //Get and reset post processing values vignette = ppp.GetSetting <Vignette>(); vignette.intensity.Override(0.0f); grain = ppp.GetSetting <Grain>(); grain.intensity.Override(0.0f); bloom = ppp.GetSetting <Bloom>(); bloom.intensity.Override(4.0f); colorGrading = ppp.GetSetting <ColorGrading>(); colorGrading.hueShift.Override(0.0f); }
// シーン開始時に保存されている設定を反映させる private void Start() { fullScreen_toggle.isOn = fullScreen; postProcess_toggle.isOn = postProcess; howDisplay_toggle.isOn = howDisplay; brightness_slider.value = brightness; mouseSensi_slider.value = mouseSensi; volume_slider.value = volume; profile.GetSetting <Bloom>().intensity.value = 4f; SetFullScreenMode(fullScreen_toggle.isOn); SetPostProcess(postProcess_toggle.isOn); SetHowDisplay(howDisplay_toggle.isOn); SetBrightness(brightness_slider.value); SetMouseSensitivity(mouseSensi_slider.value); SetMasterVolume(volume_slider.value); }
private void Awake() { dayBloom = dayProfile.GetSetting <Bloom>(); dayVignette = dayProfile.GetSetting <Vignette>(); dayGrading = dayProfile.GetSetting <ColorGrading>(); nightBloom = nightProfile.GetSetting <Bloom>(); nightVignette = nightProfile.GetSetting <Vignette>(); nightGrading = nightProfile.GetSetting <ColorGrading>(); bloom = volume.profile.GetSetting <Bloom>(); vignette = volume.profile.GetSetting <Vignette>(); colorGrading = volume.profile.GetSetting <ColorGrading>(); delay = new WaitForSeconds(stepDelay); StartCycle(); }
// Use this for initialization void OnEnable() { _rayHit = new RaycastHit(); _lookRay = new Ray(); _dof = Ppp.GetSetting <DepthOfField>(); _rig = GetComponent <Rigidbody>(); _cam = Camera.main; _initArm = Arm.localPosition; initFov = _cam.fieldOfView; }