Пример #1
0
    // Use this for initialization
    void Start()
    {
        fishObj = fish.gameObject;

        profile = ppVolume.profile;
        profile.TryGetSettings(out isoline);
        isoline.active = GlobalState.I.IsolineActive;
        profile.TryGetSettings(out warp);
        profile.TryGetSettings(out recolor);

        ToggleSkyBox(); ToggleSkyBox();
        veda.SetActive(GlobalState.I.VedaEnabled);
        waveStick.gameObject.SetActive(GlobalState.I.WaveStickEnabled);

        emissionId = Shader.PropertyToID("_EmissionColor");
        particles.SetActive(GlobalState.I.ParticlesEnabled);
        rayMarchingObject.SetActive(GlobalState.I.ObjectSpaceEnabled);
        worldSpaceMarch.SetActive(GlobalState.I.WorldSpaceEnabled);


        Debug.Log("displays connected: " + Display.displays.Length);
        // Display.displays[0] is the primary, default display and is always ON.
        // Check if additional displays are available and activate each.
        //if (Display.displays.Length > 1)
        //    Display.displays[1].Activate();
        if (Display.displays.Length > 2)
        {
            Display.displays[2].Activate();
        }
    }
Пример #2
0
    public void Awake()
    {
        m_Player      = GetComponent <PlayerController>();
        m_ScaleAmount = 0.3f;

        m_PostProfile.TryGetSettings(out m_EffectChromaticAberration);
        m_PostProfile.TryGetSettings(out m_EffectVignette);
    }
Пример #3
0
 void Start()
 {
     TEXT.SetActive(false);
     PPV = GetComponent <PostProcessVolume>();
     PPP = PPV.profile;
     PPP.TryGetSettings <Bloom>(out A);
     PPP.TryGetSettings <Grain>(out B);
     PPP.TryGetSettings <ChromaticAberration>(out C);
 }
Пример #4
0
    private void Awake()
    {
        rotX = 1.75f;
        vCam = GetComponent <CinemachineVirtualCamera>();
        cinemachineOrbitalTransposer = vCam.GetCinemachineComponent <CinemachineOrbitalTransposer>();
        regularFieldOfView           = vCam.m_Lens.FieldOfView;

        ppp.TryGetSettings(out motionBlur);
        ppp.TryGetSettings(out chromaticAberration);
    }
Пример #5
0
    private void SetContrast(float intensity)
    {
        ColorGrading colorGrading;

        _postProcessProfile.TryGetSettings(out colorGrading);

        if (colorGrading)
        {
            colorGrading.contrast.value = intensity;
        }
    }
Пример #6
0
    void Awake()
    {
        taikoModule = FindObjectOfType <TaikoModule>();

        if (profile != null)
        {
            profile.TryGetSettings(out ca);
            if (ca != null)
            {
                ca.intensity.value = 0.0f;
            }
        }
    }
Пример #7
0
    private void Awake()
    {
        sm = ServiceLocator.Current.Get <SettingsManager>();

        AmbientOcclusion ssao;

        _postProcessProfile.TryGetSettings(out ssao);
        ssao.active = sm.Data.AmbientOcclusion;

        _postProcessLayer.antialiasingMode = sm.Data.AntiAliasing ? PostProcessLayer.Antialiasing.SubpixelMorphologicalAntialiasing : PostProcessLayer.Antialiasing.None;
        _auraCamera.enabled = sm.Data.VolumetricFog;
        sm.OnApplySettings += ApplySettings;
    }
Пример #8
0
    private void Awake()
    {
        instance = this;
        PostProcessProfile i_postProcessVolumeProfile = Camera.main.GetComponent <PostProcessVolume>().profile;

        if (!i_postProcessVolumeProfile.TryGetSettings(out vignette))
        {
            i_postProcessVolumeProfile.AddSettings <Vignette>();
        }
        i_postProcessVolumeProfile.TryGetSettings(out vignette);
        vignette.color.value = vignetteColor;
        animator             = GetComponent <Animator>();

        gameObject.SetActive(false);
    }
Пример #9
0
    void Start()
    {
        Rigidbody rb = GetComponent <Rigidbody>();

        if (rb)
        {
            rb.freezeRotation = true;
        }
        originalRotation = transform.localRotation;

        if (FindObjectOfType <PostProcessVolume>())
        {
            postProcessProfile = FindObjectOfType <PostProcessVolume>().profile;
            if (postProcessProfile != null)
            {
                postProcessProfile.TryGetSettings(out dof);
            }
        }

        chaseSpeed            = camChaseSpeed;
        slowChaseSpeed        = camChaseSpeed * 0.1f;
        fittingTargetDistance = distance;

        InitCamera();
        SetOffset(bodyOffset);
    }
Пример #10
0
 void SetDoF()
 {
     UsedProfile = ObjectProfile.Value as PostProcessProfile;
     UsedProfile.TryGetSettings(out DofLayer);
     if (ObjectProfile != null & UsedProfile.HasSettings <DepthOfField>())
     {
         if (DofLayer != null)
         {
             DofLayer.active        = ActiveLayer.Value;                       //Active AO Layer
             DofLayer.enabled.value = ActiveEffect.Value;                      // Active AO Effect
             DofLayer.focusDistance.overrideState = FocusDistanceActive.Value; //Activate Focus Distance
             if (FocusDistanceActive.Value)
             {
                 DofLayer.focusDistance.value = FocusDistance.Value;                             // set distance value
             }
             DofLayer.aperture.overrideState = ApertureActive.Value;                             //Activate aperture
             if (ApertureActive.Value)
             {
                 DofLayer.aperture.value = Aperture.Value;                                  // set aperture value
             }
             DofLayer.focalLength.overrideState = FocalActive.Value;                        //Activate focal length
             if (FocalActive.Value)
             {
                 DofLayer.focalLength.value = FocalLength.Value;                                  // set focal value
             }
             DofLayer.kernelSize.overrideState = MaxBlurActive.Value;                             //Activate Max Blur Size
             if (MaxBlurActive.Value)
             {
                 DofLayer.kernelSize.value = MaxBlur;                                  // set Max Blur parameter
             }
         }
     }
 }
Пример #11
0
        private void UpdateWetLensIntensity(float intensity)
        {
#if UNITY_POST_PROCESSING_STACK_V2
            if (PCommon.CurrentRenderPipeline == PRenderPipelineType.Builtin)
            {
                if (PostProcessProfile == null)
                {
                    return;
                }
                PWetLens wetlensSettings;
                if (PostProcessProfile.TryGetSettings <PWetLens>(out wetlensSettings))
                {
                    wetlensSettings.intensity.Override(intensity);
                }
            }
#endif

#if POSEIDON_URP
            if (PCommon.CurrentRenderPipeline == PRenderPipelineType.Universal)
            {
                if (VolumeProfile == null)
                {
                    return;
                }
                PWetLensOverride wetlensSettings;
                if (VolumeProfile.TryGet <PWetLensOverride>(out wetlensSettings))
                {
                    wetlensSettings.intensity.Override(intensity);
                }
            }
#endif
        }
Пример #12
0
 void Awake()
 {
     if (!postProcessingProfile.TryGetSettings <DepthOfField>(out dof))           //Try to get the setting override
     {
         dof = postProcessingProfile.AddSettings <DepthOfField>();                //Create one if it can't be found
     }
 }
 void SetChromaticAberration()
 {
     UsedProfile = ObjectProfile.Value as PostProcessProfile;
     UsedProfile.TryGetSettings(out AberrationLayer);
     if (ObjectProfile != null & UsedProfile.HasSettings <ChromaticAberration>())
     {
         if (AberrationLayer != null)
         {
             AberrationLayer.active                    = ActiveLayer.Value;          //Active Chromatic Aberration Layer
             AberrationLayer.enabled.value             = ActiveEffect.Value;         // Active Chromatic Aberration Effect
             AberrationLayer.spectralLut.overrideState = LutTextureActive.Value;     //Activate LUT Texture
             if (LutTextureActive.Value)
             {
                 AberrationLayer.spectralLut.value = LutTexture.Value;                                  // set LUT TExture
             }
             AberrationLayer.intensity.overrideState = IntensityActive.Value;                           //Activate intensity
             if (IntensityActive.Value)
             {
                 AberrationLayer.intensity.value = Intensity.Value;                                  // set intensity
             }
             AberrationLayer.fastMode.overrideState = FastModeActive.Value;                          //Activate Fast Mode
             if (FastModeActive.Value)
             {
                 AberrationLayer.fastMode.value = FastMode.Value;                                  // set Fast Mode
             }
         }
     }
 }
Пример #14
0
    private IEnumerator LerpDash(Vector3 destination, Action reset)
    {
        Vector3 startPos = transform.position;

        destination       = _destination;
        _collider.enabled = false;                                      // disable the collider so the player doesn't take damage while they are dashing

        _postProcessProfile.TryGetSettings(out _chromaticAberration);   // set the Chromatic Aberration to make the player feeling like they are moving fast
        _chromaticAberration.intensity.value = _distortionAmount;

        // Lerp the players position from the start position to the desitination
        while (curLerptime < _dashTime)
        {
            curLerptime += Time.deltaTime;
            if (curLerptime > _dashTime)
            {
                curLerptime = 0.0f;
                reset();
                break;
            }

            float perc = curLerptime / _dashTime;
            // Vector3 dashPos = Vector3.Lerp(startPos, destination, perc);
            startPos = Vector3.Lerp(startPos, destination, perc);

            // transform.position = dashPos;
            transform.position = startPos;
            yield return(null);
        }
        AkSoundEngine.PostEvent(_stopTeleportSound, gameObject);
        StopCoroutine(LerpDash(_destination, Reset));
    }
Пример #15
0
    private void Start()
    {
        postProcessProfile.TryGetSettings(out depthOfField);
        DisableDepthOfField();

        postProcessingMode = "On";
    }
        protected Vignette GetVignette(PostProcessProfile profile)
        {
            Vignette vignette;

            profile.TryGetSettings(out vignette);
            return(vignette);
        }
Пример #17
0
        void Start()
        {
            _volume  = GetComponent <PostProcessVolume>();
            _profile = _volume.profile;

            _profile.TryGetSettings <DepthOfField>(out _depthOfField);
        }
Пример #18
0
 void SetGrain()
 {
     UsedProfile = ObjectProfile.Value as PostProcessProfile;
     UsedProfile.TryGetSettings(out GrainLayer);
     if (ObjectProfile != null & UsedProfile.HasSettings <Grain>())
     {
         if (GrainLayer != null)
         {
             GrainLayer.active                = ActiveLayer.Value;              //Active AO Layer
             GrainLayer.enabled.value         = ActiveEffect.Value;             // Active AO Effect
             GrainLayer.colored.overrideState = ColoredActive.Value;            //Activate Mode
             if (ColoredActive.Value)
             {
                 GrainLayer.colored.value = Colored.Value;                                 // AO Mode selection
             }
             GrainLayer.intensity.overrideState = IntensityActive.Value;                   //Activate Mode
             if (IntensityActive.Value)
             {
                 GrainLayer.intensity.value = Intensity.Value;                            // AO Mode selection
             }
             GrainLayer.size.overrideState = SizeActive.Value;                            //Activate Mode
             if (SizeActive.Value)
             {
                 GrainLayer.size.value = Size.Value;                                  // AO Mode selection
             }
             GrainLayer.lumContrib.overrideState = LuminanceContributionActive.Value; //Activate Mode
             if (LuminanceContributionActive.Value)
             {
                 GrainLayer.lumContrib.value = LuminanceContribution.Value;                                 // AO Mode selection
             }
         }
     }
 }
Пример #19
0
        private void UpdateUnderwaterIntensity(float intensity)
        {
#if UNITY_POST_PROCESSING_STACK_V2
            if (PCommon.CurrentRenderPipeline == PRenderPipelineType.Builtin)
            {
                if (PostProcessProfile == null)
                {
                    return;
                }
                PUnderwater underwaterSettings;
                if (PostProcessProfile.TryGetSettings <PUnderwater>(out underwaterSettings))
                {
                    underwaterSettings.intensity.Override(intensity);
                }
            }
#endif

#if POSEIDON_URP
            if (PCommon.CurrentRenderPipeline == PRenderPipelineType.Universal)
            {
                if (VolumeProfile == null)
                {
                    return;
                }
                PUnderwaterOverride underwaterSettigns;
                if (VolumeProfile.TryGet <PUnderwaterOverride>(out underwaterSettigns))
                {
                    underwaterSettigns.intensity.Override(intensity);
                }
            }
#endif
        }
Пример #20
0
        /// <summary>
        /// Updates the underwater post fx
        /// </summary>
        private void UpdateUnderwaterPostFX()
        {
            if (m_supportPostFX)
            {
#if UNITY_POST_PROCESSING_STACK_V2
                if (m_postProcessProfile == null)
                {
                    if (m_underwaterPostFX != null)
                    {
                        PostProcessVolume processVolume = m_underwaterPostFX.GetComponent <PostProcessVolume>();
                        if (processVolume != null)
                        {
                            m_postProcessProfile = processVolume.sharedProfile;
                        }
                    }
                }
                else
                {
                    UnityEngine.Rendering.PostProcessing.ColorGrading colorGrading;
#if GAIA_PRO_PRESENT
                    if (!m_weatherSystemExists)
                    {
#endif
                    if (m_postProcessProfile.TryGetSettings(out colorGrading))
                    {
                        colorGrading.postExposure.value         = m_constUnderwaterPostExposure;
                        colorGrading.postExposure.overrideState = true;
                        colorGrading.colorFilter.value          = m_constUnderwaterColorFilter;
                        colorGrading.colorFilter.overrideState  = true;
                    }
#if GAIA_PRO_PRESENT
                }
                else
                {
                    if (m_postProcessProfile.TryGetSettings(out colorGrading))
                    {
                        colorGrading.postExposure.value         = m_gradientUnderwaterPostExposure.Evaluate(GaiaGlobal.GetTimeOfDayMainValue());
                        colorGrading.postExposure.overrideState = true;
                        colorGrading.colorFilter.value          = m_gradientUnderwaterColorFilter.Evaluate(GaiaGlobal.GetTimeOfDayMainValue());
                        colorGrading.colorFilter.overrideState  = true;
                    }
                }
#endif
                }
#endif
            }
        }
Пример #21
0
 protected override void Awake()
 {
     if (!postProcessingProfile.TryGetSettings <Bloom>(out bloom))           //Try to get the setting override
     {
         bloom = postProcessingProfile.AddSettings <Bloom>();                //Create one if it can't be found
     }
     base.Awake();
 }
 protected override void Awake()
 {
     if (!postProcessingProfile.TryGetSettings <ScreenSpaceReflections>(out ssr))           //Try to get the setting override
     {
         ssr = postProcessingProfile.AddSettings <ScreenSpaceReflections>();                //Create one if it can't be found
     }
     base.Awake();
 }
 protected override void Awake()
 {
     if (!postProcessingProfile.TryGetSettings <MotionBlur>(out mb))           //Try to get the setting override
     {
         mb = postProcessingProfile.AddSettings <MotionBlur>();                //Create one if it can't be found
     }
     base.Awake();
 }
Пример #24
0
 protected override void Awake()
 {
     if (!postProcessingProfile.TryGetSettings <AmbientOcclusion>(out ao))           //Try to get the setting override
     {
         ao = postProcessingProfile.AddSettings <AmbientOcclusion>();                //Create one if it can't be found
     }
     base.Awake();
 }
Пример #25
0
 protected override void Awake()
 {
     if (!postProcessingProfile.TryGetSettings <Vignette>(out vig))           //Try to get the setting override
     {
         vig = postProcessingProfile.AddSettings <Vignette>();                //Create one if it can't be found
     }
     base.Awake();
 }
Пример #26
0
 protected override void Awake()
 {
     if (!postProcessingProfile.TryGetSettings <ChromaticAberration>(out ca))           //Try to get the setting override
     {
         ca = postProcessingProfile.AddSettings <ChromaticAberration>();                //Create one if it can't be found
     }
     base.Awake();
 }
 protected override void Awake()
 {
     if (!postProcessingProfile.TryGetSettings <T>(out setting))           //Try to get the setting
     {
         setting = postProcessingProfile.AddSettings <T>();                //Create it if it can't be found
         setting.SetAllOverridesTo(true);
     }
     base.Awake();
 }
Пример #28
0
        private void Start()
        {
            AmbientOcclusion ambientOcclusion;

            if (profile.TryGetSettings <AmbientOcclusion>(out ambientOcclusion))
            {
                ambientOcclusion.active = true;
            }
        }
Пример #29
0
 private void Start()
 {
     _sharedProfile = GetComponent <PostProcessVolume>().sharedProfile;
     if (!_sharedProfile.TryGetSettings(out _gradingEffect))
     {
         return;
     }
     _originalExposure = _gradingEffect.postExposure;
 }
Пример #30
0
    public override bool InitializeComponent(Orrb.RendererComponentConfig config)
    {
        // Find the post processing profile first.
        PostProcessProfile profile = FindPostprocessingProfile();

        // Grab the settings we are interested in from this profile.
        profile.TryGetSettings(out color_grading_);
        profile.TryGetSettings(out bloom_);
        profile.TryGetSettings(out ambient_occlusion_);
        profile.TryGetSettings(out grain_);

        Debug.Assert(color_grading_ != null);
        Debug.Assert(bloom_ != null);
        Debug.Assert(ambient_occlusion_ != null);
        Debug.Assert(grain_ != null);

        return(base.InitializeComponent(config));
    }