public static void GX_Presets_Sunset() { Aura mainComponent = SetupAura(); mainComponent.frustum.settings.density = 0.05f; mainComponent.frustum.settings.anisotropy = 0.6f; mainComponent.frustum.settings.color = Color.HSVToRGB(0.05f, 0.50f, 1); mainComponent.frustum.settings.colorStrength = 0.15f; AuraLight[] lights = SetupLights(); AuraLight[] directionalLights = SortOutLightsByType(lights, LightType.Directional); if (directionalLights.Length == 0) { directionalLights = new AuraLight[1]; directionalLights[0] = AuraLight.CreateGameObject("Aura Directional Light", LightType.Directional).GetComponent <AuraLight>(); } for (int i = 0; i < directionalLights.Length; ++i) { Vector3 tmpRotation = directionalLights[i].transform.rotation.eulerAngles; tmpRotation.x = 10.0f; directionalLights[i].transform.rotation = Quaternion.Euler(tmpRotation); directionalLights[i].GetComponent <Light>().color = Color.HSVToRGB(0.036f, 0.92f, 1.0f); directionalLights[i].GetComponent <Light>().intensity = 1.4f; directionalLights[i].strength = 1.0f; directionalLights[i].enableOutOfPhaseColor = true; directionalLights[i].outOfPhaseColor = Color.HSVToRGB(0.025f, 0.77f, 1); directionalLights[i].outOfPhaseColorStrength = 0.5f; } AuraVolume[] auraVolumes = GetVolumes(); DisableActiveAuraVolumes(auraVolumes); }
private static AuraLight[] SetupDirectionalLights() { AuraLight[] auraLights = Aura.AddAuraToDirectionalLights(); if (auraLights.Length == 0) { auraLights = new AuraLight[1]; auraLights[0] = AuraLight.CreateGameObject("Aura Directional Light", LightType.Directional).GetComponent <AuraLight>(); } return(auraLights); }
public static void GX_Presets_Dawn() { Aura mainComponent = SetupAura(); mainComponent.frustum.settings.density = 0.1f; mainComponent.frustum.settings.anisotropy = 0.75f; mainComponent.frustum.settings.color = Color.HSVToRGB(0.0777f, 0.50f, 1); mainComponent.frustum.settings.colorStrength = 0.25f; AuraLight[] lights = SetupLights(); AuraLight[] directionalLights = SortOutLightsByType(lights, LightType.Directional); if (directionalLights.Length == 0) { directionalLights = new AuraLight[1]; directionalLights[0] = AuraLight.CreateGameObject("Aura Directional Light", LightType.Directional).GetComponent <AuraLight>(); } for (int i = 0; i < directionalLights.Length; ++i) { Vector3 tmpRotation = directionalLights[i].transform.rotation.eulerAngles; tmpRotation.x = 10.0f; directionalLights[i].transform.rotation = Quaternion.Euler(tmpRotation); directionalLights[i].GetComponent <Light>().color = Color.HSVToRGB(0.0777f, 0.92f, 1.0f); directionalLights[i].GetComponent <Light>().intensity = 1.0f; directionalLights[i].strength = 1.0f; directionalLights[i].enableOutOfPhaseColor = true; directionalLights[i].outOfPhaseColor = Color.HSVToRGB(0.025f, 0.6f, 1); directionalLights[i].outOfPhaseColorStrength = 0.5f; } AuraVolume[] auraVolumes = GetVolumes(); DisableActiveAuraVolumes(auraVolumes); AuraVolume globalVolume = AuraVolume.CreateGameObject("Aura Global Volume", VolumeTypeEnum.Global).GetComponent <AuraVolume>(); globalVolume.noiseMask.enable = true; globalVolume.noiseMask.transform.scale = Vector3.one * 5.0f; globalVolume.density.injectionParameters.enable = true; globalVolume.density.injectionParameters.strength = 0.1f; globalVolume.density.injectionParameters.noiseMaskLevelParameters.contrast = 5.0f; globalVolume.color.injectionParameters.enable = false; globalVolume.anisotropy.injectionParameters.enable = true; globalVolume.anisotropy.injectionParameters.strength = 0.1f; globalVolume.anisotropy.injectionParameters.noiseMaskLevelParameters.contrast = 3.0f; globalVolume.anisotropy.injectionParameters.noiseMaskLevelParameters.outputLowValue = -1.0f; }
private static AuraLight[] SetupLights() { Light[] lights = GameObject.FindObjectsOfType <Light>(); AuraLight[] auraLights = new AuraLight[lights.Length]; for (int i = 0; i < lights.Length; ++i) { AuraLight auraLight = lights[i].gameObject.GetComponent <AuraLight>(); if (auraLight == null) { auraLight = lights[i].gameObject.AddComponent <AuraLight>(); } auraLights[i] = auraLight; } return(auraLights); }