void Start() { bloomScript = GetComponent <BloomAndLensFlares>(); vignetteScript = GetComponent <Vignetting>(); noiseScript = GetComponent <NoiseEffect>(); if (bloomScript) { hasBloom = true; } else { hasBloom = false; } if (vignetteScript) { hasVignetting = true; } else { hasVignetting = false; } if (noiseScript) { hasNoise = true; } else { hasNoise = false; } }
// Use this for initialization void Awake() { cam = GetComponent <Camera>(); ssao = GetComponent <SSAOEffect>(); bloom = GetComponent <BloomAndLensFlares>(); brightness = GetComponent <BrightnessScreenOverlay>(); }
private void turnPauseOff() { player.GetComponent <ControladorJugador>().enabled = true; BloomAndLensFlares script = Camera.main.GetComponent <BloomAndLensFlares>(); script.bloomThreshhold = 0.3f; Time.timeScale = 1.0f; }
private void turnPauseOff() { (GameObject.FindGameObjectWithTag("Player")).GetComponent <MouseLook>().enabled = true; BloomAndLensFlares script = Camera.main.GetComponent <BloomAndLensFlares>(); script.bloomThreshhold = 0.3f; script.bloomIntensity = 1.0f; Time.timeScale = 1.0f; }
public void SetBloom(int state) { BloomAndLensFlares bloom = Camera.mainCamera.GetComponent <BloomAndLensFlares>(); if (bloom != null) { if (state == 0) { bloom.enabled = false; } if (state == 1) { bloom.enabled = true; } } else { print("No bloom"); } }
public virtual void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!this.CheckResources()) { Graphics.Blit((Texture)source, destination); } else { this.doHdr = false; if (this.hdr == HDRBloomMode.Auto) { BloomAndLensFlares bloomAndLensFlares = this; int num = source.format == RenderTextureFormat.ARGBHalf ? 1 : 0; if (num != 0) { num = this.camera.hdr ? 1 : 0; } bloomAndLensFlares.doHdr = num != 0; } else { this.doHdr = this.hdr == HDRBloomMode.On; } BloomAndLensFlares bloomAndLensFlares1 = this; int num1 = this.doHdr ? 1 : 0; if (num1 != 0) { num1 = this.supportHDRTextures ? 1 : 0; } bloomAndLensFlares1.doHdr = num1 != 0; BloomScreenBlendMode bloomScreenBlendMode = this.screenBlendMode; if (this.doHdr) { bloomScreenBlendMode = BloomScreenBlendMode.Add; } RenderTextureFormat format = !this.doHdr ? RenderTextureFormat.Default : RenderTextureFormat.ARGBHalf; RenderTexture temporary1 = RenderTexture.GetTemporary(source.width / 2, source.height / 2, 0, format); RenderTexture temporary2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, format); RenderTexture temporary3 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, format); RenderTexture temporary4 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, format); float num2 = (float)(1.0 * (double)source.width / (1.0 * (double)source.height)); float num3 = 1.0f / 512.0f; Graphics.Blit((Texture)source, temporary1, this.screenBlend, 2); Graphics.Blit((Texture)temporary1, temporary2, this.screenBlend, 2); RenderTexture.ReleaseTemporary(temporary1); this.BrightFilter(this.bloomThreshhold, this.useSrcAlphaAsMask, temporary2, temporary3); if (this.bloomBlurIterations < 1) { this.bloomBlurIterations = 1; } for (int index = 0; index < this.bloomBlurIterations; ++index) { float num4 = (float)(1.0 + (double)index * 0.5) * this.sepBlurSpread; this.separableBlurMaterial.SetVector("offsets", new Vector4(0.0f, num4 * num3, 0.0f, 0.0f)); Graphics.Blit(index != 0 ? (Texture)temporary2 : (Texture)temporary3, temporary4, this.separableBlurMaterial); this.separableBlurMaterial.SetVector("offsets", new Vector4(num4 / num2 * num3, 0.0f, 0.0f, 0.0f)); Graphics.Blit((Texture)temporary4, temporary2, this.separableBlurMaterial); } if (this.lensflares) { if (this.lensflareMode == LensflareStyle34.Ghosting) { this.BrightFilter(this.lensflareThreshhold, 0.0f, temporary2, temporary4); this.Vignette(0.975f, temporary4, temporary3); this.BlendFlares(temporary3, temporary2); } else { this.hollywoodFlaresMaterial.SetVector("_Threshhold", new Vector4(this.lensflareThreshhold, (float)(1.0 / (1.0 - (double)this.lensflareThreshhold)), 0.0f, 0.0f)); this.hollywoodFlaresMaterial.SetVector("tintColor", new Vector4(this.flareColorA.r, this.flareColorA.g, this.flareColorA.b, this.flareColorA.a) * this.flareColorA.a * this.lensflareIntensity); Graphics.Blit((Texture)temporary4, temporary3, this.hollywoodFlaresMaterial, 2); Graphics.Blit((Texture)temporary3, temporary4, this.hollywoodFlaresMaterial, 3); this.hollywoodFlaresMaterial.SetVector("offsets", new Vector4(this.sepBlurSpread * 1f / num2 * num3, 0.0f, 0.0f, 0.0f)); this.hollywoodFlaresMaterial.SetFloat("stretchWidth", this.hollyStretchWidth); Graphics.Blit((Texture)temporary4, temporary3, this.hollywoodFlaresMaterial, 1); this.hollywoodFlaresMaterial.SetFloat("stretchWidth", this.hollyStretchWidth * 2f); Graphics.Blit((Texture)temporary3, temporary4, this.hollywoodFlaresMaterial, 1); this.hollywoodFlaresMaterial.SetFloat("stretchWidth", this.hollyStretchWidth * 4f); Graphics.Blit((Texture)temporary4, temporary3, this.hollywoodFlaresMaterial, 1); if (this.lensflareMode == LensflareStyle34.Anamorphic) { for (int index = 0; index < this.hollywoodFlareBlurIterations; ++index) { this.separableBlurMaterial.SetVector("offsets", new Vector4(this.hollyStretchWidth * 2f / num2 * num3, 0.0f, 0.0f, 0.0f)); Graphics.Blit((Texture)temporary3, temporary4, this.separableBlurMaterial); this.separableBlurMaterial.SetVector("offsets", new Vector4(this.hollyStretchWidth * 2f / num2 * num3, 0.0f, 0.0f, 0.0f)); Graphics.Blit((Texture)temporary4, temporary3, this.separableBlurMaterial); } this.AddTo(1f, temporary3, temporary2); } else { for (int index = 0; index < this.hollywoodFlareBlurIterations; ++index) { this.separableBlurMaterial.SetVector("offsets", new Vector4(this.hollyStretchWidth * 2f / num2 * num3, 0.0f, 0.0f, 0.0f)); Graphics.Blit((Texture)temporary3, temporary4, this.separableBlurMaterial); this.separableBlurMaterial.SetVector("offsets", new Vector4(this.hollyStretchWidth * 2f / num2 * num3, 0.0f, 0.0f, 0.0f)); Graphics.Blit((Texture)temporary4, temporary3, this.separableBlurMaterial); } this.Vignette(1f, temporary3, temporary4); this.BlendFlares(temporary4, temporary3); this.AddTo(1f, temporary3, temporary2); } } } this.screenBlend.SetFloat("_Intensity", this.bloomIntensity); this.screenBlend.SetTexture("_ColorBuffer", (Texture)source); Graphics.Blit((Texture)temporary2, destination, this.screenBlend, (int)bloomScreenBlendMode); RenderTexture.ReleaseTemporary(temporary2); RenderTexture.ReleaseTemporary(temporary3); RenderTexture.ReleaseTemporary(temporary4); } }
void Start() { hiderCam = GameObject.FindGameObjectWithTag("HiderCam"); BLF = hiderCam.GetComponentInChildren <BloomAndLensFlares>(); }
public static void CheckToggleSaturationCorrection() { GameObject obj2 = GameObject.FindWithTag("MainCamera"); if (obj2 != null) { if (Input.GetKeyUp(KeyCode.F12)) { isF12KeyDown = false; } if (!isF12KeyDown && Input.GetKeyDown(KeyCode.F12)) { if (iniHelper == null) { iniHelper = new IniHelper(Application.dataPath + "/Managed/new.ini"); } TM_Enable = (iniHelper.ReadValue("Graphics Enhance", "ToneMapping") == "1") ? true : false; SSAO_Enable = (iniHelper.ReadValue("Graphics Enhance", "SSAO") == "1") ? true : false; CE_Enable = (iniHelper.ReadValue("Graphics Enhance", "ContrastEnhance") == "1") ? true : false; CS_Enable = (iniHelper.ReadValue("Graphics Enhance", "ContrastStretch") == "1") ? true : false; Bloom_Enable = (iniHelper.ReadValue("Graphics Enhance", "Bloom") == "1") ? true : false; Tonemapping TM = obj2.GetComponent <Tonemapping> (); SSAOEffect SSAO = obj2.GetComponent <SSAOEffect>(); ContrastEnhance CE = obj2.GetComponent <ContrastEnhance> (); BloomAndLensFlares bloom = obj2.GetComponent <BloomAndLensFlares> (); ContrastStretchEffect CS = obj2.GetComponent <ContrastStretchEffect> (); QualitySettings.antiAliasing = 4; if (CS == null) { CS = obj2.AddComponent <ContrastStretchEffect> (); CS.shaderAdapt = Shader.Find("Hidden/Contrast Stretch Adaptation"); CS.shaderApply = Shader.Find("Hidden/Contrast Stretch Apply"); CS.shaderLum = Shader.Find("Hidden/Contrast Stretch Luminance"); CS.shaderReduce = Shader.Find("Hidden/Contrast Stretch Reduction"); } if (bloom == null) { bloom = obj2.AddComponent <BloomAndLensFlares> (); bloom.addBrightStuffOneOneShader = Shader.Find("Hidden/BlendOneOne"); bloom.brightPassFilterShader = Shader.Find("Hidden/BrightPassFilterForBloom"); bloom.hollywoodFlaresShader = Shader.Find("Hidden/MultipassHollywoodFlares"); bloom.lensFlareShader = Shader.Find("Hidden/LensFlareCreate"); bloom.screenBlendShader = Shader.Find("Hidden/Blend"); bloom.separableBlurShader = Shader.Find("Hidden/SeparableBlurPlus"); bloom.vignetteShader = Shader.Find("Hidden/VignetteShader"); } if (TM == null) { TM = obj2.AddComponent <Tonemapping> (); TM.tonemapper = Shader.Find("Hidden/Tonemapper"); TM.type = Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite; } if (SSAO == null) { SSAO = obj2.AddComponent <SSAOEffect>(); SSAO.m_SSAOShader = Shader.Find("Hidden/SSAO"); obj2.camera.farClipPlane = 1000; } FightUIInterface.uiInterface.cheatWindow.Open(); //Main.actorMgr.SwitchControlActor (); if (CE == null) { CE = obj2.AddComponent <ContrastEnhance> (); CE.contrastCompositeShader = Shader.Find("Hidden/ContrastComposite"); CE.separableBlurShader = Shader.Find("Hidden/SeparableBlurPlus"); } isF12KeyDown = true; if (!SaturationCorrectionFlag) { FightUIInterface.ShowPromptText("画面增强打开", 1, 1f); SaturationCorrectionFlag = true; if (TM) { TM.enabled = TM_Enable; } if (SSAO) { SSAO.enabled = SSAO_Enable; SSAO.m_Radius = 0.8f; SSAO.m_SampleCount = SSAOEffect.SSAOSamples.Medium; SSAO.m_OcclusionIntensity = 2.4f; SSAO.m_Downsampling = 2; SSAO.m_MinZ = 0.8f; } if (CE) { CE.enabled = CE_Enable; } if (bloom) { bloom.enabled = Bloom_Enable; } if (CS) { CS.enabled = CS_Enable; } } else { FightUIInterface.ShowPromptText("画面增强关闭", 1, 1f); SaturationCorrectionFlag = false; //component.enabled = false; if (SSAO) { SSAO.enabled = false; } if (CE) { CE.enabled = false; } if (TM) { TM.enabled = false; } if (bloom) { bloom.enabled = false; } if (CS) { CS.enabled = false; } } //FightUIInterface.ShowPromptText (SSAO_Enable ? "SSAO ON" : "SSAO OFF"); } } //FightUIInterface.ShowPromptText (Application.unityVersion.ToString ()); }
void Update() { if (Input.GetKeyDown(KeyCode.F)) { FpsHud.Instance.SplatterRandom(); } if (!FpsHudScopeCamera.Instance.Toggled) { if (Input.GetKeyDown(KeyCode.Alpha1)) { FpsHud.Instance.ReticuleStyle = FpsHud.ReticuleStyles.Crosshair; } if (Input.GetKeyDown(KeyCode.Alpha2)) { FpsHud.Instance.ReticuleStyle = FpsHud.ReticuleStyles.Circle; } if (Input.GetKeyDown(KeyCode.Alpha3)) { FpsHud.Instance.ReticuleStyle = FpsHud.ReticuleStyles.Dot; } } if (Input.GetKeyDown(KeyCode.Alpha4)) { if (FpsHudScopeCamera.Instance.Toggled) { FpsHud.Instance.ActiveReticule.gameObject.SetActiveRecursively(true); FpsHudScopeCamera.Instance.Exit(); } else { FpsHud.Instance.ActiveReticule.gameObject.SetActiveRecursively(false); FpsHudScopeCamera.Instance.Enter(20f); } } if (Input.GetKeyDown(KeyCode.T)) { FpsHudPerspectiveCamera cam = FindObjectOfType(typeof(FpsHudPerspectiveCamera)) as FpsHudPerspectiveCamera; BloomAndLensFlares bloom = cam.GetComponent <BloomAndLensFlares>(); bloom.enabled = !bloom.enabled; } if (Input.GetKeyDown(KeyCode.R)) { if (FpsHud.Instance.TotalAmmo > 0) { int newAmmo = Mathf.Min(FpsHud.Instance.TotalAmmo, FpsHud.Instance.ClipAmmoMax); FpsHud.Instance.ClipAmmo = newAmmo; FpsHud.Instance.TotalAmmo -= newAmmo; } } if (Input.GetKeyDown(KeyCode.Mouse0)) { if (FpsHud.Instance.ClipAmmo > 0) { FpsHud.Instance.ClipAmmo -= 1; } } if (Input.GetKey(KeyCode.LeftAlt) && Input.GetKeyUp(KeyCode.Return)) { if (!Screen.fullScreen) { Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, true); } else { Screen.SetResolution(960, 600, false); } } FpsHud.Instance.ReticuleSpread += Input.GetAxis("Mouse ScrollWheel"); }
public void Setup(Camera source, Portal portal, Portal otherPortal, int[] remove, int[] add, PortalCameraControl par = null, float nearclipoffset = 0f, bool ignoreFog = false) { if (par) { hasParent = true; parentCamera = par; } setUp = true; this.source = source; this.portal = portal; this.otherPortal = otherPortal; this.nearClipOffset = nearclipoffset; if (portalDummy == null) { portalDummy = new GameObject(portal.name + " Dummy").transform; portalDummy.parent = portal.transform; } if (otherDummy == null) { otherDummy = new GameObject(otherPortal.name + " Dummy").transform; otherDummy.parent = otherPortal.transform; } camera = gameObject.AddComponent <Camera>(); camera.CopyFrom(Camera.main); int i; for (i = 0; i < remove.Length; i++) { camera.cullingMask = VidyaMod.RemoveFromLayerMask(camera.cullingMask, remove[i]); //camera.cullingMask = camera.cullingMask & ~(1 << remove[i]);//remove layer } for (i = 0; i < add.Length; i++) { camera.cullingMask = VidyaMod.AddToLayerMask(camera.cullingMask, add[i]); //camera.cullingMask = camera.cullingMask | (1 << add[i]);//add } camera.depth = -2; sourceBloom = Camera.main.GetComponent <BloomAndLensFlares>(); sourceSsao = Camera.main.GetComponent <SSAOPro>(); sourceAa = Camera.main.GetComponent <AntialiasingAsPostEffect>(); sourceFog = Camera.main.GetComponent <ColorfulFog>(); bloom = ModUtility.CopyComponent <BloomAndLensFlares>(sourceBloom, gameObject); ssao = ModUtility.CopyComponent <SSAOPro>(sourceSsao, gameObject); aa = ModUtility.CopyComponent <AntialiasingAsPostEffect>(sourceAa, gameObject); fog = ModUtility.CopyComponent <ColorfulFog>(sourceFog, gameObject); bloom.enabled = false; ssao.enabled = sourceSsao.enabled; aa.enabled = sourceAa.enabled; fog.enabled = sourceFog.enabled; layer = add[0]; ignored = ignoreFog; ProcessFog(); UpdateFOV(); ReferenceMaster.onFOVChanged += UpdateFOV; }