private static void ApplyPostFX(CinemachineBrain brain)
        {
            PostProcessLayer component = brain.GetComponent <PostProcessLayer>();

            if (component == null || !component.enabled || component.volumeLayer == 0)
            {
                return;
            }
            CameraState currentCameraState  = brain.CurrentCameraState;
            int         numCustomBlendables = currentCameraState.NumCustomBlendables;
            List <PostProcessVolume> dynamicBrainVolumes = CinemachinePostProcessing.GetDynamicBrainVolumes(brain, component, numCustomBlendables);

            for (int i = 0; i < dynamicBrainVolumes.Count; i++)
            {
                dynamicBrainVolumes[i].weight        = 0f;
                dynamicBrainVolumes[i].sharedProfile = null;
                dynamicBrainVolumes[i].profile       = null;
            }
            for (int j = 0; j < numCustomBlendables; j++)
            {
                CameraState.CustomBlendable customBlendable           = currentCameraState.GetCustomBlendable(j);
                CinemachinePostProcessing   cinemachinePostProcessing = customBlendable.m_Custom as CinemachinePostProcessing;
                if (!(cinemachinePostProcessing == null))
                {
                    PostProcessVolume postProcessVolume = dynamicBrainVolumes[j];
                    postProcessVolume.sharedProfile = cinemachinePostProcessing.Profile;
                    postProcessVolume.isGlobal      = true;
                    postProcessVolume.priority      = float.MaxValue;
                    postProcessVolume.weight        = customBlendable.m_Weight;
                }
            }
        }
示例#2
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        static void ApplyPostFX(CinemachineBrain brain)
        {
            //UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.ApplyPostFX");
            PostProcessLayer ppLayer = brain.GetComponent <PostProcessLayer>();

            if (ppLayer == null || !ppLayer.enabled || ppLayer.volumeLayer == 0)
            {
                return;
            }

            CameraState state                = brain.CurrentCameraState;
            int         numBlendables        = state.NumCustomBlendables;
            List <PostProcessVolume> volumes = GetDynamicBrainVolumes(brain, ppLayer, numBlendables);

            for (int i = 0; i < volumes.Count; ++i)
            {
                volumes[i].weight        = 0;
                volumes[i].sharedProfile = null;
                volumes[i].profile       = null;
            }
            for (int i = 0; i < numBlendables; ++i)
            {
                var b = state.GetCustomBlendable(i);
                CinemachinePostProcessing src = b.m_Custom as CinemachinePostProcessing;
                if (!(src == null)) // in case it was deleted
                {
                    PostProcessVolume v = volumes[i];
                    v.sharedProfile = src.Profile;
                    v.isGlobal      = true;
                    v.priority      = float.MaxValue - 1;
                    v.weight        = b.m_Weight;
                }
            }
            //UnityEngine.Profiling.Profiler.EndSample();
        }
        static void ApplyPostFX(CinemachineBrain brain)
        {
            //UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.ApplyPostFX");
            PostProcessLayer ppLayer = brain.PostProcessingComponent as PostProcessLayer;

            if (ppLayer == null || !ppLayer.enabled || ppLayer.volumeLayer == 0)
            {
                return;
            }

            CameraState state                = brain.CurrentCameraState;
            int         numBlendables        = state.NumCustomBlendables;
            List <PostProcessVolume> volumes = GetDynamicBrainVolumes(brain, ppLayer, numBlendables);

            for (int i = 0; i < volumes.Count; ++i)
            {
                volumes[i].weight        = 0;
                volumes[i].sharedProfile = null;
                volumes[i].profile       = null;
            }
            PostProcessVolume firstVolume = null;
            int numPPblendables           = 0;

            for (int i = 0; i < numBlendables; ++i)
            {
                var b = state.GetCustomBlendable(i);
                CinemachinePostProcessing src = b.m_Custom as CinemachinePostProcessing;
                if (!(src == null)) // in case it was deleted
                {
                    PostProcessVolume v = volumes[i];
                    if (firstVolume == null)
                    {
                        firstVolume = v;
                    }
                    v.sharedProfile = src.Profile;
                    v.isGlobal      = true;
                    v.priority      = float.MaxValue - (numBlendables - i) - 1;
                    v.weight        = b.m_Weight;
                    ++numPPblendables;
                }
#if true // set this to true to force first weight to 1
                // If more than one volume, then set the frst one's weight to 1
                if (numPPblendables > 1)
                {
                    firstVolume.weight = 1;
                }
#endif
            }
            //UnityEngine.Profiling.Profiler.EndSample();
        }
        static void ApplyPostFX(CinemachineBrain brain)
        {
            CameraState state         = brain.CurrentCameraState;
            int         numBlendables = state.NumCustomBlendables;
            var         volumes       = GetDynamicBrainVolumes(brain, numBlendables);

            for (int i = 0; i < volumes.Count; ++i)
            {
                volumes[i].weight        = 0;
                volumes[i].sharedProfile = null;
                volumes[i].profile       = null;
            }
            Volume firstVolume     = null;
            int    numPPblendables = 0;

            for (int i = 0; i < numBlendables; ++i)
            {
                var b = state.GetCustomBlendable(i);
                CinemachineVolumeSettings src = b.m_Custom as CinemachineVolumeSettings;
                if (!(src == null)) // in case it was deleted
                {
                    var v = volumes[i];
                    if (firstVolume == null)
                    {
                        firstVolume = v;
                    }
                    v.sharedProfile = src.Profile;
                    v.isGlobal      = true;
                    v.priority      = float.MaxValue - (numBlendables - i) - 1;
                    v.weight        = b.m_Weight;
                    ++numPPblendables;
                }
#if true // set this to true to force first weight to 1
                // If more than one volume, then set the frst one's weight to 1
                if (numPPblendables > 1)
                {
                    firstVolume.weight = 1;
                }
#endif
            }
        }