void Start() { chromatic = ScriptableObject.CreateInstance <ChromaticAberration>(); chromatic.enabled.Override(true); chromatic.intensity.Override(currentChromaticIntensity); volumeChromatic = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, chromatic); }
//private float vignetteInit = 0f; private void Awake() { playerAudio = GetComponent <PlayerAudio>(); //postProcessing = FindObjectOfType<Volume>().GetComponent<Animator>(); volume = FindObjectOfType <Volume>(); if (volume.profile.TryGet <LensDistortion>(out var lens)) { distortion = lens; } if (volume.profile.TryGet <ColorAdjustments>(out var postColors)) { colors = postColors; } if (volume.profile.TryGet <ChromaticAberration>(out var chrom)) { chromatic = chrom; chromaticInit = chrom.intensity.value; } /* * if (volume.profile.TryGet<Vignette>(out var vin)) * { * vignette = vin; * vignetteInit = vin.intensity.value; * }*/ }
void Palpitations() { if (palLevel < 0) { palMode = true; } else if (palLevel > 0.2f) { palMode = false; } if (palMode == true) { palLevel += palSpeed; } else { palLevel -= palSpeed; } ChromaticAberration c = ScriptableObject.CreateInstance <ChromaticAberration>(); c.enabled.Override(true); c.intensity.Override(palLevel); Vignette v = ScriptableObject.CreateInstance <Vignette>(); v.color.Override(new Color(0.65f, 0.37f, 0.37f)); v.enabled.Override(true); v.intensity.Override(palLevel); PostProcessEffectSettings[] p = { c, v }; PostProcessVolume postProcessVolume = PostProcessManager.instance.QuickVolume(Camera.main.gameObject.layer, 0f, p); }
public IEnumerator SlowTimeEffect() { IsSlowDownCurrentlyRunning = true; var prevTimeScale = GameManager.Instance.TimeScale; GameManager.Instance.TimeScale = _slowdownTimeScale; PostProcessVolume vol = FindObjectOfType <PostProcessVolume>(); Bloom bloom = null; ChromaticAberration CA = null; vol.profile.TryGetSettings(out bloom); vol.profile.TryGetSettings(out CA); bloom.intensity.value = 15; CA.intensity.value = 0.4f; yield return(new WaitForSeconds(_slowdownDuration)); bloom.intensity.value = 7.5f; CA.intensity.value = 0.1f; GameManager.Instance.TimeScale = prevTimeScale; yield return(new WaitForSeconds(_slowdownCooldownDuration)); IsSlowDownCurrentlyRunning = false; }
void Awake() { m_Vignette = postProcessProfile.GetSetting <Vignette>(); m_Vignette.intensity.value = 0; m_ChromaticAberation = postProcessProfile.GetSetting <ChromaticAberration>(); m_ChromaticAberation.intensity.value = 0; }
protected virtual void Start() { bloom = volume.profile.GetSetting <Bloom>(); chromaticAberration = volume.profile.GetSetting <ChromaticAberration>(); colorGrading = volume.profile.GetSetting <ColorGrading>(); vignette = volume.profile.GetSetting <Vignette>(); //Set Min values if (bloom) { minBloomIntensity = bloom.intensity.value; } if (vignette) { minVignetteIntensity = vignette.intensity.value; } if (chromaticAberration) { minChromaticIntensity = chromaticAberration.intensity.value; } if (colorGrading) { minPostExposure = colorGrading.postExposure.value; minSaturation = colorGrading.saturation.value; minContrast = colorGrading.contrast.value; startColorFilter = colorGrading.colorFilter.value; } }
private ChromaticAberration _chromAbr; // Chromatic Aberration // ----------------------------------------------------------------------------- // METHOD: Awake() // DESCRIPTION: Cache global variables, set up audio sources. Creates a // postProcessing volume with a vignette and chromatic abbration // which are used for extra feedback when player is hit/low on health // ------------------------------------------------------------------------------- private void Awake() { // Code to get player hurt audio sources: AudioSource[] sources = PlayerAudio.GetComponents <AudioSource>(); PlayerHurt = sources[0]; HeartBeatSource = sources[1]; BreathSource = sources[2]; _playerDeathMusic = sources[3]; _gainHealthAudio = sources[4]; _moveScript = GetComponent <MoveScript>(); _mouseLook = GetComponentInChildren <MouseLook>(); _playerAnim = GetComponentInChildren <Animator>(); LevelManager = FindObjectOfType <LevelManager>(); PlayerStats.PlayerHealth = 100.0f; // Make sure the player is beginning the game with full health // Added a conditional for the value assignment because there is no health slider in the start area scene if (_healthSlider) { _healthSlider.value = PlayerStats.PlayerHealth; } // Set up the post processing volume: _playerVignette = ScriptableObject.CreateInstance <Vignette>(); // create the vignette _playerVignette.enabled.Override(true); _playerVignette.intensity.Override(0.0f); _chromAbr = ScriptableObject.CreateInstance <ChromaticAberration>(); // Create and set up chromatic abb _chromAbr.enabled.Override(true); _chromAbr.intensity.Override(0.0f); _ppVolume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, _playerVignette, _chromAbr); // assign the pp Volume }
// Use this for initialization void Start() { fpsCounterText = fpsCounterLabel.GetComponent <Text>(); _timerText = TimerText.GetComponent <Text>(); _nodeTypeText = nodeTypeLabel.GetComponent <Text>(); _nodeChanceText = nodeChanceLabel.GetComponent <Text>(); progressBarRectTrans = progressBar.GetComponent <RectTransform>(); progressBarImageComponent = progressBar.GetComponent <Image>(); progressBarReferenceWidth = progressBarRectTrans.rect.width; actionCountersTextComponets = new Text[actionCounters.Length]; for (int i = 0; i < actionCounters.Length; i++) { actionCountersTextComponets[i] = actionCounters[i].GetComponent <Text>(); } scoreCountersTextComponents = new Text[scoreCounters.Length]; for (int i = 0; i < scoreCounters.Length; i++) { scoreCountersTextComponents[i] = scoreCounters[i].GetComponent <Text>(); } aberrationDuration = GameManager.GetStopDuration(); aberration = Camera.main.GetComponent <ChromaticAberration>(); hudLoadTime = Time.time; thisHud = this; }
void Awake() { chromaticAberration = profile.GetSetting <ChromaticAberration>(); ambientOcclusion = profile.GetSetting <AmbientOcclusion>(); grain = profile.GetSetting <Grain>(); lensDistortion = profile.GetSetting <LensDistortion>(); }
void Start() { if (GetComponent <ScriptManager>().ArmsCamera.GetComponent <PostProcessVolume>()) { postProcessing = GetComponent <ScriptManager>().ArmsCamera.GetComponent <PostProcessVolume>(); if (postProcessing.profile.HasSettings <ChromaticAberration>()) { chromatic = postProcessing.profile.GetSetting <ChromaticAberration>(); } else { Debug.LogError($"[PostProcessing] Please add Chromatic Aberration Effect to a {postProcessing.profile.name} profile in order to use Jumpscare Effects!"); } if (postProcessing.profile.HasSettings <Vignette>()) { vignette = postProcessing.profile.GetSetting <Vignette>(); } else { Debug.LogError($"[PostProcessing] Please add Vignette Effect to a {postProcessing.profile.name} profile in order to use Jumpscare Effects!"); } } else { Debug.LogError($"[PostProcessing] There is no PostProcessVolume script added to a {GetComponent<ScriptManager>().ArmsCamera.gameObject.name}!"); } itemSwitcher = GetComponentInChildren <ItemSwitcher>(); PlayerBreath = transform.root.gameObject.GetComponentInChildren <PlayerController>().transform.GetChild(1).transform.GetChild(1).gameObject.GetComponent <AudioSource>(); defaultVolume = PlayerBreath.volume; }
void Start() { // haveKey = false; chromaticLayer = ScriptableObject.CreateInstance <ChromaticAberration>(); lensLayer = ScriptableObject.CreateInstance <LensDistortion>(); depthLayer = ScriptableObject.CreateInstance <DepthOfField>(); postProcess = post.GetComponent <PostProcessVolume>(); audio = GetComponent <AudioSource>(); FearBar = FearBarObject.GetComponent <Slider>(); LiferBar = LifeBarObject.GetComponent <Slider>(); persecution = false; depthLayer.active = false; postProcess.profile.TryGetSettings(out chromaticLayer); postProcess.profile.TryGetSettings(out lensLayer); postProcess.profile.TryGetSettings(out depthLayer); contador = 0; isDead = false; life = 100; fear = 0; temp = 0; temp2 = 0; }
public IEnumerator ChromaticAberr(float duration, float biasTowardEnd) { float timer = 0; biasTowardEnd = Mathf.Clamp01(biasTowardEnd); Debug.Log("Bias: " + biasTowardEnd); float rampUpDuration = duration * (1 - biasTowardEnd); float rampDownDuration = duration * biasTowardEnd; ChromaticAberration chromComp = null; Debug.Log(volumeProfile.ToString()); foreach (VolumeComponent component in volumeProfile.components) { if (component.GetType() == typeof(ChromaticAberration)) { Debug.Log("Is chromatic aberration"); chromComp = (ChromaticAberration)component; chromComp.intensity.Override(1f); } } while (timer < rampUpDuration) { timer += Time.deltaTime; if (chromComp == null) { timer += duration; yield return(null); } float lerpT = Mathf.InverseLerp(0, rampUpDuration, timer); chromComp.intensity.Override(lerpT); yield return(new WaitForSeconds(0f)); } timer = 0; while (timer < rampDownDuration) { timer += Time.deltaTime; if (chromComp == null) { timer += duration; yield return(null); } float lerpT = Mathf.InverseLerp(rampDownDuration, 0, timer); chromComp.intensity.Override(lerpT); yield return(new WaitForSeconds(0f)); } yield return(null); }
private void ReloadCamera() { _camera = Camera.main; _volume = _camera.GetComponent <PostProcessVolume>(); _shaderColorGrading = _volume.profile.GetSetting <ColorGrading>(); _shaderDepthOfField = _volume.profile.GetSetting <DepthOfField>(); _shaderChromaticAberration = _volume.profile.GetSetting <ChromaticAberration>(); }
private void Awake() { Camera = GetComponentInChildren <Camera>(); _chromaticAberration = Camera.GetComponent <PostProcessVolume>().sharedProfile.GetSetting <ChromaticAberration>(); _controller = GetComponent <CharacterController>(); _height = transform.position.y; }
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(); }
private void Awake() { _cpMain = transform.parent.GetComponent <CpMain>(); _caBoost = transform.parent.GetComponent <CaBoost>(); _chromaticAberration = _profile.GetSetting <ChromaticAberration>(); _lensDistortion = _profile.GetSetting <LensDistortion>(); }
public void FinishStar() { ChromaticAberration ca = ScriptableObject.CreateInstance <ChromaticAberration>(); ca.enabled.Override(true); ca.intensity.Override(0); ppv = PostProcessManager.instance.QuickVolume(gameObject.layer, 0f, ca); }
void applyPostProccesing() { aberration = ScriptableObject.CreateInstance <ChromaticAberration>(); aberration.enabled.Override(true); aberration.intensity.Override(1f); Variable.shakeCam = true; Destroy(PostProcessManager.instance.QuickVolume(GameObject.Find("PPV").layer, 100f, aberration), vars.destroyEffecttime); }
private void Start() { ChromaticAberration tmp; if (volume.profile.TryGet(out tmp)) { chrom = tmp; } }
public SimpleCameraShake shake; // the reference to our camera shake script on the MainCam void Awake() { //cache a reference to this gameObject. thisGameObject = this.gameObject; //Setup Shake and Chroma Script References... both scripts are on the main camera shake = Camera.main.GetComponent <SimpleCameraShake>(); chroma = Camera.main.GetComponent <ChromaticAberration>(); }
void Start() { var volume = GetComponent <Volume>(); if (volume.profile.TryGet <ChromaticAberration>(out var ca)) { chromaticAberration = ca; } }
// Update is called once per frame private void Start() { TheManager = this; PostProcessing = gameObject.GetComponent <PostProcessVolume>(); DepthOfFieldLayer = PostProcessing.profile.GetSetting <DepthOfField>(); ChromaticAberrationLayer = PostProcessing.profile.GetSetting <ChromaticAberration>(); ChromaticAberrationLayer.enabled.value = false; }
public void Init(float _intensity) { effect = ScriptableObject.CreateInstance <ChromaticAberration>(); effect.enabled.Override(true); intensity = _intensity; effect.intensity.Override(0); //StartFlash(length); }
private void Start() { abberation = ScriptableObject.CreateInstance <ChromaticAberration>(); vignette = ScriptableObject.CreateInstance <Vignette>(); abberation.enabled.Override(true); vignette.enabled.Override(true); Post = PostProcessManager.instance.QuickVolume(8, 100f, abberation, vignette); Post.isGlobal = true; }
// 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>(); }
private void Start() { // Debug.Log("Health System Initialize"); activeMovementComponents = gameObject.GetComponents <PlayerMovement>().ToList(); activeWeaponComponents = gameObject.GetComponents <PlayerWeapon>().Where(weapon => weapon != fallbackWeapon).ToList(); chromaticAberration = postProcessing.sharedProfile.components.Where(component => component is ChromaticAberration).First() as ChromaticAberration; currentAbberation = normalAbberation; chromaticAberration.intensity.value = currentAbberation; }
// Use this for initialization void Start() { //use mainCamera reference to get the Chromatic Abberation and Camera Shake References setup; chromo = mainCam.GetComponent <ChromaticAberration>(); shake = mainCam.GetComponent <SimpleCameraShake>(); //get a count of the colors and store in numOfColors(another integer variable from the enum that will helps us later) numOfColors = System.Enum.GetValues(typeof(PlayerColor)).Length; }
void Start() { rb = GetComponent <Rigidbody2D>(); coll = GetComponent <Collision>(); gameState = GameObject.FindWithTag("GameState").GetComponent <GameState>(); ChromeAberration_Effect = GameObject.FindWithTag("MainCamera").GetComponent <ChromaticAberration>(); }
internal void InitializeProfiles() { if (!SettingValues.profile.TryGetSettings(out chromaticAberrationLayer)) { chromaticAberrationLayer = SettingValues.profile.AddSettings <ChromaticAberration>(); } if (!SettingValues.profile.TryGetSettings(out grainLayer)) { grainLayer = SettingValues.profile.AddSettings <Grain>(); } if (!SettingValues.profile.TryGetSettings(out ambientOcclusionLayer)) { ambientOcclusionLayer = SettingValues.profile.AddSettings <AmbientOcclusion>(); } if (!SettingValues.profile.TryGetSettings(out autoExposureLayer)) { autoExposureLayer = SettingValues.profile.AddSettings <AutoExposure>(); } if (!SettingValues.profile.TryGetSettings(out bloomLayer)) { bloomLayer = SettingValues.profile.AddSettings <Bloom>(); } if (!SettingValues.profile.TryGetSettings(out colorGradingLayer)) { colorGradingLayer = SettingValues.profile.AddSettings <ColorGrading>(); } if (!SettingValues.profile.TryGetSettings(out depthOfFieldLayer)) { depthOfFieldLayer = SettingValues.profile.AddSettings <DepthOfField>(); } if (!SettingValues.profile.TryGetSettings(out screenSpaceReflectionsLayer)) { screenSpaceReflectionsLayer = SettingValues.profile.AddSettings <ScreenSpaceReflections>(); } if (!SettingValues.profile.TryGetSettings(out vignetteLayer)) { vignetteLayer = SettingValues.profile.AddSettings <Vignette>(); } if (!SettingValues.profile.TryGetSettings(out motionBlurLayer)) { motionBlurLayer = SettingValues.profile.AddSettings <MotionBlur>(); motionBlurLayer.enabled.value = false; } depthOfFieldLayer.enabled.value = false; // Make people use Depth of Field Manually }
void Awake() { instance = this; startPos = transform.position; PostProcessVolume volume = GetComponentInChildren <PostProcessVolume>(); profile = volume.profile; chromaticAberration = profile.GetSetting <ChromaticAberration>(); }