void Awake() { dof = GetComponent<DepthOfField>(); cameras = GetComponentsInChildren<Camera>(); distanceSpread = maxDistance - minDistance; sizeSpread = maxSize - minSize; }
void Start() { angleX = angleX * Mathf.Deg2Rad; angleY = angleY * Mathf.Deg2Rad; dof = GetComponent<DepthOfField>(); targetPoint = target.position; }
public void Set(DepthOfField dof) { if (Object.op_Equality((Object)dof, (Object)null)) { return; } ((Behaviour)dof).set_enabled(this.enabled); dof.focalTransform = (__Null)this.focalTransform; dof.focalLength = (__Null)(double)this.focalLength; dof.focalSize = (__Null)(double)this.focalSize; dof.aperture = (__Null)(double)this.aperture; }
public DOFBK(DepthOfField dof) { if (Object.op_Equality((Object)dof, (Object)null)) { return; } this.enabled = ((Behaviour)dof).get_enabled(); this.focalTransform = (Transform)dof.focalTransform; this.focalLength = (float)dof.focalLength; this.focalSize = (float)dof.focalSize; this.aperture = (float)dof.aperture; }
void BlurAtRuntime() { DepthOfField depthOfField = ScriptableObject.CreateInstance <DepthOfField>(); depthOfField.active = true; depthOfField.enabled.Override(true); depthOfField.aperture.Override(20.0f); depthOfField.focalLength.Override(65.0f); depthOfField.focusDistance.Override(1.0f); ppVolume = postProcessGameObject.GetComponent <PostProcessVolume>(); ppVolume = PostProcessManager.instance.QuickVolume(postProcessGameObject.layer, 0f, depthOfField); }
void Start() { GameObject VolumeHolder = Camera.main.gameObject; JudgementSource = GameObject.FindGameObjectWithTag("Player").GetComponent <AudioSource>(); PostProcessVolume volume = VolumeHolder.GetComponent <PostProcessVolume>(); PPVignette = volume.profile.GetSetting <Vignette>(); PPField = volume.profile.GetSetting <DepthOfField>(); PPBloom = volume.profile.GetSetting <Bloom>(); }
void Start() { cam = GetComponentInChildren <Camera>().transform; layerMask = LayerMask.GetMask("Examinable"); cursorDot = GameObject.Find("crosshair").GetComponent <Image>(); detectCanvas = GameObject.Find("ESDetectCanvas").GetComponent <Canvas>(); ExamineCanvas = GameObject.Find("ESExamineCanvas").GetComponent <Canvas>(); cursorDotDefaultColor = cursorDot.color; depthOfField = postProcess.profile.GetSetting <DepthOfField>(); }
// Start is called before the first frame update void Start() { volume = GetComponent <Volume>(); DepthOfField depth; if (volume.profile.TryGet <DepthOfField>(out depth)) { depthOfField = depth; } StartCoroutine(blurSequencer()); }
public void BlurAtRuntime() { // Adding bluring effect DepthOfField depthOfField = ScriptableObject.CreateInstance <DepthOfField>(); depthOfField.active = true; depthOfField.enabled.Override(true); depthOfField.aperture.Override(20.0f); depthOfField.focalLength.Override(65.0f); depthOfField.focusDistance.Override(1.0f); ppVolume = PostProcessManager.instance.QuickVolume (GameObject.Find("PostProcessing").layer, 0f, depthOfField); }
void SetDepthOfField(float intensity) { if (magicProcessing == null) { return; } DepthOfField depthOfField = ScriptableObject.CreateInstance <DepthOfField>(); depthOfField.enabled.Override((intensity > 0 ? true : false)); depthOfField.focalLength.Override(intensity * depthOfFieldRange); magicProcessing.profile.AddSettings(depthOfField); }
private void Start() { inGameMenu = inGameMenuGameObject.GetComponent <InGameMenu>(); Assert.IsNotNull(inGameMenuGameObject); if (!dof) { DepthOfField tempDof; if (postProcessingVolume.profile.TryGet(out tempDof)) { dof = tempDof; } } }
void Awake() { recordTime = 1f / recordRate; actualCamera.SetParent(fpsPosition); rb.centerOfMass = new Vector3(0, -1, 0); for (int i = 0; i < 4; i++) { localRotations [i] = wheelMeshes [i].localRotation; } depthOfField = camera.GetComponent <DepthOfField> (); ResetZoom(); // armActuator.onArrive = OnPickup; }
private void Awake() { instance = this; var vol = main_volume.GetComponent <PostProcessVolume>(); parameters = vol.profile.GetSetting <DepthOfField>(); var mvol = menu_volume.GetComponent <PostProcessVolume>(); menu_bloom = mvol.profile.GetSetting <Bloom>(); var dvol = deco_volume.GetComponent <PostProcessVolume>(); deco_blur = dvol.profile.GetSetting <DepthOfField>(); }
public void Blur(bool onOff) { if (blur) { DepthOfField blurSettings = blur.GetSetting <DepthOfField>(); if (onOff == true) { blurSettings.focalLength.Interp(0f, 70f, 1f); } else { blurSettings.focalLength.Interp(70f, 0f, 1f); } } }
/// <summary> /// Initializes a new instance of the <see cref="YebisPlugin"/> class. /// </summary> /// <param name="name">The name.</param> public YebisPlugin(string name) : base(name) { yebis = new Manager(); ToneMap = yebis.Config.ToneMap; Glare = yebis.Config.Glare; ColorCorrection = yebis.Config.ColorCorrection; Lens = yebis.Config.Lens; DepthOfField = yebis.Config.DepthOfField; HeatShimmer = yebis.Config.HeatShimmer; LightShaft = yebis.Config.LightShaft; PreferredFormat = PixelFormat.R16G16B16A16_Float; // Make sure that the Depth Stencil will be created with ShaderResource Tags.Set(RenderTargetKeys.RequireDepthStencilShaderResource, true); }
private void Start() { _ppp = ScriptableObject.CreateInstance <PostProcessProfile>(); _ppp.AddSettings <DepthOfField>(); _dof = _ppp.GetSetting <DepthOfField>(); _dof.focusDistance.overrideState = true; _dof.focalLength.overrideState = true; _dof.aperture.overrideState = true; _dof.kernelSize.overrideState = true; _dof.focusDistance.value = .1f; _dof.aperture.value = 10; _dof.kernelSize.value = KernelSize.Medium; this.GetComponent <PostProcessVolume>().profile = _ppp; }
void Start() { m_Vignette = ScriptableObject.CreateInstance <Vignette>(); m_Vignette.enabled.Override(true); m_Vignette.intensity.overrideState = true; m_DepthOfField = ScriptableObject.CreateInstance <DepthOfField>(); m_DepthOfField.enabled.Override(true); m_DepthOfField.focusDistance.overrideState = true; m_ColorGrading = ScriptableObject.CreateInstance <ColorGrading>(); m_ColorGrading.enabled.Override(true); m_ColorGrading.saturation.overrideState = true; m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette, m_DepthOfField, m_ColorGrading); }
public void Deactivate() { foreach (var p in ennemiteam) { if (p != null) { blurness = null; PostProcessVolume volume = p.GetComponentInChildren <PostProcessVolume>(); volume.profile.TryGetSettings(out blurness); if (blurness != null) { blurness.active = false; } } } }
private void Awake() { curFieldOfView = destinationFieldOfView = 60; modelCamera = GameObject.Find("ModelCamera"); preUICamera = GameObject.Find("PreUICamera"); playerController = GameObject.Find("Player").GetComponent <PlayerController>(); //postProcessVolume = gameObject.GetComponent<PostProcessVolume>(); depthOfField = Resources.Load <PostProcessProfile>("Camera/CameraEffect").GetSetting <DepthOfField>(); curFocusDistance = 5; destinationFocusDistance = 5; curFocalLength = 30; desFocalLength = 30; depthOfField.focusDistance.Interp(0, curFocusDistance, 1); depthOfField.focalLength.Interp(0, curFocalLength, 1); }
/// <summary> /// Sets the post processing effect to Main Camera. /// </summary> public static void SetPostProcessingEffect() { GameObject camera = Camera.main.gameObject; Bloom bloom = camera.GetComponent <Bloom>(); DepthOfField dof = camera.GetComponent <DepthOfField>(); if (bloom != null) { bloom.enabled = SettingsData.PostProcessingBloom; } if (dof != null) { dof.enabled = SettingsData.PostProcessingDOF; } }
public void LateUpdate() { UpdateDofMode(); Vector3 player_pos; Vector3 skate_pos; if (XLGraphics.Instance.IsReplayActive()) { if (replay_skater == null) { GetReplaySkater(); } player_pos = replay_skater.position; skate_pos = replay_skateboard.position; } else { player_pos = PlayerController.Instance.skaterController.skaterTransform.position; skate_pos = PlayerController.Instance.boardController.boardTransform.position; } if (dof == null) { dof = PresetManager.Instance.overriderVolume.profile.Add <DepthOfField>(); dof.SetAllOverridesTo(true); } // activate DoF override only when using custom focus dof.active = useCustomFocus; if (useCustomFocus) { var camera = CustomCameraController.Instance.mainCamera; //camera. = 100; if (customFocusMode == FocusMode.Player) { dof.focusMode.value = UnityEngine.Rendering.HighDefinition.DepthOfFieldMode.UsePhysicalCamera; dof.focusDistance.value = Vector3.Distance(player_pos, camera.transform.position); } else if (customFocusMode == FocusMode.Skate) { dof.focusMode.value = UnityEngine.Rendering.HighDefinition.DepthOfFieldMode.UsePhysicalCamera; dof.focusDistance.value = Vector3.Distance(player_pos, camera.transform.position); } } }
public Texture2D CaptureTex(int ResolutionX, int ResolutionY, int DownscalingRate, bool Transparent) { Shader.SetGlobalTexture("_AlphaMask", Texture2D.whiteTexture); Shader.SetGlobalInt("_alpha_a", 1); Shader.SetGlobalInt("_alpha_b", 1); Shader.SetGlobalInt("_LineWidthS", 1); Texture2D fullSizeCapture; int newWidth = ResolutionX * DownscalingRate; int newHeight = ResolutionY * DownscalingRate; float orgBlurSize = 0.0f; // Fix depth of field DepthOfField dof = (DepthOfField)Camera.main.gameObject.GetComponent(typeof(DepthOfField)); if (dof != null) { orgBlurSize = dof.maxBlurSize; dof.maxBlurSize = newWidth * orgBlurSize / Screen.width; } if (Transparent && (InStudio || SceneManager.GetActiveScene().name == "CustomScene" || SceneManager.GetActiveScene().name == "HEditScene" || SceneManager.GetActiveScene().name == "HPlayScene")) { fullSizeCapture = CaptureAlpha(newWidth, newHeight); } else { fullSizeCapture = CaptureOpaque(newWidth, newHeight); } // Recover depth of field if (dof != null) { dof.maxBlurSize = orgBlurSize; } if (DownscalingRate > 1) { return(LanczosTex(fullSizeCapture, ResolutionX, ResolutionY)); } return(fullSizeCapture); }
void Start() { canvas.enabled = false; DepthOfField tempDof; if (volume.profile.TryGet <DepthOfField>(out tempDof)) { dof = tempDof; } Vignette tempVig; if (volume.profile.TryGet <Vignette>(out tempVig)) { vig = tempVig; } }
void Start() { _dof = ScriptableObject.CreateInstance <DepthOfField>(); _dof.hideFlags = HideFlags.DontSave; _dof.focusDistance.overrideState = true; _dof.enabled.value = true; _profile = ScriptableObject.CreateInstance <PostProcessProfile>(); _profile.hideFlags = HideFlags.DontSave; _profile.AddSettings(_dof); _volume = gameObject.AddComponent <PostProcessVolume>(); _volume.hideFlags = HideFlags.DontSave | HideFlags.NotEditable; _volume.sharedProfile = _profile; _volume.isGlobal = true; _volume.priority = 1000; Update(); }
protected override void Awake() { vp_FPCamera.cs = this; base.Awake(); this.FPController = base.Root.GetComponent <vp_FPController>(); this.m_InitialRotation = new Vector2(base.Transform.eulerAngles.y, base.Transform.eulerAngles.x); base.Parent.gameObject.layer = 30; foreach (Transform transform in base.Parent) { transform.gameObject.layer = 30; } base.GetComponent <Camera>().cullingMask &= 1056964607; base.GetComponent <Camera>().depth = 0f; this.weaponCam = null; foreach (Transform transform2 in base.Transform) { this.weaponCam = (Camera)transform2.GetComponent(typeof(Camera)); if (this.weaponCam != null) { this.weaponCam.transform.localPosition = Vector3.zero; this.weaponCam.transform.localEulerAngles = Vector3.zero; this.weaponCam.clearFlags = CameraClearFlags.Depth; this.weaponCam.cullingMask = -2147483648; this.weaponCam.depth = 1f; this.weaponCam.farClipPlane = 100f; this.weaponCam.nearClipPlane = 0.01f; this.weaponCam.fov = 60f; vp_FPCamera.dof = this.weaponCam.GetComponent <DepthOfField>(); break; } } this.m_PositionSpring = new vp_Spring(base.Transform, vp_Spring.UpdateMode.Position, false); this.m_PositionSpring.MinVelocity = 1E-05f; this.m_PositionSpring.RestState = this.PositionOffset; this.m_PositionSpring2 = new vp_Spring(base.Transform, vp_Spring.UpdateMode.PositionAdditive, false); this.m_PositionSpring2.MinVelocity = 1E-05f; this.m_RotationSpring = new vp_Spring(base.Transform, vp_Spring.UpdateMode.RotationAdditive, false); this.m_RotationSpring.MinVelocity = 1E-05f; this.cameraFlashFX = GameObject.Find("WeaponCamera/FlashFX"); this.matFlashFX = this.cameraFlashFX.GetComponent <MeshRenderer>().material; this.matFlashFX.color = Color.white; this.SetFlashFX(0f, 3.5f); }
public void GenerateEnnemiTeam(string allyteam) { this.allyteam = allyteam; int i = 0; blurness = null; foreach (var p in GameObject.FindGameObjectsWithTag("Player")) { if (p.GetComponent <TeamColor>().enemieColor == allyteam) { p.GetComponentInChildren <PostProcessVolume>().profile.TryGetSettings(out blurness); if (blurness != null) { ennemiteam[i++] = p; } } blurness = null; } }
static void Draw_Settings_DepthOfField(GraphicSystem data, bool draw = true) { if (!data.DepthOfField) { return; } for (int i = 0; i < _dof.Count; i++) { DepthOfField obj = _dof[i]; string name = $"[DoF{i}] "; obj.enabled.value = Field($"{name}Enabled", obj.enabled.value, draw); obj.aperture.value = Field($"{name}Aperture", obj.aperture.value, draw); obj.focalLength.value = Field($"{name}Focal Length", obj.focalLength.value, draw); obj.focusDistance.value = Field($"{name}Focus Distance", obj.focusDistance.value, draw); obj.kernelSize.value = Field($"{name}Kernel Size", obj.kernelSize.value, draw); } }
// Use this for initialization void Start() { /* foreach (Transform child in transform) { children.Add(child.gameObject); } playerCamera = children[0].gameObject; */ playerCamera = Camera.main.gameObject; blurScript = playerCamera.GetComponent<DepthOfField> (); }
void Start( ) { //Assign camera effect vars CameraVignette = GetComponent<VignetteAndChromaticAberration>( ); CameraBloom = GetComponent<BloomOptimized>( ); CameraDoF = GetComponent<DepthOfField>( ); CameraPos = new Vector3( ); //Debug SetCameraMode( CameraMode.GAME ); }
/// <summary> /// Unity's method called when this entity is created, even if it is disabled. /// </summary> void Awake() { // Looks for the independent controller component _independentControl = FindObjectOfType<GameControllerIndependentControl>(); // Looks for the independent controller component _inputControl = FindObjectOfType<GameControllerInput>(); // Get component depth of field _dof = GetComponent<DepthOfField>(); // Sets the camera's target to the current character SetObjective(_independentControl.currentCharacter); }
void Awake() { blur = FindObjectOfType<CameraMotionBlur>(); dof = FindObjectOfType<DepthOfField>(); musicPlayer = GameObject.Find("MusicPlayer").GetComponent<AudioSource>(); }
public override void Initialise() { base.Initialise(); if (GraphicsDevice != null) { // Render Targets m_ShadowDepthTarget = new RenderTarget2D(GraphicsDevice, m_ShadowMapSize, m_ShadowMapSize, false, SurfaceFormat.HalfVector2, DepthFormat.Depth24); // Shadow multiplier value ShadowMult = 0.5f; // Custom light blending state m_LightAddBlendState = new BlendState() { AlphaSourceBlend = Blend.One, ColorSourceBlend = Blend.One, AlphaDestinationBlend = Blend.One, ColorDestinationBlend = Blend.One, }; // Create these post processors up front m_DepthOfFieldPostProcessor = new DepthOfField(GraphicsDevice); m_BloomPostProcessor = new Bloom(GraphicsDevice); m_FilmGrainProcessor = new FilmGrain(GraphicsDevice); } //create render queues for (int index = 0; index < (int)ERenderQueue.Count; index++) { m_VisibleMeshes[index] = new List<AbstractMesh>(); m_VisibleShadowedMeshes[index] = new List<AbstractMesh>(); } }