public PostProcessingContext Reset() { profile = null; camera = null; materialFactory = null; renderTextureFactory = null; interrupted = false; return(this); }
public PostProcessingContext Reset() { profile = null; camera = null; materialFactory = null; renderTextureFactory = null; interrupted = false; return this; }
public void OnEnable() { rendererCamera = Camera.main; isSupported = true; m_CommandBuffers = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >(); renderTextureFactory = new RenderTextureFactory(); m_Camera = gameObject.GetComponent <Camera>(); PostEffectModelContainer postEffectModel = Resources.Load("PostEffectModelContainer") as PostEffectModelContainer; blurEffect = new BlurEffect(); blurEffect.renderTextureFactory = renderTextureFactory; blurEffectModel = postEffectModel.blurEffectModel; blurEffect.SetPostEffectModel <BlurEffectModel>(blurEffectModel); oldFilmEffect = new OldFilmEffect(); oldFilmEffect.renderTextureFactory = renderTextureFactory; oldFilmEffectModel = postEffectModel.oldFilmEffectModel; oldFilmEffect.SetPostEffectModel <OldFilmEffectModel>(oldFilmEffectModel); nightVisionEffect = new NightVisionEffect(); nightVisionEffect.renderTextureFactory = renderTextureFactory; nightVisionEffectModel = postEffectModel.nightVisionEffectModel; nightVisionEffect.SetPostEffectModel <NightVisionEffectModel>(nightVisionEffectModel); ambientOcclusionEffect = new AmbientOcclusionEffect(); ambientOcclusionEffect.renderTextureFactory = renderTextureFactory; ambientOcclusionModel = postEffectModel.ambientOcclusionModel; ambientOcclusionEffect.SetPostEffectModel(ambientOcclusionModel); postEffectList.Add(blurEffect); postEffectList.Add(oldFilmEffect); postEffectList.Add(nightVisionEffect); postEffectList.Add(ambientOcclusionEffect); for (int i = 0; i < postEffectList.Count; i++) { BasePostEffect postEffect = postEffectList[i]; postEffect.OnEnable(); } CheckResources(); }
void OnEnable() { m_CommandBuffers = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >(); m_MaterialFactory = new MaterialFactory(); m_RenderTextureFactory = new RenderTextureFactory(); m_Context = new PostProcessingContext(); // Keep a list of all post-fx for automation purposes m_Components = new List <PostProcessingComponentBase>(); // Component list m_DebugViews = AddComponent(new BuiltinDebugViewsComponent()); m_AmbientOcclusion = AddComponent(new AmbientOcclusionComponent()); m_ScreenSpaceReflection = AddComponent(new ScreenSpaceReflectionComponent()); m_FogComponent = AddComponent(new FogComponent()); m_MotionBlur = AddComponent(new MotionBlurComponent()); m_Taa = AddComponent(new TaaComponent()); m_EyeAdaptation = AddComponent(new EyeAdaptationComponent()); m_DepthOfField = AddComponent(new DepthOfFieldComponent()); m_Bloom = AddComponent(new BloomComponent()); m_ChromaticAberration = AddComponent(new ChromaticAberrationComponent()); m_ColorGrading = AddComponent(new ColorGradingComponent()); m_UserLut = AddComponent(new UserLutComponent()); m_Grain = AddComponent(new GrainComponent()); m_Vignette = AddComponent(new VignetteComponent()); m_Dithering = AddComponent(new DitheringComponent()); m_Fxaa = AddComponent(new FxaaComponent()); // Prepare state observers m_ComponentStates = new Dictionary <PostProcessingComponentBase, bool>(); foreach (var component in m_Components) { m_ComponentStates.Add(component, false); } useGUILayout = false; }