public void Load(UnityEngine.Rendering.PostProcessing.MotionBlur layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; shutterAngle.Fill(layer.shutterAngle); sampleCount.Fill(layer.sampleCount); } }
public void Load(UnityEngine.Rendering.PostProcessing.Grain layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; colored.Fill(layer.colored); intensity.Fill(layer.intensity); size.Fill(layer.size); lumContrib.Fill(layer.lumContrib); } }
public void Load(UnityEngine.Rendering.PostProcessing.ChromaticAberration layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; intensity.Fill(layer.intensity); fastMode.Fill(layer.fastMode); //Load texture from the path. //layer.spectralLutPath.value = spectralLut; } }
public void Load(UnityEngine.Rendering.PostProcessing.ScreenSpaceReflections layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; preset.Fill(layer.preset); maximumIterationCount.Fill(layer.maximumIterationCount); resolution.Fill(layer.resolution); thickness.Fill(layer.thickness); maximumMarchDistance.Fill(layer.maximumMarchDistance); distanceFade.Fill(layer.distanceFade); vignette.Fill(layer.vignette); } }
public void Load(UnityEngine.Rendering.PostProcessing.AutoExposure layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; filtering.Fill(layer.filtering); minLuminance.Fill(layer.minLuminance); maxLuminance.Fill(layer.maxLuminance); keyValue.Fill(layer.keyValue); speedUp.Fill(layer.speedUp); speedDown.Fill(layer.speedDown); eyeAdaptation.Fill(layer.eyeAdaptation); } }
public void Load(UnityEngine.Rendering.PostProcessing.DepthOfField layer) { if (layer != null) { if (AIGraphics.Instance.FocusPuller != null) { AIGraphics.Instance.FocusPuller.enabled = this.focusPuller; } enabled.Fill(layer.enabled); layer.active = layer.enabled.value; focusDistance.Fill(layer.focusDistance); aperture.Fill(layer.aperture); focalLength.Fill(layer.focalLength); kernelSize.Fill(layer.kernelSize); } }
public void Load(UnityEngine.Rendering.PostProcessing.AmbientOcclusion layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; mode.Fill(layer.mode); intensity.Fill(layer.intensity); color.Fill(layer.color); ambientOnly.Fill(layer.ambientOnly); noiseFilterTolerance.Fill(layer.noiseFilterTolerance); blurTolerance.Fill(layer.blurTolerance); upsampleTolerance.Fill(layer.upsampleTolerance); thicknessModifier.Fill(layer.thicknessModifier); directLightingStrength.Fill(layer.directLightingStrength); radius.Fill(layer.radius); quality.Fill(layer.quality); } }
public void Load(UnityEngine.Rendering.PostProcessing.Vignette layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; mode.Fill(layer.mode); color.Fill(layer.color); center.Fill(layer.center); intensity.Fill(layer.intensity); smoothness.Fill(layer.smoothness); roundness.Fill(layer.roundness); rounded.Fill(layer.rounded); opacity.Fill(layer.opacity); // Load Texture from the Path. // layer.mask.value = mask; } }
public void Load(UnityEngine.Rendering.PostProcessing.Bloom layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; intensity.Fill(layer.intensity); threshold.Fill(layer.threshold); softKnee.Fill(layer.softKnee); clamp.Fill(layer.clamp); diffusion.Fill(layer.diffusion); anamorphicRatio.Fill(layer.anamorphicRatio); color.Fill(layer.color); fastMode.Fill(layer.fastMode); dirtIntensity.Fill(layer.dirtIntensity); layer.dirtTexture.overrideState = dirtState; AIGraphics.Instance.PostProcessingManager.LoadLensDirtTexture(dirtTexture, dirtTexture => layer.dirtTexture.value = dirtTexture); } }
public void Load(UnityEngine.Rendering.PostProcessing.ColorGrading layer) { if (layer != null) { enabled.Fill(layer.enabled); layer.active = layer.enabled.value; gradingMode.Fill(layer.gradingMode); mixerGreenOutGreenIn.Fill(layer.mixerGreenOutGreenIn); mixerGreenOutBlueIn.Fill(layer.mixerGreenOutBlueIn); mixerBlueOutRedIn.Fill(layer.mixerBlueOutRedIn); mixerBlueOutGreenIn.Fill(layer.mixerBlueOutGreenIn); mixerBlueOutBlueIn.Fill(layer.mixerBlueOutBlueIn); lift.Fill(layer.lift); gamma.Fill(layer.gamma); mixerGreenOutRedIn.Fill(layer.mixerGreenOutRedIn); gain.Fill(layer.gain); mixerRedOutBlueIn.Fill(layer.mixerRedOutBlueIn); mixerRedOutGreenIn.Fill(layer.mixerRedOutGreenIn); toneCurveToeStrength.Fill(layer.toneCurveToeStrength); toneCurveToeLength.Fill(layer.toneCurveToeLength); toneCurveShoulderStrength.Fill(layer.toneCurveShoulderStrength); toneCurveShoulderLength.Fill(layer.toneCurveShoulderLength); toneCurveShoulderAngle.Fill(layer.toneCurveShoulderAngle); toneCurveGamma.Fill(layer.toneCurveGamma); mixerRedOutRedIn.Fill(layer.mixerRedOutRedIn); tonemapper.Fill(layer.tonemapper); ldrLutContribution.Fill(layer.ldrLutContribution); tint.Fill(layer.tint); colorFilter.Fill(layer.colorFilter); hueShift.Fill(layer.hueShift); saturation.Fill(layer.saturation); brightness.Fill(layer.brightness); postExposure.Fill(layer.postExposure); contrast.Fill(layer.contrast); temperature.Fill(layer.temperature); layer.ldrLut.value = AIGraphics.Instance.PostProcessingManager.LoadLUT(ldrLutIndex.value); layer.ldrLut.overrideState = ldrLutIndex.overrideState; } }