/// <summary> /// sets the settings used by the bloom and blur shaders /// </summary> /// <param name="settings">Settings.</param> public void setBloomSettings(BloomSettings settings) { _settings = settings; _bloomExtractThresholdParam.SetValue(_settings.threshold); _bloomIntensityParam.SetValue(_settings.intensity); _bloomBaseIntensityParam.SetValue(_settings.baseIntensity); _bloomSaturationParam.SetValue(_settings.saturation); _bloomBaseSaturationParam.SetValue(_settings.baseSaturation); }
/// <summary> /// sets the settings used by the bloom and blur shaders /// </summary> /// <param name="settings">Settings.</param> public void setBloomSettings( BloomSettings settings ) { _settings = settings; _bloomExtractThresholdParam.SetValue( _settings.threshold ); _bloomIntensityParam.SetValue( _settings.intensity ); _bloomBaseIntensityParam.SetValue( _settings.baseIntensity ); _bloomSaturationParam.SetValue( _settings.saturation ); _bloomBaseSaturationParam.SetValue( _settings.baseSaturation ); _gaussianBlurEffect.blurAmount = _settings.blurAmount; }
/// <summary> /// sets the settings used by the bloom and blur shaders /// </summary> /// <param name="settings">Settings.</param> public void setBloomSettings(BloomSettings settings) { _settings = settings; _bloomExtractThresholdParam.SetValue(_settings.threshold); _bloomIntensityParam.SetValue(_settings.intensity); _bloomBaseIntensityParam.SetValue(_settings.baseIntensity); _bloomSaturationParam.SetValue(_settings.saturation); _bloomBaseSaturationParam.SetValue(_settings.baseSaturation); _gaussianBlurEffect.blurAmount = _settings.blurAmount; }
public BloomPostProcessor(int executionOrder) : base(executionOrder) { _settings = BloomSettings.presetSettings[3]; }
public BloomPostProcessor( int executionOrder ) : base( executionOrder ) { _settings = BloomSettings.presetSettings[3]; }