private void UploadVariables(CommonPostProcess commonPostProcess) { Vector4 postProcessParams1 = new Vector4(); postProcessParams1.x = commonPostProcess.grainIntensity; postProcessParams1.y = commonPostProcess.vignetteIntensity; postProcessParams1.z = commonPostProcess.vignetteScale; postProcessParams1.w = commonPostProcess.chromaticAberrationDistortion; m_combinationMat.SetVector("_PostProcessParams1", postProcessParams1); Vector4 postProcessParams2 = new Vector4(); postProcessParams2.x = commonPostProcess.vignetteColor.r; postProcessParams2.y = commonPostProcess.vignetteColor.g; postProcessParams2.z = commonPostProcess.vignetteColor.b; postProcessParams2.w = commonPostProcess.chromaticAberrationIntensity; m_combinationMat.SetVector("_PostProcessParams2", postProcessParams2); Vector4 postProcessParams3 = new Vector4(); postProcessParams3.x = Random.value; postProcessParams3.y = ScionUtility.GetWhitePointMultiplier(commonPostProcess.whitePoint); postProcessParams3.z = 1.0f / commonPostProcess.whitePoint; m_combinationMat.SetVector("_PostProcessParams3", postProcessParams3); }
public PostProcessParameters() { glareParams = new GlareParameters(); lensDirtParams = new LensDirtParameters(); cameraParams = new CameraParameters(); DoFParams = new DepthOfFieldParameters(); colorGradingParams = new ColorGradingParameters(); preCalcValues = new PreCalcValues(); commonPostProcess = new CommonPostProcess(); }
public PostProcessParameters() { this.bloomParams = default(BloomParameters); this.lensDirtParams = default(LensDirtParameters); this.cameraParams = default(CameraParameters); this.DoFParams = default(DepthOfFieldParameters); this.colorGradingParams = default(ColorGradingParameters); this.preCalcValues = default(PreCalcValues); this.commonPostProcess = default(CommonPostProcess); }
private void UploadVariables(CommonPostProcess commonPostProcess) { Vector4 vector = default(Vector4); vector.x = commonPostProcess.grainIntensity; vector.y = commonPostProcess.vignetteIntensity; vector.z = commonPostProcess.vignetteScale; vector.w = commonPostProcess.chromaticAberrationDistortion; this.m_combinationMat.SetVector("_PostProcessParams1", vector); Vector4 vector2 = default(Vector4); vector2.x = commonPostProcess.vignetteColor.r; vector2.y = commonPostProcess.vignetteColor.g; vector2.z = commonPostProcess.vignetteColor.b; vector2.w = commonPostProcess.chromaticAberrationIntensity; this.m_combinationMat.SetVector("_PostProcessParams2", vector2); Vector4 vector3 = default(Vector4); vector3.x = UnityEngine.Random.value; vector3.y = 5f / commonPostProcess.whitePoint; vector3.z = 1f / commonPostProcess.whitePoint; this.m_combinationMat.SetVector("_PostProcessParams3", vector3); }