示例#1
0
        private void PrepareBloomSampling(RenderTexture bloomTexture, GlareParameters glareParams)
        {
            m_combinationMat.SetTexture("_BloomTexture", bloomTexture);

            Vector4 shaderParams = new Vector4();
            shaderParams.x = glareParams.intensity;
            shaderParams.y = glareParams.brightness;
            shaderParams.z = glareParams.bloomNormalizationTerm;
            m_combinationMat.SetVector("_GlareParameters", shaderParams);
        }
示例#2
0
 public PostProcessParameters()
 {
     glareParams        = new GlareParameters();
     lensDirtParams     = new LensDirtParameters();
     cameraParams       = new CameraParameters();
     DoFParams          = new DepthOfFieldParameters();
     colorGradingParams = new ColorGradingParameters();
     preCalcValues      = new PreCalcValues();
     commonPostProcess  = new CommonPostProcess();
 }
示例#3
0
        private void PrepareBloomSampling(RenderTexture bloomTexture, GlareParameters glareParams)
        {
            m_combinationMat.SetTexture("_BloomTexture", bloomTexture);

            Vector4 shaderParams = new Vector4();

            shaderParams.x = glareParams.intensity;
            shaderParams.y = glareParams.brightness;
            shaderParams.z = glareParams.bloomNormalizationTerm;
            m_combinationMat.SetVector("_GlareParameters", shaderParams);
        }
示例#4
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        private void PrepareLensDirtSampling(Texture lensDirtTexture, LensDirtParameters lensDirtParams, GlareParameters glareParams)
        {
            m_combinationMat.SetTexture("_LensDirtTexture", lensDirtTexture);

            Vector4 shaderParams = new Vector4();

            shaderParams.x = lensDirtParams.bloomEffect;
            shaderParams.y = lensDirtParams.bloomBrightness * glareParams.brightness;
            shaderParams.z = lensDirtParams.lensFlareEffect;
            shaderParams.w = lensDirtParams.lensFlareBrightness;
            m_combinationMat.SetVector("_LensDirtParameters", shaderParams);
        }
示例#5
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        private void PrepareLensDirtSampling(Texture lensDirtTexture, LensDirtParameters lensDirtParams, GlareParameters glareParams)
        {
            m_combinationMat.SetTexture("_LensDirtTexture", lensDirtTexture);

            Vector4 shaderParams = new Vector4();
            shaderParams.x = lensDirtParams.bloomEffect;
            shaderParams.y = lensDirtParams.bloomBrightness * glareParams.brightness;
            shaderParams.z = lensDirtParams.lensFlareEffect;
            shaderParams.w = lensDirtParams.lensFlareBrightness;
            m_combinationMat.SetVector("_LensDirtParameters", shaderParams);
        }
示例#6
0
 public PostProcessParameters()
 {
     glareParams = new GlareParameters();
     lensDirtParams = new LensDirtParameters();
     cameraParams = new CameraParameters();
     DoFParams = new DepthOfFieldParameters();
     colorGradingParams = new ColorGradingParameters();
     preCalcValues = new PreCalcValues();
     commonPostProcess = new CommonPostProcess();
 }