示例#1
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        private void PrepareLensDirtSampling(Texture lensDirtTexture, LensDirtParameters lensDirtParams)
        {
            this.m_combinationMat.SetTexture("_LensDirtTexture", lensDirtTexture);
            Vector4 vector = default(Vector4);

            vector.x = ((lensDirtParams.intensity <= 0.0001f) ? 0.0001f : lensDirtParams.intensity);
            vector.y = lensDirtParams.brightness;
            this.m_combinationMat.SetVector("_LensDirtParameters", vector);
        }
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();
 }
 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);
 }
示例#4
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        private void PrepareLensDirtSampling(Texture lensDirtTexture, LensDirtParameters lensDirtParams)
        {
            m_combinationMat.SetTexture("_LensDirtTexture", lensDirtTexture);

            Vector4 shaderParams = new Vector4();

            shaderParams.x = lensDirtParams.intensity > MinValue ? lensDirtParams.intensity : MinValue;
            shaderParams.y = lensDirtParams.brightness;
            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
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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#7
0
 public PostProcessParameters()
 {
     glareParams = new GlareParameters();
     lensDirtParams = new LensDirtParameters();
     cameraParams = new CameraParameters();
     DoFParams = new DepthOfFieldParameters();
     colorGradingParams = new ColorGradingParameters();
     preCalcValues = new PreCalcValues();
     commonPostProcess = new CommonPostProcess();
 }