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); }
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 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); }
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); }