bool CheckHdr(Bloom target) { var camera = target.GetComponent <Camera>(); #if UNITY_5_6_OR_NEWER return(camera != null && camera.allowHDR); #else return(camera != null && camera.hdr); #endif }
public void TogglePostFX() { // // 3rd party effects // UnityStandardAssets.CinematicEffects.TonemappingColorGrading tm = mainCamera.gameObject.GetComponent <UnityStandardAssets.CinematicEffects.TonemappingColorGrading>(); togglepostFXButtonOn.SetActive(!tm.enabled); togglepostFXButtonOff.SetActive(tm.enabled); exposureSlider.interactable = !tm.enabled; tm.enabled = !tm.enabled; UnityStandardAssets.CinematicEffects.Bloom bl = mainCamera.gameObject.GetComponent <UnityStandardAssets.CinematicEffects.Bloom>(); bl.enabled = tm.enabled; }
bool CheckHdr(Bloom target) { var camera = target.GetComponent<Camera>(); return camera != null && camera.hdr; }
bool CheckHdr(Bloom target) { var camera = target.GetComponent <Camera>(); return(camera != null && camera.allowHDR); }
// Update internal state from given settings. public void Prepare(Bloom.Settings settings, bool isHdr) { if (isHdr) { _rangeX = 6; _rangeY = 1.5f; } else { _rangeX = 1; _rangeY = 1; } _threshold = settings.thresholdLinear; _knee = settings.softKnee * _threshold + 1e-5f; // Intensity is capped to prevent sampling errors. _intensity = Mathf.Min(settings.intensity, 10); }