Inheritance: UnityEngine.MonoBehaviour
示例#1
0
 public void ExposureChanged(Slider slider)
 {
     //
     // Unity's tonemapper install image effect to get it working
     //
     UnityStandardAssets.CinematicEffects.TonemappingColorGrading tm = mainCamera.gameObject.GetComponent <UnityStandardAssets.CinematicEffects.TonemappingColorGrading> ();
     UnityStandardAssets.CinematicEffects.TonemappingColorGrading.TonemappingSettings tmSettings = tm.tonemapping;
     tmSettings.exposure = slider.value;
     tm.tonemapping      = tmSettings;
 }
示例#2
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    void Start()
    {
        m_cam = Camera.main;
        m_sunShafts = m_cam.GetComponent<SunShafts>();
        m_bloom = m_cam.GetComponent<Bloom>();
        m_motionBlur = m_cam.GetComponent<CameraMotionBlur>();
        m_antiAliasing = m_cam.GetComponent<AntiAliasing>();
        m_colorGrading = m_cam.GetComponent<TonemappingColorGrading>();

        m_defaultGrading = m_colorGrading.colorGrading;

        GameController.GameOver += OnGameOver;
    }
示例#3
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    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;
    }
示例#4
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        public static void DrawFilmicCurve(TonemappingColorGrading target)
        {
            const int h  = 128;
            const int h1 = h - 1;
            Rect      rect;

            EditorGUILayout.BeginHorizontal();
            {
                GUILayout.FlexibleSpace();
                rect = GUILayoutUtility.GetRect(Mathf.Min(EditorGUIUtility.currentViewWidth - 50f, 512f), h);
                GUILayout.FlexibleSpace();
            }
            EditorGUILayout.EndHorizontal();

            // Background
            GUI.Box(rect, GUIContent.none);

            // Curve points
            int w = Mathf.FloorToInt(rect.width);

            Vector3[] c = new Vector3[w];

            float lutA = TonemappingColorGrading.GetLutA();

            TonemappingColorGrading.SimplePolyFunc polyToe;
            TonemappingColorGrading.SimplePolyFunc polyLinear;
            TonemappingColorGrading.SimplePolyFunc polyShoulder;

            var curveData = target.filmicCurve;

            const float gammaSpace = 2.2f;

            float       x0           = Mathf.Pow(1.0f / 3.0f, gammaSpace);
            const float shoulderBase = .7f;
            float       x1           = Mathf.Pow(shoulderBase, gammaSpace);
            float       gammaHighY   = Mathf.Pow(shoulderBase, 1.0f + (curveData.lutShoulder) * 1.0f);
            float       y1           = Mathf.Pow(gammaHighY, gammaSpace);

            float t   = x0 / x1;
            float lin = t * y1;
            float low = lin * (1.0f - curveData.toe * .5f);
            var   y0  = low;

            float dx = x1 - x0;
            float dy = y1 - y0;

            float m = 0.0f;

            if (dx > 0 && dy > 0)
            {
                m = dy / dx;
            }

            // Linear section, power is 1, slope is m
            polyLinear.x0    = x0;
            polyLinear.y0    = y0;
            polyLinear.A     = m;
            polyLinear.B     = 1.0f;
            polyLinear.signX = 1.0f;
            polyLinear.signY = 1.0f;
            polyLinear.logA  = Mathf.Log(m);

            // Toe
            polyToe = polyLinear;
            polyToe.Initialize(x0, y0, m);

            float linearW = target.GetWhitePoint();

            // Shoulder, first think about it "backwards"
            float offsetX = linearW - x1;
            float offsetY = 1.0f - y1;

            polyShoulder = polyLinear;
            polyShoulder.Initialize(offsetX, offsetY, m);

            // Flip horizontal
            polyShoulder.signX = -1.0f;
            polyShoulder.x0    = -linearW;

            // Flip vertical
            polyShoulder.signY = -1.0f;
            polyShoulder.y0    = 1.0f;

            float oneOverDim = 1.0f / (1.0f * w - 1.0f);

            for (int i = 0; i < w; i++)
            {
                float src = (i * 1.0f) * oneOverDim;
                float dst = target.EvalFilmicHelper(src, lutA,
                                                    polyToe,
                                                    polyLinear,
                                                    polyShoulder,
                                                    x0, x1, linearW);

                dst  = Mathf.LinearToGammaSpace(dst);
                dst  = Mathf.Clamp01(dst);
                c[i] = new Vector3(rect.x + i, rect.y + (h - dst * h1), 0f);
            }

            // Curve drawing
            Handles.color = EditorGUIUtility.isProSkin ? Color.white : Color.black;
            Handles.DrawAAPolyLine(2f, c);
        }
        public static void DrawFilmicCurve(TonemappingColorGrading target)
        {
            const int h = 128;
            const int h1 = h - 1;
            Rect rect;

            EditorGUILayout.BeginHorizontal();
            {
                GUILayout.FlexibleSpace();
                rect = GUILayoutUtility.GetRect(Mathf.Min(EditorGUIUtility.currentViewWidth - 50f, 512f), h);
                GUILayout.FlexibleSpace();
            }
            EditorGUILayout.EndHorizontal();

            // Background
            GUI.Box(rect, GUIContent.none);

            // Curve points
            int w = Mathf.FloorToInt(rect.width);
            Vector3[] c = new Vector3[w];

            float lutA = TonemappingColorGrading.GetLutA();

            TonemappingColorGrading.SimplePolyFunc polyToe;
            TonemappingColorGrading.SimplePolyFunc polyLinear;
            TonemappingColorGrading.SimplePolyFunc polyShoulder;

            var curveData = target.filmicCurve;

            const float gammaSpace = 2.2f;

            float x0 = Mathf.Pow(1.0f / 3.0f, gammaSpace);
            const float shoulderBase = .7f;
            float x1 = Mathf.Pow(shoulderBase, gammaSpace);
            float gammaHighY = Mathf.Pow(shoulderBase, 1.0f + (curveData.lutShoulder) * 1.0f);
            float y1 = Mathf.Pow(gammaHighY, gammaSpace);

            float t = x0 / x1;
            float lin = t * y1;
            float low = lin * (1.0f - curveData.toe * .5f);
            var y0 = low;

            float dx = x1 - x0;
            float dy = y1 - y0;

            float m = 0.0f;
            if (dx > 0 && dy > 0)
                m = dy / dx;

            // Linear section, power is 1, slope is m
            polyLinear.x0 = x0;
            polyLinear.y0 = y0;
            polyLinear.A = m;
            polyLinear.B = 1.0f;
            polyLinear.signX = 1.0f;
            polyLinear.signY = 1.0f;
            polyLinear.logA = Mathf.Log(m);

            // Toe
            polyToe = polyLinear;
            polyToe.Initialize(x0, y0, m);

            float linearW = target.GetWhitePoint();

            // Shoulder, first think about it "backwards"
            float offsetX = linearW - x1;
            float offsetY = 1.0f - y1;

            polyShoulder = polyLinear;
            polyShoulder.Initialize(offsetX, offsetY, m);

            // Flip horizontal
            polyShoulder.signX = -1.0f;
            polyShoulder.x0 = -linearW;

            // Flip vertical
            polyShoulder.signY = -1.0f;
            polyShoulder.y0 = 1.0f;

            float oneOverDim = 1.0f / (1.0f * w - 1.0f);

            for (int i = 0; i < w; i++)
            {
                float src = (i * 1.0f) * oneOverDim;
                float dst = target.EvalFilmicHelper(src, lutA,
                        polyToe,
                        polyLinear,
                        polyShoulder,
                        x0, x1, linearW);

                dst = Mathf.LinearToGammaSpace(dst);
                dst = Mathf.Clamp01(dst);
                c[i] = new Vector3(rect.x + i, rect.y + (h - dst * h1), 0f);
            }

            // Curve drawing
            Handles.color = EditorGUIUtility.isProSkin ? Color.white : Color.black;
            Handles.DrawAAPolyLine(2f, c);
        }