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CameraFilterPack_Atmosphere_Rain.cs
Go to the documentation of this file.
1
using
UnityEngine;
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3
[ExecuteInEditMode]
4
[AddComponentMenu(
"Camera Filter Pack/Weather/Rain"
)]
5
public
class
CameraFilterPack_Atmosphere_Rain
: MonoBehaviour
6
{
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public
Shader
SCShader
;
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private
float
TimeX
= 1f;
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private
Material
SCMaterial
;
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[
Range
(0f, 1f)]
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public
float
Fade
= 1f;
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16
[
Range
(0f, 2f)]
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public
float
Intensity
= 0.5f;
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19
[
Range
(-0.25f, 0.25f)]
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public
float
DirectionX
= 0.12f;
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22
[
Range
(0.4f, 2f)]
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public
float
Size
= 1.5f;
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[
Range
(0f, 0.5f)]
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public
float
Speed
= 0.275f;
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[
Range
(0f, 0.5f)]
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public
float
Distortion
= 0.05f;
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[
Range
(0f, 1f)]
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public
float
StormFlashOnOff
= 1f;
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private
Texture2D
Texture2
;
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private
Material
material
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{
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get
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{
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if
(
SCMaterial
==
null
)
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{
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SCMaterial
=
new
Material
(
SCShader
);
43
SCMaterial.hideFlags = HideFlags.HideAndDontSave;
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}
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return
SCMaterial
;
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}
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}
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private
void
Start
()
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{
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Texture2
= Resources.Load(
"CameraFilterPack_Atmosphere_Rain_FX"
) as Texture2D;
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SCShader
= Shader.Find(
"CameraFilterPack/Atmosphere_Rain"
);
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if
(!SystemInfo.supportsImageEffects)
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{
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base.enabled =
false
;
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}
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}
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private
void
OnRenderImage
(RenderTexture sourceTexture, RenderTexture destTexture)
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{
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if
(
SCShader
!=
null
)
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{
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TimeX
+= Time.deltaTime;
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if
(
TimeX
> 100f)
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{
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TimeX
= 0f;
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}
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material
.SetFloat(
"_TimeX"
,
TimeX
);
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material
.SetFloat(
"_Value"
,
Fade
);
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material
.SetFloat(
"_Value2"
,
Intensity
);
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material
.SetFloat(
"_Value3"
,
DirectionX
);
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material
.SetFloat(
"_Value4"
,
Speed
);
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material
.SetFloat(
"_Value5"
,
Size
);
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material
.SetFloat(
"_Value6"
,
Distortion
);
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material
.SetFloat(
"_Value7"
,
StormFlashOnOff
);
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material
.SetVector(
"_ScreenResolution"
,
new
Vector4(sourceTexture.width, sourceTexture.height, 0f, 0f));
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material
.SetTexture(
"Texture2"
,
Texture2
);
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Graphics.Blit(sourceTexture, destTexture,
material
);
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}
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else
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{
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Graphics.Blit(sourceTexture, destTexture);
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}
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}
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private
void
Update
()
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{
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}
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private
void
OnDisable
()
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{
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if
((
bool
)
SCMaterial
)
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{
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Object.DestroyImmediate(
SCMaterial
);
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}
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}
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}
AttackSource.Range
@ Range
ObjValType.Material
@ Material
CameraFilterPack_Atmosphere_Rain
Definition:
CameraFilterPack_Atmosphere_Rain.cs:6
CameraFilterPack_Atmosphere_Rain.StormFlashOnOff
float StormFlashOnOff
Definition:
CameraFilterPack_Atmosphere_Rain.cs:32
CameraFilterPack_Atmosphere_Rain.Fade
float Fade
Definition:
CameraFilterPack_Atmosphere_Rain.cs:14
CameraFilterPack_Atmosphere_Rain.Start
void Start()
Definition:
CameraFilterPack_Atmosphere_Rain.cs:49
CameraFilterPack_Atmosphere_Rain.SCShader
Shader SCShader
Definition:
CameraFilterPack_Atmosphere_Rain.cs:7
CameraFilterPack_Atmosphere_Rain.DirectionX
float DirectionX
Definition:
CameraFilterPack_Atmosphere_Rain.cs:20
CameraFilterPack_Atmosphere_Rain.Size
float Size
Definition:
CameraFilterPack_Atmosphere_Rain.cs:23
CameraFilterPack_Atmosphere_Rain.Intensity
float Intensity
Definition:
CameraFilterPack_Atmosphere_Rain.cs:17
CameraFilterPack_Atmosphere_Rain.Speed
float Speed
Definition:
CameraFilterPack_Atmosphere_Rain.cs:26
CameraFilterPack_Atmosphere_Rain.Update
void Update()
Definition:
CameraFilterPack_Atmosphere_Rain.cs:86
CameraFilterPack_Atmosphere_Rain.OnDisable
void OnDisable()
Definition:
CameraFilterPack_Atmosphere_Rain.cs:90
CameraFilterPack_Atmosphere_Rain.OnRenderImage
void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
Definition:
CameraFilterPack_Atmosphere_Rain.cs:59
CameraFilterPack_Atmosphere_Rain.TimeX
float TimeX
Definition:
CameraFilterPack_Atmosphere_Rain.cs:9
CameraFilterPack_Atmosphere_Rain.material
Material material
Definition:
CameraFilterPack_Atmosphere_Rain.cs:37
CameraFilterPack_Atmosphere_Rain.Texture2
Texture2D Texture2
Definition:
CameraFilterPack_Atmosphere_Rain.cs:34
CameraFilterPack_Atmosphere_Rain.Distortion
float Distortion
Definition:
CameraFilterPack_Atmosphere_Rain.cs:29
CameraFilterPack_Atmosphere_Rain.SCMaterial
Material SCMaterial
Definition:
CameraFilterPack_Atmosphere_Rain.cs:11
Elin
Plugins.basecore
CameraFilterPack_Atmosphere_Rain.cs
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