Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using UnityEngine;
// NOTE: If you are getting errors of the sort that say something like:
// "The type or namespace name `PostProcessing' does not exist in the namespace"
// it is because the PostProcessing v1 module has been removed from your project.
//
// To make the errors go away, you can either:
// 1 - Download PostProcessing V1 and install it into your project
// or
// 2 - Go into PlayerSettings/OtherSettings and remove the Scripting Define for UNITY_POST_PROCESSING_STACK_V1
//
namespace Cinemachine.PostFX
{
#if UNITY_POST_PROCESSING_STACK_V1 && !UNITY_POST_PROCESSING_STACK_V2
/// <summary>
/// This behaviour is a liaison between Cinemachine with the Post-Processing v1 module. You must
/// have the Post-Processing V1 stack asset store package installed in order to use this behaviour.
///
/// It's used in 2 ways:
///
/// * As a component on the Unity Camera: it serves as the liaison
/// between the camera's CinemachineBrain and the camera's Post-Processing behaviour.
/// It listens for camera Cut events and resets the Post-Processing stack when they occur.
/// If you are using Post-Processing, then you should add this behaviour to your
/// camera alongside the CinemachineBrain, always.
///
/// * As a component on the Virtual Camera: In this capacity, it holds
/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
/// the Virtual camera is live. It also has the (temporary) optional functionality of animating
/// the Focus Distance and DepthOfField properties of the Camera State, and
/// applying them to the current Post-Processing profile.
/// </summary>
[DocumentationSorting(100, DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode]
[DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachinePostFX")]
[SaveDuringPlay]
public class CinemachinePostFX : MonoBehaviour
{
// Just for the Enabled checkbox
void Update() {}
[Tooltip("When this behaviour is on a Unity Camera, this setting is the default Post-Processing profile for the camera, and will be applied whenever it is not overridden by a virtual camera. When the behaviour is on a virtual camera, then this is the Post-Processing profile that will become active whenever this virtual camera is live")]
public UnityEngine.PostProcessing.PostProcessingProfile m_Profile;
[Tooltip("If checked, then the Focus Distance will be set to the distance between the camera and the LookAt target.")]
public bool m_FocusTracksTarget;
[Tooltip("Offset from target distance, to be used with Focus Tracks Target.")]
public float m_FocusOffset;
// These are used if this behaviour is on a Unity Camera
CinemachineBrain mBrain;
UnityEngine.PostProcessing.PostProcessingBehaviour mPostProcessingBehaviour;
void ConnectToBrain()
{
// If I am a component on the Unity camera, connect to its brain
// and to its post-processing behaviour
mBrain = GetComponent<CinemachineBrain>();
if (mBrain != null)
{
mBrain.m_CameraCutEvent.RemoveListener(OnCameraCut);
mBrain.m_CameraCutEvent.AddListener(OnCameraCut);
}
// Must have one of these if connected to a brain
mPostProcessingBehaviour = GetComponent<UnityEngine.PostProcessing.PostProcessingBehaviour>();
if (mPostProcessingBehaviour == null && mBrain != null)
mPostProcessingBehaviour = gameObject.AddComponent<UnityEngine.PostProcessing.PostProcessingBehaviour>();
}
void OnDestroy()
{
if (mBrain != null)
mBrain.m_CameraCutEvent.RemoveListener(OnCameraCut);
}
// CinemachineBrain callback used when this behaviour is on the Unity Camera
internal void PostFXHandler(CinemachineBrain brain)
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostFX.PostFXHandler");
ICinemachineCamera vcam = brain.ActiveVirtualCamera;
if (enabled && mBrain != null && mPostProcessingBehaviour != null)
{
// Look for the vcam's PostFX behaviour
CinemachinePostFX postFX = GetEffectivePostFX(vcam);
if (postFX == null)
postFX = this; // vcam does not define a profile - apply the default
if (postFX.m_Profile != null)
{
// Adjust the focus distance
CameraState state = brain.CurrentCameraState;
UnityEngine.PostProcessing.DepthOfFieldModel.Settings dof
= postFX.m_Profile.depthOfField.settings;
if (postFX.m_FocusTracksTarget && state.HasLookAt)
dof.focusDistance = (state.FinalPosition - state.ReferenceLookAt).magnitude
+ postFX.m_FocusOffset;
postFX.m_Profile.depthOfField.settings = dof;
}
// Apply the profile
if (mPostProcessingBehaviour.profile != postFX.m_Profile)
{
mPostProcessingBehaviour.profile = postFX.m_Profile;
mPostProcessingBehaviour.ResetTemporalEffects();
}
}
//UnityEngine.Profiling.Profiler.EndSample();
}
CinemachinePostFX GetEffectivePostFX(ICinemachineCamera vcam)
{
while (vcam != null && vcam.LiveChildOrSelf != vcam)
vcam = vcam.LiveChildOrSelf;
CinemachinePostFX postFX = null;
while (vcam != null && postFX == null)
{
CinemachineVirtualCameraBase vcamBase = vcam as CinemachineVirtualCameraBase;
if (vcamBase != null)
postFX = vcamBase.GetComponent<CinemachinePostFX>();
if (postFX != null && !postFX.enabled)
postFX = null;
vcam = vcam.ParentCamera;
}
return postFX;
}
void OnCameraCut(CinemachineBrain brain)
{
if (mPostProcessingBehaviour != null)
{
//Debug.Log("CinemachinePostFX.OnCameraCut()");
mPostProcessingBehaviour.ResetTemporalEffects();
}
}
static void StaticPostFXHandler(CinemachineBrain brain)
{
CinemachinePostFX postFX = brain.PostProcessingComponent as CinemachinePostFX;
if (postFX == null)
{
brain.PostProcessingComponent = brain.GetComponent<CinemachinePostFX>();
postFX = brain.PostProcessingComponent as CinemachinePostFX;
if (postFX != null)
postFX.ConnectToBrain();
}
if (postFX != null)
postFX.PostFXHandler(brain);
}
/// <summary>Internal method called by editor module</summary>
[RuntimeInitializeOnLoadMethod]
public static void InitializeModule()
{
// When the brain pushes the state to the camera, hook in to the PostFX
CinemachineBrain.sPostProcessingHandler.RemoveListener(StaticPostFXHandler);
CinemachineBrain.sPostProcessingHandler.AddListener(StaticPostFXHandler);
}
}
#endif
}