Meriem Ghomari
6 年前
当前提交
747b0749
共有 3931 个文件被更改,包括 11306 次插入 和 0 次删除
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9.gitattributes
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10FontainebleauDemo/Assets/CinemachinePostProcessingV2.meta
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252FontainebleauDemo/Assets/CinemachinePostProcessingV2/CinemachinePostProcessing.cs
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12FontainebleauDemo/Assets/CinemachinePostProcessingV2/CinemachinePostProcessing.cs.meta
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10FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor.meta
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226FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor/CinemachinePostProcessingEditor.cs
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12FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor/CinemachinePostProcessingEditor.cs.meta
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8FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor/Resources.meta
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282FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor/Resources/PostProcessLayer.png
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83FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor/Resources/PostProcessLayer.png.meta
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9FontainebleauDemo/Assets/Demo.meta
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9FontainebleauDemo/Assets/Demo/Animation.meta
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973FontainebleauDemo/Assets/Demo/Animation/FlybyCameraTimeline.playable
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9FontainebleauDemo/Assets/Demo/Animation/FlybyCameraTimeline.playable.meta
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199FontainebleauDemo/Assets/Demo/Animation/LoaderAnimation.anim
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8FontainebleauDemo/Assets/Demo/Animation/LoaderAnimation.anim.meta
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69FontainebleauDemo/Assets/Demo/Animation/Loading.controller
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8FontainebleauDemo/Assets/Demo/Animation/Loading.controller.meta
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1001FontainebleauDemo/Assets/Demo/Animation/Photogrammetry_Video_day.playable
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9FontainebleauDemo/Assets/Demo/Animation/Photogrammetry_Video_day.playable.meta
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots.meta
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377FontainebleauDemo/Assets/Demo/Animation/VideoShots/Camera01.controller
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/Camera01.controller.meta
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355FontainebleauDemo/Assets/Demo/Animation/VideoShots/dragon_shot.anim
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10FontainebleauDemo/Assets/Demo/Animation/VideoShots/dragon_shot.anim.meta
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316FontainebleauDemo/Assets/Demo/Animation/VideoShots/drone_shot01.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/drone_shot01.anim.meta
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292FontainebleauDemo/Assets/Demo/Animation/VideoShots/night_shot01.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/night_shot01.anim.meta
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316FontainebleauDemo/Assets/Demo/Animation/VideoShots/night_shot02.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/night_shot02.anim.meta
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355FontainebleauDemo/Assets/Demo/Animation/VideoShots/night_shot03.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/night_shot03.anim.meta
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316FontainebleauDemo/Assets/Demo/Animation/VideoShots/night_shot04.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/night_shot04.anim.meta
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292FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot01.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot01.anim.meta
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292FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot02.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot02.anim.meta
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292FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot03.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot03.anim.meta
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292FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot04.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot04.anim.meta
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292FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot05.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot05.anim.meta
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316FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot05_reversed.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot05_reversed.anim.meta
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292FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot06.anim
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9FontainebleauDemo/Assets/Demo/Animation/VideoShots/shot06.anim.meta
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9FontainebleauDemo/Assets/Demo/Audio.meta
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217FontainebleauDemo/Assets/Demo/Audio/Demo.mixer
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9FontainebleauDemo/Assets/Demo/Audio/Demo.mixer.meta
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9FontainebleauDemo/Assets/Demo/Audio/Music.meta
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21FontainebleauDemo/Assets/Demo/Audio/Music/Unity_GDC_Music_Day_Loop.wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/Music/Unity_GDC_Music_Demo_WIP_1.wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/Music/Unity_GDC_Music_Night_Loop.wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/Music/Unity_GDC_Music_Sunset_Loop.wav.meta
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9FontainebleauDemo/Assets/Demo/Audio/SFX.meta
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9FontainebleauDemo/Assets/Demo/Audio/SFX/Calm.meta
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9FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE.meta
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21FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE/Calm Forest 01 STEREO consolidate - 01 (Left).wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE/Calm Forest 01 STEREO consolidate - 02 (Right).wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE/Calm Forest 01 SURROUND consolidate - 01 (Left).wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE/Calm Forest 01 SURROUND consolidate - 02 (Right).wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE/Calm Forest 01 SURROUND consolidate - 03 (Center).wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE/Calm Forest 01 SURROUND consolidate - 04 (Lfe).wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE/Calm Forest 01 SURROUND consolidate - 05 (Left Surround).wav.meta
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21FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/Calm Forest 01 CONSOLIDATE/Calm Forest 01 SURROUND consolidate - 06 (Right Surround).wav.meta
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9FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/blackbird.meta
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1001FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/blackbird/blackbird_01.wav
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1001FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/blackbird/blackbird_02.wav
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1001FontainebleauDemo/Assets/Demo/Audio/SFX/Calm/blackbird/blackbird_03.wav
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*.psd filter=lfs diff=lfs merge=lfs -text |
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*.unity filter=lfs diff=lfs merge=lfs -text |
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*.prefab filter=lfs diff=lfs merge=lfs -text |
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*.wav filter=lfs diff=lfs merge=lfs -text |
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*.asset filter=lfs diff=lfs merge=lfs -text |
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*.fbx filter=lfs diff=lfs merge=lfs -text |
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*.tiff filter=lfs diff=lfs merge=lfs -text |
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*.tga filter=lfs diff=lfs merge=lfs -text |
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*.tif filter=lfs diff=lfs merge=lfs -text |
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fileFormatVersion: 2 |
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guid: da47b11ddd953884e969d8b804131a56 |
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folderAsset: yes |
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timeCreated: 1517263093 |
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licenseType: Pro |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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// NOTE: If you are getting errors of the sort that say something like:
|
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// "The type or namespace name `PostProcessing' does not exist in the namespace"
|
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// it is because the Post Processing Stack V2 module has not been installed in your project.
|
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//
|
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// To make the errors go away, you can either:
|
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// 1 - Download PostProcessing V2 and install it into your project
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// or
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// 2 - Delete the CinemachinePostProcessingV2 folder from your project
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//
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Rendering.PostProcessing; |
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|
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namespace Cinemachine.PostFX |
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{ |
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/// <summary>
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/// This behaviour is a liaison between Cinemachine with the Post-Processing v2 module. You must
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/// have the Post-Processing V2 stack asset store package installed in order to use this behaviour.
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///
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/// As a component on the Virtual Camera, it holds
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/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
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/// the Virtual camera is live. It also has the optional functionality of animating
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/// the Focus Distance and DepthOfField properties of the Camera State, and
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/// applying them to the current Post-Processing profile, provided that profile has a
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/// DepthOfField effect that is enabled.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)] |
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[ExecuteInEditMode] |
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[AddComponentMenu("")] // Hide in menu
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[SaveDuringPlay] |
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public class CinemachinePostProcessing : CinemachineExtension |
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{ |
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[Tooltip("If checked, then the Focus Distance will be set to the distance between the camera and the LookAt target. Requires DepthOfField effect in the Profile")] |
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public bool m_FocusTracksTarget; |
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[Tooltip("Offset from target distance, to be used with Focus Tracks Target. Offsets the sharpest point away from the LookAt target.")] |
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public float m_FocusOffset; |
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[Tooltip("This Post-Processing profile will be applied whenever this virtual camera is live")] |
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public PostProcessProfile m_Profile; |
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bool mCachedProfileIsInvalid = true; |
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PostProcessProfile mProfileCopy; |
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public PostProcessProfile Profile { get { return mProfileCopy != null ? mProfileCopy : m_Profile; } } |
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/// <summary>True if the profile is enabled and nontrivial</summary>
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public bool IsValid { get { return m_Profile != null && m_Profile.settings.Count > 0; } } |
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/// <summary>Called by the editor when the shared asset has been edited</summary>
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public void InvalidateCachedProfile() { mCachedProfileIsInvalid = true; } |
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void CreateProfileCopy() |
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{ |
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DestroyProfileCopy(); |
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PostProcessProfile profile = ScriptableObject.CreateInstance<PostProcessProfile>(); |
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if (m_Profile != null) |
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{ |
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foreach (var item in m_Profile.settings) |
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{ |
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var itemCopy = Instantiate(item); |
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profile.settings.Add(itemCopy); |
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} |
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} |
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mProfileCopy = profile; |
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mCachedProfileIsInvalid = false; |
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} |
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|
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void DestroyProfileCopy() |
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{ |
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if (mProfileCopy != null) |
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RuntimeUtility.DestroyObject(mProfileCopy); |
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mProfileCopy = null; |
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} |
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protected override void OnDestroy() |
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{ |
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base.OnDestroy(); |
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DestroyProfileCopy(); |
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} |
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protected override void PostPipelineStageCallback( |
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CinemachineVirtualCameraBase vcam, |
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime) |
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{ |
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.PostPipelineStageCallback");
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// Set the focus after the camera has been fully positioned.
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// GML todo: what about collider?
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if (stage == CinemachineCore.Stage.Aim) |
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{ |
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if (!IsValid) |
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DestroyProfileCopy(); |
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else |
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{ |
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// Handle Follow Focus
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if (!m_FocusTracksTarget) |
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DestroyProfileCopy(); |
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else |
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{ |
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if (mProfileCopy == null || mCachedProfileIsInvalid) |
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CreateProfileCopy(); |
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DepthOfField dof; |
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if (mProfileCopy.TryGetSettings(out dof)) |
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{ |
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float focusDistance = m_FocusOffset; |
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if (state.HasLookAt) |
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focusDistance += (state.FinalPosition - state.ReferenceLookAt).magnitude; |
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dof.focusDistance.value = Mathf.Max(0, focusDistance); |
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} |
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} |
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|
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// Apply the post-processing
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state.AddCustomBlendable(new CameraState.CustomBlendable(this, 1)); |
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} |
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} |
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//UnityEngine.Profiling.Profiler.EndSample();
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} |
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static void OnCameraCut(CinemachineBrain brain) |
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{ |
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// Debug.Log("Camera cut event");
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PostProcessLayer postFX = GetPPLayer(brain); |
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if (postFX != null) |
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postFX.ResetHistory(); |
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} |
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static void ApplyPostFX(CinemachineBrain brain) |
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{ |
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.ApplyPostFX");
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PostProcessLayer ppLayer = GetPPLayer(brain); |
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if (ppLayer == null || !ppLayer.enabled || ppLayer.volumeLayer == 0) |
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return; |
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CameraState state = brain.CurrentCameraState; |
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int numBlendables = state.NumCustomBlendables; |
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List<PostProcessVolume> volumes = GetDynamicBrainVolumes(brain, ppLayer, numBlendables); |
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for (int i = 0; i < volumes.Count; ++i) |
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{ |
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volumes[i].weight = 0; |
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volumes[i].sharedProfile = null; |
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volumes[i].profile = null; |
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} |
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PostProcessVolume firstVolume = null; |
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int numPPblendables = 0; |
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for (int i = 0; i < numBlendables; ++i) |
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{ |
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var b = state.GetCustomBlendable(i); |
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CinemachinePostProcessing src = b.m_Custom as CinemachinePostProcessing; |
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if (!(src == null)) // in case it was deleted
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{ |
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PostProcessVolume v = volumes[i]; |
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if (firstVolume == null) |
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firstVolume = v; |
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v.sharedProfile = src.Profile; |
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v.isGlobal = true; |
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v.priority = float.MaxValue-(numBlendables-i)-1; |
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v.weight = b.m_Weight; |
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++numPPblendables; |
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} |
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#if true // set this to true to force first weight to 1
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// If more than one volume, then set the frst one's weight to 1
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if (numPPblendables > 1) |
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firstVolume.weight = 1; |
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#endif
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} |
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//UnityEngine.Profiling.Profiler.EndSample();
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} |
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static string sVolumeOwnerName = "__CMVolumes"; |
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static List<PostProcessVolume> sVolumes = new List<PostProcessVolume>(); |
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static List<PostProcessVolume> GetDynamicBrainVolumes( |
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CinemachineBrain brain, PostProcessLayer ppLayer, int minVolumes) |
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{ |
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.GetDynamicBrainVolumes");
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// Locate the camera's child object that holds our dynamic volumes
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GameObject volumeOwner = null; |
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Transform t = brain.transform; |
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int numChildren = t.childCount; |
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sVolumes.Clear(); |
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for (int i = 0; volumeOwner == null && i < numChildren; ++i) |
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{ |
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GameObject child = t.GetChild(i).gameObject; |
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if (child.hideFlags == HideFlags.HideAndDontSave) |
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{ |
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child.GetComponents(sVolumes); |
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if (sVolumes.Count > 0) |
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volumeOwner = child; |
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} |
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} |
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if (minVolumes > 0) |
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{ |
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if (volumeOwner == null) |
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{ |
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volumeOwner = new GameObject(sVolumeOwnerName); |
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volumeOwner.hideFlags = HideFlags.HideAndDontSave; |
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volumeOwner.transform.parent = t; |
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} |
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// Update the volume's layer so it will be seen
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int mask = ppLayer.volumeLayer.value; |
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for (int i = 0; i < 32; ++i) |
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{ |
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if ((mask & (1 << i)) != 0) |
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{ |
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volumeOwner.layer = i; |
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break; |
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} |
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} |
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while (sVolumes.Count < minVolumes) |
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sVolumes.Add(volumeOwner.gameObject.AddComponent<PostProcessVolume>()); |
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} |
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//UnityEngine.Profiling.Profiler.EndSample();
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return sVolumes; |
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} |
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static Dictionary<CinemachineBrain, PostProcessLayer> mBrainToLayer |
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= new Dictionary<CinemachineBrain, PostProcessLayer>(); |
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static PostProcessLayer GetPPLayer(CinemachineBrain brain) |
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{ |
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PostProcessLayer layer = null; |
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if (mBrainToLayer.TryGetValue(brain, out layer)) |
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{ |
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#if UNITY_EDITOR
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// Maybe they added it since we last checked
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if (layer != null || Application.isPlaying) |
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#endif
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return layer; |
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} |
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layer = brain.GetComponent<PostProcessLayer>(); |
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mBrainToLayer[brain] = layer; |
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if (layer != null) |
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brain.m_CameraCutEvent.AddListener(OnCameraCut); |
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else |
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brain.m_CameraCutEvent.RemoveListener(OnCameraCut); |
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return layer; |
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} |
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|
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#if UNITY_EDITOR
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[UnityEditor.InitializeOnLoad] |
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class EditorInitialize { static EditorInitialize() { InitializeModule(); } } |
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#endif
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[RuntimeInitializeOnLoadMethod] |
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static void InitializeModule() |
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{ |
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// Afetr the brain pushes the state to the camera, hook in to the PostFX
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CinemachineCore.CameraUpdatedEvent.RemoveListener(ApplyPostFX); |
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CinemachineCore.CameraUpdatedEvent.AddListener(ApplyPostFX); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 729aad4491e915a41bda2b8325cf757a |
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timeCreated: 1504838447 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {fileID: 2800000, guid: 5f2a108eb023faf43a809979fd3d38f2, type: 3} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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fileFormatVersion: 2 |
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guid: 78baf3cd7b782f64c82263d4c2f91f3d |
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folderAsset: yes |
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timeCreated: 1517263093 |
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licenseType: Pro |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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// 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 v2 module has been removed from your project.
|
|||
//
|
|||
// To make the errors go away, you can either:
|
|||
// 1 - Download PostProcessing V2 and install it into your project
|
|||
// or
|
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// 2 - Go into PlayerSettings and remove the define for UNITY_POST_PROCESSING_STACK_V2
|
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//
|
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|
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using UnityEngine; |
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using UnityEditor; |
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using UnityEngine.Rendering.PostProcessing; |
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using UnityEditor.Rendering.PostProcessing; |
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using UnityEngine.SceneManagement; |
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using System.IO; |
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|
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namespace Cinemachine.PostFX.Editor |
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{ |
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[CustomEditor(typeof(CinemachinePostProcessing))] |
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public sealed class CinemachinePostProcessingEditor |
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: Cinemachine.Editor.BaseEditor<CinemachinePostProcessing> |
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{ |
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SerializedProperty m_Profile; |
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SerializedProperty m_FocusTracksTarget; |
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SerializedProperty m_FocusOffset; |
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|
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EffectListEditor m_EffectList; |
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GUIContent m_ProfileLabel; |
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|
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void OnEnable() |
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{ |
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Texture textue = Resources.Load("PostProcessLayer") as Texture; |
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m_ProfileLabel = new GUIContent("Profile", textue, "A reference to a profile asset"); |
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|
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m_FocusTracksTarget = FindProperty(x => x.m_FocusTracksTarget); |
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m_FocusOffset = FindProperty(x => x.m_FocusOffset); |
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m_Profile = FindProperty(x => x.m_Profile); |
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|
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m_EffectList = new EffectListEditor(this); |
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RefreshEffectListEditor(Target.m_Profile); |
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} |
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|
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void OnDisable() |
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{ |
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if (m_EffectList != null) |
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m_EffectList.Clear(); |
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} |
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|
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void RefreshEffectListEditor(PostProcessProfile asset) |
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{ |
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if (m_EffectList == null) |
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m_EffectList = new EffectListEditor(this); |
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m_EffectList.Clear(); |
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if (asset != null) |
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m_EffectList.Init(asset, new SerializedObject(asset)); |
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} |
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|
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public override void OnInspectorGUI() |
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{ |
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serializedObject.Update(); |
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|
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if (m_FocusTracksTarget.boolValue) |
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{ |
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bool valid = false; |
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DepthOfField dof; |
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if (Target.m_Profile != null && Target.m_Profile.TryGetSettings(out dof)) |
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valid = dof.enabled && dof.active && dof.focusDistance.overrideState; |
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if (!valid) |
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EditorGUILayout.HelpBox( |
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"Focus Tracking requires an active DepthOfField/FocusDistance effect in the profile", |
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MessageType.Warning); |
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else |
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{ |
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if (!Target.VirtualCamera.State.HasLookAt) |
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EditorGUILayout.HelpBox( |
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"Focus Offset is relative to the Camera position", |
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MessageType.Info); |
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else |
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EditorGUILayout.HelpBox( |
|||
"Focus Offset is relative to the Target position", |
|||
MessageType.Info); |
|||
} |
|||
} |
|||
|
|||
var rect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); rect.y += 2; |
|||
float checkboxWidth = rect.height + 5; |
|||
rect = EditorGUI.PrefixLabel(rect, new GUIContent(m_FocusTracksTarget.displayName)); |
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EditorGUI.PropertyField(new Rect(rect.x, rect.y, checkboxWidth, rect.height), m_FocusTracksTarget, GUIContent.none); |
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rect.x += checkboxWidth; rect.width -= checkboxWidth; |
|||
if (m_FocusTracksTarget.boolValue) |
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{ |
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GUIContent offsetText = new GUIContent("Offset "); |
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var textDimensions = GUI.skin.label.CalcSize(offsetText); |
|||
float oldWidth = EditorGUIUtility.labelWidth; |
|||
EditorGUIUtility.labelWidth = textDimensions.x; |
|||
EditorGUI.PropertyField(rect, m_FocusOffset, offsetText); |
|||
EditorGUIUtility.labelWidth = oldWidth; |
|||
} |
|||
|
|||
DrawProfileInspectorGUI(); |
|||
Target.InvalidateCachedProfile(); |
|||
|
|||
serializedObject.ApplyModifiedProperties(); |
|||
} |
|||
|
|||
public static PostProcessProfile CreatePostProcessProfile(Scene scene, string targetName) |
|||
{ |
|||
var path = string.Empty; |
|||
|
|||
if (string.IsNullOrEmpty(scene.path)) |
|||
{ |
|||
path = "Assets/"; |
|||
} |
|||
else |
|||
{ |
|||
var scenePath = Path.GetDirectoryName(scene.path); |
|||
var extPath = scene.name + "_Profiles"; |
|||
var profilePath = scenePath + "/" + extPath; |
|||
|
|||
if (!AssetDatabase.IsValidFolder(profilePath)) |
|||
AssetDatabase.CreateFolder(scenePath, extPath); |
|||
|
|||
path = profilePath + "/"; |
|||
} |
|||
|
|||
path += targetName + " Profile.asset"; |
|||
path = AssetDatabase.GenerateUniqueAssetPath(path); |
|||
|
|||
var profile = ScriptableObject.CreateInstance<PostProcessProfile>(); |
|||
AssetDatabase.CreateAsset(profile, path); |
|||
AssetDatabase.SaveAssets(); |
|||
AssetDatabase.Refresh(); |
|||
return profile; |
|||
} |
|||
|
|||
void DrawProfileInspectorGUI() |
|||
{ |
|||
EditorGUILayout.Space(); |
|||
|
|||
bool assetHasChanged = false; |
|||
bool showCopy = m_Profile.objectReferenceValue != null; |
|||
|
|||
// The layout system sort of break alignement when mixing inspector fields with custom
|
|||
// layouted fields, do the layout manually instead
|
|||
int buttonWidth = showCopy ? 45 : 60; |
|||
float indentOffset = EditorGUI.indentLevel * 15f; |
|||
var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); |
|||
var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height); |
|||
var fieldRect = new Rect(labelRect.xMax, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1), lineRect.height); |
|||
var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height); |
|||
var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height); |
|||
|
|||
EditorGUI.PrefixLabel(labelRect, m_ProfileLabel); |
|||
|
|||
using (var scope = new EditorGUI.ChangeCheckScope()) |
|||
{ |
|||
m_Profile.objectReferenceValue |
|||
= (PostProcessProfile)EditorGUI.ObjectField( |
|||
fieldRect, m_Profile.objectReferenceValue, typeof(PostProcessProfile), false); |
|||
assetHasChanged = scope.changed; |
|||
} |
|||
|
|||
if (GUI.Button( |
|||
buttonNewRect, |
|||
EditorUtilities.GetContent("New|Create a new profile."), |
|||
showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton)) |
|||
{ |
|||
// By default, try to put assets in a folder next to the currently active
|
|||
// scene file. If the user isn't a scene, put them in root instead.
|
|||
var targetName = Target.name; |
|||
var scene = Target.gameObject.scene; |
|||
var asset = CreatePostProcessProfile(scene, targetName); |
|||
m_Profile.objectReferenceValue = asset; |
|||
assetHasChanged = true; |
|||
} |
|||
|
|||
if (showCopy && GUI.Button( |
|||
buttonCopyRect, |
|||
EditorUtilities.GetContent("Clone|Create a new profile and copy the content of the currently assigned profile."), |
|||
EditorStyles.miniButtonRight)) |
|||
{ |
|||
// Duplicate the currently assigned profile and save it as a new profile
|
|||
var origin = (PostProcessProfile)m_Profile.objectReferenceValue; |
|||
var path = AssetDatabase.GetAssetPath(origin); |
|||
path = AssetDatabase.GenerateUniqueAssetPath(path); |
|||
|
|||
var asset = Instantiate(origin); |
|||
asset.settings.Clear(); |
|||
AssetDatabase.CreateAsset(asset, path); |
|||
|
|||
foreach (var item in origin.settings) |
|||
{ |
|||
var itemCopy = Instantiate(item); |
|||
itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy; |
|||
itemCopy.name = item.name; |
|||
asset.settings.Add(itemCopy); |
|||
AssetDatabase.AddObjectToAsset(itemCopy, asset); |
|||
} |
|||
|
|||
AssetDatabase.SaveAssets(); |
|||
AssetDatabase.Refresh(); |
|||
|
|||
m_Profile.objectReferenceValue = asset; |
|||
assetHasChanged = true; |
|||
} |
|||
|
|||
if (m_Profile.objectReferenceValue == null) |
|||
{ |
|||
if (assetHasChanged && m_EffectList != null) |
|||
m_EffectList.Clear(); // Asset wasn't null before, do some cleanup
|
|||
|
|||
EditorGUILayout.HelpBox( |
|||
"Assign an existing Post-process Profile by choosing an asset, or create a new one by clicking the \"New\" button.\nNew assets are automatically put in a folder next to your scene file. If your scene hasn't been saved yet they will be created at the root of the Assets folder.", |
|||
MessageType.Info); |
|||
} |
|||
else |
|||
{ |
|||
if (assetHasChanged) |
|||
RefreshEffectListEditor((PostProcessProfile)m_Profile.objectReferenceValue); |
|||
if (m_EffectList != null) |
|||
m_EffectList.OnGUI(); |
|||
} |
|||
} |
|||
} |
|||
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