Created
March 28, 2018 18:44
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Unity PostFX Profile Blending
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using UnityEngine; | |
using UnityEngine.Rendering.PostProcessing; | |
using System.Collections; | |
public abstract class PostFXBlend : MonoBehaviour | |
{ | |
public float FadeInTime = 1.0f; | |
public float FadeOutTime = 1.0f; | |
public float BlendWeightDebug; | |
public float BlendWeight | |
{ | |
get { return _volume.weight; } | |
set { _volume.weight = value; BlendWeightDebug = value; } | |
} | |
private PostProcessVolume _volume = null; | |
private PostProcessEffectSettings[] _effect = null; | |
protected virtual PostProcessEffectSettings[] CreateEffect() | |
{ | |
return null; | |
} | |
private void OnEnable() | |
{ | |
ResetEffect(); | |
} | |
private void OnDisable() | |
{ | |
if (_volume != null) | |
{ | |
RuntimeUtilities.DestroyVolume(_volume, false); | |
_volume = null; | |
} | |
} | |
public void ResetEffect() | |
{ | |
_effect = CreateEffect(); | |
if (_effect != null) | |
{ | |
if (_volume != null) | |
{ | |
RuntimeUtilities.DestroyVolume(_volume, false); | |
} | |
_volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, _effect); | |
_volume.weight = 0; | |
_volume.isGlobal = true; | |
} | |
} | |
public Coroutine FadeIn() | |
{ | |
return StartCoroutine(FadeInRoutine()); | |
} | |
public Coroutine FadeOut() | |
{ | |
return StartCoroutine(FadeOutRoutine()); | |
} | |
private IEnumerator FadeInRoutine() | |
{ | |
while (_volume == null) | |
{ | |
yield return null; | |
} | |
for (float time = 0; time < FadeInTime; time += Time.deltaTime) | |
{ | |
_volume.weight = time / FadeInTime; | |
yield return null; | |
} | |
_volume.weight = 1.0f; | |
} | |
private IEnumerator FadeOutRoutine() | |
{ | |
for (float time = 0; time < FadeOutTime; time += Time.deltaTime) | |
{ | |
_volume.weight = Mathf.Lerp(1.0f, 0.0f, time / FadeOutTime); | |
yield return null; | |
} | |
_volume.weight = 0.0f; | |
Destroy(gameObject); | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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using UnityEngine; | |
using UnityEngine.Rendering.PostProcessing; | |
public class PostFXBlendAsset : PostFXBlend | |
{ | |
public PostProcessEffectSettings[] EffectSettings; | |
protected override PostProcessEffectSettings[] CreateEffect() | |
{ | |
return EffectSettings; | |
} | |
} |
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