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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 hidden or 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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