fixed glow script

This commit is contained in:
Steven 2017-10-03 13:36:57 -05:00
parent 3c72f37ac6
commit b48c5c1f49
13 changed files with 115 additions and 9 deletions

View file

@ -72,5 +72,5 @@ Material:
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@ -0,0 +1,76 @@
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@ -247,6 +247,7 @@ MonoBehaviour:
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@ -258,6 +259,8 @@ MonoBehaviour:
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@ -2120,7 +2120,8 @@ MonoBehaviour:
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@ -2130,6 +2130,7 @@ MonoBehaviour:
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@ -2149,6 +2150,7 @@ MonoBehaviour:
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View file

@ -989,7 +989,7 @@ MeshRenderer:
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View file

@ -27,6 +27,18 @@ public class CharacterAnimator : Photon.PunBehaviour
}
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
stream.SendNext(controller.navMeshAgent.velocity.magnitude);
}
else
{
animator.SetFloat(paramHashes[(int)Params.MoveSpeed], (float)stream.ReceiveNext());
}
}
protected virtual void Update()
{
animator.SetFloat(paramHashes[(int)Params.MoveSpeed], controller.navMeshAgent.velocity.magnitude);

View file

@ -8,10 +8,11 @@ public class GlowComposite : MonoBehaviour
public float Intensity = 2;
private Material _compositeMat;
public Shader glowCompositeShader;
void OnEnable()
void OnEnable()
{
_compositeMat = new Material(Shader.Find("Hidden/GlowComposite"));
_compositeMat = new Material(glowCompositeShader);
}
void OnRenderImage(RenderTexture src, RenderTexture dst)

View file

@ -8,6 +8,7 @@ public class GlowPrePass : MonoBehaviour
private static RenderTexture Blurred;
private Material _blurMat;
public Shader glowShader, blurShader;
void OnEnable()
{
@ -16,14 +17,14 @@ public class GlowPrePass : MonoBehaviour
Blurred = new RenderTexture(Screen.width >> 1, Screen.height >> 1, 0);
var camera = GetComponent<Camera>();
var glowShader = Shader.Find("Hidden/GlowReplace");
//var glowShader = Shader.Find("Hidden/GlowReplace");
camera.targetTexture = PrePass;
camera.SetReplacementShader(glowShader, "Glowable");
Shader.SetGlobalTexture("_GlowPrePassTex", PrePass);
Shader.SetGlobalTexture("_GlowBlurredTex", Blurred);
_blurMat = new Material(Shader.Find("Hidden/Blur"));
_blurMat = new Material(blurShader);
_blurMat.SetVector("_BlurSize", new Vector2(Blurred.texelSize.x * 1.5f, Blurred.texelSize.y * 1.5f));
}

View file

@ -1,6 +1,6 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/GlowComposite"
Shader "GlowComposite"
{
Properties
{

View file

@ -11,7 +11,7 @@ EditorBuildSettings:
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