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Made this tool for Diversity.
CustomPostProcessingAPI and Unity's rendering namespaces!using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering;
using CustomPostProcessingAPI;
PostProcess and give it a name and assign your previously created material. A PostProcess will define et set up both "Custom Pass Volume" and the "Full Screen Pass".PostProcess myNewPass = new PostProcess("PassName", material);
Note: You can't have 2 PostProcess of the same name!
PostProcess into the CustomPostProcessingManager!CustomPostProcessingManager.Instance.AddPostProcess(myNewPass);
Note: This method returns a FullScreenCustomPass.
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering;
using System.Collections;
using CustomPostProcessingAPI;
using GameNetcodeStuff;
namespace SuperAwesomeMod
{
public class AddPostProcessing : MonoBehaviour
{
private FullScreenCustomPass vignetteFSPass;
public PlayerControllerB player;
public Material myFullscreenMaterial;
void Start()
{
// Creating the PostProcess.
PostProcess vignettePass = new PostProcess("VignettePass", myFullscreenMaterial)
{
InjectionType = InjectionType.AfterPostProcess, // You can predefine the PostProcess on creation.
Enabled = false // Disabling it on creation for example.
};
// Adding the PostProcess and assigning it to 'vignetteFSPass'.
vignetteFSPass = CustomPostProcessingManager.Instance.AddPostProcess(vignettePass);
// Note that you can't 'remove' a pass. You can simply disable it.
}
void Update()
{
// Simple if statement to enable/disable the pass according to the dead value of the player.
if (player.isPlayerDead && vignetteFSPass.enabled)
{
vignetteFSPass.enabled = false;
}
else if (!vignetteFSPass.enabled)
{
vignetteFSPass.enabled = true;
}
}
}
}