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4 changes: 3 additions & 1 deletion .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -77,4 +77,6 @@ crashlytics-build.properties

# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
/[Aa]ssets/[Ss]treamingAssets/aa/*
# Standalone build output
/Latest/
91 changes: 91 additions & 0 deletions Assets/Compatibility/ImageEffects/UberUnityFallbackImageEffect.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,91 @@
using UnityEngine;

[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("UberUnity/Compatibility/Fallback Image Effect")]
public class UberUnityFallbackImageEffect : MonoBehaviour
{
[Header("Bloom And Flares")]
public int tweakMode;
public int screenBlendMode;
public bool hdr;
public float sepBlurSpread = 2.5f;
public int quality;
public float bloomIntensity = 0.5f;
public float bloomThreshhold = 0.4f;
public Color bloomThreshholdColor = Color.white;
public int bloomBlurIterations = 2;
public int hollywoodFlareBlurIterations = 2;
public float flareRotation;
public int lensflareMode = 1;
public float hollyStretchWidth = 2.5f;
public float lensflareIntensity;
public float lensflareThreshhold = 0.3f;
public float lensFlareSaturation = 0.75f;
public Color flareColorA = new Color(0.4f, 0.4f, 0.8f, 0.75f);
public Color flareColorB = new Color(0.4f, 0.8f, 0.8f, 0.75f);
public Color flareColorC = new Color(0.8f, 0.4f, 0.8f, 0.75f);
public Color flareColorD = new Color(0.8f, 0.4f, 0f, 0.75f);
public float blurWidth = 1f;
public Texture2D lensFlareVignetteMask;
public Shader lensFlareShader;
public Shader screenBlendShader;
public Shader blurAndFlaresShader;
public Shader brightPassFilterShader;

[Header("Color Correction")]
public AnimationCurve redChannel = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public AnimationCurve greenChannel = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public AnimationCurve blueChannel = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public bool useDepthCorrection;
public AnimationCurve zCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public AnimationCurve depthRedChannel = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public AnimationCurve depthGreenChannel = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public AnimationCurve depthBlueChannel = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public float saturation = 1f;
public bool selectiveCc;
public Color selectiveFromColor = Color.gray;
public Color selectiveToColor = Color.gray;
public int mode;
public bool updateTextures = true;
public Shader colorCorrectionCurvesShader;
public Shader simpleColorCorrectionCurvesShader;
public Shader colorCorrectionSelectiveShader;

[Header("Sun Shafts")]
public int resolution = 1;
public Transform sunTransform;
public int radialBlurIterations = 1;
public Color sunColor = Color.white;
public float sunShaftBlurRadius = 2.5f;
public float sunShaftIntensity = 1f;
public float useSkyBoxAlpha = 0.75f;
public float maxRadius = 0.75f;
public bool useDepthTexture = true;
public Shader sunShaftsShader;
public Shader simpleClearShader;

[Header("Fog")]
public int fogMode;
public float startDistance = 10f;
public float globalDensity = 0.01f;
public float heightScale = 1f;
public float height;
public Color globalFogColor = Color.gray;
public Shader fogShader;

[Header("Contrast")]
public float intensity = 0.5f;
public float threshhold;
public float blurSpread = 1f;
public Shader separableBlurShader;
public Shader contrastCompositeShader;

// These scene components came from missing post-processing scripts.
// The fallback keeps scenes loadable and simply passes the image through.
// NOTE: destination can be null — that means "render to screen" (final effect).
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination);
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
@@ -0,0 +1,32 @@
Shader "Hidden/UberUnity/FallbackImageEffect"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}

SubShader
{
Cull Off
ZWrite Off
ZTest Always

Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D _MainTex;

fixed4 frag(v2f_img i) : SV_Target
{
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}

Fallback Off
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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