using UnityEngine; namespace COM3D2.MeidoPhotoStudio.Plugin { public class DepthOfFieldEffectManager : IEffectManager { public const string header = "EFFECT_DOF"; private DepthOfFieldScatter DepthOfField { get; set; } public bool Ready { get; private set; } public bool Active { get; private set; } private readonly float initialValue = 0f; private float focalLength; public float FocalLength { get => focalLength; set => focalLength = DepthOfField.focalLength = value; } private float focalSize; public float FocalSize { get => focalSize; set => focalSize = DepthOfField.focalSize = value; } private float aperture; public float Aperture { get => aperture; set => aperture = DepthOfField.aperture = value; } private float maxBlurSize; public float MaxBlurSize { get => maxBlurSize; set => maxBlurSize = DepthOfField.maxBlurSize = value; } private bool visualizeFocus; public bool VisualizeFocus { get => visualizeFocus; set => visualizeFocus = DepthOfField.visualizeFocus = value; } public void Activate() { if (DepthOfField == null) { Ready = true; DepthOfField = GameMain.Instance.MainCamera.GetOrAddComponent(); if (DepthOfField.dofHdrShader == null) { DepthOfField.dofHdrShader = Shader.Find("Hidden/Dof/DepthOfFieldHdr"); } if (DepthOfField.dx11BokehShader == null) { DepthOfField.dx11BokehShader = Shader.Find("Hidden/Dof/DX11Dof"); } if (DepthOfField.dx11BokehTexture == null) { DepthOfField.dx11BokehTexture = Resources.Load("Textures/hexShape") as Texture2D; } } SetEffectActive(false); } public void Deactivate() { FocalLength = initialValue; FocalSize = initialValue; Aperture = initialValue; MaxBlurSize = initialValue; VisualizeFocus = false; DepthOfField.enabled = false; Active = false; } public void Reset() { DepthOfField.focalLength = initialValue; DepthOfField.focalSize = initialValue; DepthOfField.aperture = initialValue; DepthOfField.maxBlurSize = initialValue; } public void SetEffectActive(bool active) { DepthOfField.enabled = active; if (Active = active) { DepthOfField.focalLength = FocalLength; DepthOfField.focalSize = FocalSize; DepthOfField.aperture = Aperture; DepthOfField.maxBlurSize = MaxBlurSize; } else Reset(); } public void Update() { } } }