3 private float m_EffectPhase = 0;
4 private float m_Magnitude = 0;
5 private float m_MinMagnitude = 0.3;
6 private float m_MaxMagnitude = 0.3;
7 private float m_Frequency = 5;
25 m_EffectPhase +=
delta * m_Frequency / (m_Stamina01 + 1);
PPOperators
PP operators, specify operation between subsequent layers.
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
static float EaseInExpo(float t)
Glow - PostProcessEffectType.Glow.
static const int PARAM_VIGNETTECOLOR
static const int L_23_GLASSES
static const int PARAM_VIGNETTE
GodRays - PostProcessEffectType.GodRays.
static const int L_0_GLASSES
base, not to be used directly, would lead to layering collisions!
void OnStart(Param par=null)
void SetStamina01(float stamina01)
void OnUpdate(float delta)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
PostProcessEffectType
Post-process effect type.
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static proto float Sin(float angle)
Returns sinus of angle in radians.