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@sagarpatel
Created May 28, 2016 09:52
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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class FullscreenEffetScript : MonoBehaviour
{
//public Shader m_fullscreenEffectShader;
Material m_shaderMaterial;
public float m_effectLerp_Amplitude = 2;
public float m_effectLerp_Frequency = 1;
public float m_effectRangeMultiplier = 42.0f;
[Range(-1, 1)]
public float m_effectScaler = 1;
[Range(0,1)]
public float m_cameraBackgroundWhite = 0.027f;
Camera m_camera;
void Awake()
{
m_shaderMaterial = new Material(Shader.Find("Hidden/NewImageEffectShader"));
m_camera = GetComponent<Camera>();
m_camera.depthTextureMode = DepthTextureMode.Depth;
m_camera.backgroundColor = new Color(m_cameraBackgroundWhite, m_cameraBackgroundWhite, m_cameraBackgroundWhite);
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
m_camera.backgroundColor = new Color(m_cameraBackgroundWhite, m_cameraBackgroundWhite, m_cameraBackgroundWhite);
// set variables here
m_shaderMaterial.SetFloat("_EffectLerp", m_effectLerp_Amplitude* Mathf.Sin(m_effectLerp_Frequency * Time.time));
m_shaderMaterial.SetFloat("_EffectScaler", m_effectRangeMultiplier * m_effectScaler);
if (m_shaderMaterial != null)
Graphics.Blit(source, destination, m_shaderMaterial);
}
}
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