playMaker

Author Topic: Disable Fog ?  (Read 1242 times)

stigma

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Disable Fog ?
« on: November 14, 2023, 04:45:07 AM »
Is it possible to turn off Lighting Box 2 fog with Playmaker? I didn't get there.

djaydino

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    • jinxtergames
Re: Disable Fog ?
« Reply #1 on: November 15, 2023, 06:53:46 AM »
Hi.
its best to ask first on the author if you can access/change this variable @runtime

it might be a Scriptable object storing the values.
if so, ask for a snippet of code example.
Then send here or ask some help on discord to make a custom action from it.
(asking on discord might have faster results :) )

stigma

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Re: Disable Fog ?
« Reply #2 on: November 15, 2023, 10:43:54 AM »
the author told me to use this script (LB_Profile Trigger.cs)  without further explanation.
Code: [Select]
// How to sitch using script(other script)?
// public void ChangeProfile(LB_LightingProfile profile)
// Watch the videos in tutorials playlist for more info   about lighting box usage
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LB_ProfileTrigger : MonoBehaviour {

[Header("Note : You must close lighting box window when you are using Triggers based switch")]
public string playerTag = "MainCamera";
public LB_LightingProfile profile;
LB_LightingProfile orginalProfile;

Light sunLight;
Camera mainCamera;
LB_LightingBoxHelper helper;

// Use this for initialization
void Start ()
{
helper = GameObject.FindObjectOfType<LB_LightingBoxHelper> ();
orginalProfile = helper.mainLightingProfile;

if (!mainCamera) {
if (GameObject.Find (profile.mainCameraName))
mainCamera = GameObject.Find (profile.mainCameraName).GetComponent<Camera> ();
else
mainCamera = GameObject.FindObjectOfType<Camera> ();
}


}

public void ChangeProfile(LB_LightingProfile profile)
{
Update_Sun (profile);
UpdatePostEffects (profile);
UpdateSettings (profile);
}

void OnTriggerEnter(Collider col)
{
if(col.tag == playerTag)
{
UpdatePostEffects (profile);
UpdateSettings (profile);
Update_Sun (profile);
}
}

void OnTriggerExit(Collider col)
{
if(col.tag == playerTag)
{
UpdatePostEffects (orginalProfile);
UpdateSettings (orginalProfile);
Update_Sun (orginalProfile);
}
}

void UpdatePostEffects(LB_LightingProfile profile)
{
if(!helper)
helper = GameObject.Find("LightingBox_Helper").GetComponent<LB_LightingBoxHelper> ();

if (!profile)
return;

helper.UpdateProfiles (mainCamera, profile.postProcessingProfile);

// MotionBlur
if (profile.MotionBlur_Enabled)
helper.Update_MotionBlur (true);
else
helper.Update_MotionBlur (false);

// Vignette
helper.Update_Vignette (profile.Vignette_Enabled,profile.vignetteIntensity);


// _ChromaticAberration
helper.Update_ChromaticAberration(profile.Chromattic_Enabled,profile.CA_Intensity,profile.mobileOptimizedChromattic);

// Foliage
helper.Update_Foliage (profile.translucency,profile. ambient, profile.shadows, profile.windSpeed, profile.windScale, profile.tranColor);

// Snow
helper.Update_Snow (profile.snowAlbedo,profile.snowNormal,profile.snowIntensity);

helper.Update_Bloom(profile.Bloom_Enabled,profile.bIntensity,profile.bThreshould,profile.bColor,profile.dirtTexture,profile.dirtIntensity,profile.mobileOptimizedBloom,profile.bRotation);


// Depth of Field
helper.Update_DOF(mainCamera, profile.focusDistance, profile.AperTure,
profile.fLength,profile.kernelSize);
// AO
if (profile.AO_Enabled)
helper.Update_AO(mainCamera,true,profile.aoType,profile.aoRadius,profile.aoIntensity,profile.ambientOnly,profile.aoColor, profile.aoQuality);
else
helper.Update_AO(mainCamera,false,profile.aoType,profile.aoRadius,profile.aoIntensity,profile.ambientOnly,profile.aoColor, profile.aoQuality);


// Color Grading
helper.Update_ColorGrading(profile.colorMode, profile.exposureIntensity, profile.contrastValue, profile.temp, profile.exposureCompensation, profile.saturation, profile.colorGamma, profile.colorLift, profile.gamma, profile.lut, profile.exposureMode, profile.eyeMin, profile.eyeMax, profile.targetPlatform);

////-----------------------------------------------------------------------------
///
// Screen Space Reflections
helper.Update_SSR(mainCamera, profile.SSR_Enabled,profile.ssrQuality,profile.ssrAtten,profile.ssrFade);

helper.Update_StochasticSSR(mainCamera, profile.ST_SSR_Enabled,profile.resolutionMode,profile.debugPass,profile.rayDistance,profile.screenFadeSize,profile.smoothnessRange);

}

void UpdateSettings(LB_LightingProfile profile)
{
// Sun Light Update
if (sunLight) {
sunLight.color = profile.sunColor;
sunLight.intensity = profile.sunIntensity;
sunLight.bounceIntensity = profile.indirectIntensity;
} else {
Update_Sun (profile);
}

if (profile.sunFlare)
{
if(sunLight)
sunLight.flare = profile.sunFlare;
}
else
{
if(sunLight)
sunLight.flare = null;
}

// Skybox
helper.Update_SkyBox (profile.Ambient_Enabled, profile.skyBox,profile.skyIntensity, profile.skyCube, profile.skyBoxExposure, profile.skyRotation);

// Update Ambient
helper.Update_Ambient (profile.Ambient_Enabled,profile.ambientLight, profile.ambientColor,profile.skyColor,profile.equatorColor,profile.groundColor);

// Volumetric Light
helper.Update_VolumetricLight(mainCamera,profile.VL_Enabled,profile.vLight,profile.vLightLevel);

// Sun Shaft
helper.Update_SunShaft(mainCamera,profile.SunShaft_Enabled, profile.shaftQuality,profile.shaftDistance,profile.shaftBlur,profile.shaftColor,sunLight.transform);

// Global Fog
helper.Update_GlobalFog(mainCamera,profile.Fog_Enabled,profile.fogMode,profile.fogDistance,profile.fogHeight,profile.fogHeightIntensity,profile.fogColor,profile.fogIntensity, profile.isMobile);

}

void Update_Sun(LB_LightingProfile profile)
{
if (profile.Sun_Enabled) {
if (!RenderSettings.sun) {
Light[] lights = GameObject.FindObjectsOfType<Light> ();
foreach (Light l in lights) {
if (l.type == LightType.Directional) {
sunLight = l;

if (profile.sunColor != Color.clear)
profile.sunColor = l.color;
else
profile.sunColor = Color.white;

//sunLight.shadowNormalBias = 0.05f; 
sunLight.color = profile.sunColor;
if (sunLight.bounceIntensity == 1f)
sunLight.bounceIntensity = profile.indirectIntensity;
}
}
} else {
sunLight = RenderSettings.sun;

if (profile.sunColor != Color.clear)
profile.sunColor = sunLight.color;
else
profile.sunColor = Color.white;

// sunLight.shadowNormalBias = 0.05f; 
sunLight.color = profile.sunColor;
if (sunLight.bounceIntensity == 1f)
sunLight.bounceIntensity = profile.indirectIntensity;
}
}
}

}