net.dreditor.camerapostprocess 0.0.0-stage → 0.1.7

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Files changed (36) hide show
  1. package/.attestation.p7m +0 -0
  2. package/BlurCameraRenderManager.cs +214 -0
  3. package/BlurCameraRenderManager.cs.meta +11 -0
  4. package/BlurRenderQueueSettings.cs +29 -0
  5. package/BlurRenderQueueSettings.cs.meta +11 -0
  6. package/BlurSettingsHandler.cs +59 -0
  7. package/BlurSettingsHandler.cs.meta +11 -0
  8. package/BlurVisionEvent.cs +209 -0
  9. package/BlurVisionEvent.cs.meta +11 -0
  10. package/CameraPostProcessingExtentions.cs +45 -0
  11. package/CameraPostProcessingExtentions.cs.meta +11 -0
  12. package/DREditor.CameraPostProcess.asmdef +20 -0
  13. package/DREditor.CameraPostProcess.asmdef.meta +7 -0
  14. package/PostProcessChanger.cs +224 -0
  15. package/PostProcessChanger.cs.meta +11 -0
  16. package/PostProcessState.cs +67 -0
  17. package/PostProcessState.cs.meta +11 -0
  18. package/PostProcessingColorEventHandler.cs +173 -0
  19. package/PostProcessingColorEventHandler.cs.meta +11 -0
  20. package/Samples~/BlurRenderQueueSettings.asset +15 -0
  21. package/Samples~/BlurRenderQueueSettings.asset.meta +8 -0
  22. package/Samples~/Blur_Camera_Render_Manager.prefab +73 -0
  23. package/Samples~/Blur_Camera_Render_Manager.prefab.meta +7 -0
  24. package/Samples~/PostProcessState Blur Camera.asset +19 -0
  25. package/Samples~/PostProcessState Blur Camera.asset.meta +8 -0
  26. package/Samples~/PostProcessState Dialogue Camera.asset +19 -0
  27. package/Samples~/PostProcessState Dialogue Camera.asset.meta +8 -0
  28. package/Samples~/PostProcessState Main Camera.asset +19 -0
  29. package/Samples~/PostProcessState Main Camera.asset.meta +8 -0
  30. package/Samples~/PostProcessState Protag Camera.asset +19 -0
  31. package/Samples~/PostProcessState Protag Camera.asset.meta +8 -0
  32. package/package.json +40 -4
  33. package/package.json.meta +7 -0
  34. package/readme.txt +23 -0
  35. package/readme.txt.meta +7 -0
  36. package/README.md +0 -3
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package/package.json CHANGED
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  {
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  "name": "net.dreditor.camerapostprocess",
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- "version": "0.0.0-stage",
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- "stub": true,
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- "description": "Temporary package placeholder for staged publishing"
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- }
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+ "version": "0.1.7",
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+ "displayName": "DREditor Camera Post Process",
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+ "description": "The beta for DREditor. A tool to create death game style projects without having to code.",
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+ "unity": "6000.4",
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+ "dependencies": {
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+ "com.unity.render-pipelines.universal": "17.4.0",
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+ "com.unity.render-pipelines.core": "17.4.0",
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+ "net.dreditor.core": "0.1.7",
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+ "net.dreditor.customgamesettings": "0.1.7"
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+ },
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+ "publishConfig": {
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+ "access": "public"
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+ },
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+ "author": {
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+ "name": "Benjamin \"Sweden\" Jillson",
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+ "email": "dreditortool@gmail.com",
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+ "url": "https://dreditor.net"
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+ },
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+ "keywords": [
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+ "editor",
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+ "tool",
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+ "dreditor"
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+ ],
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+ "samples": [
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+ {
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+ "displayName": "Samples",
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+ "description": "",
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+ "path": "Samples~"
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+ }
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+ ],
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+ "documentationUrl": "https://dreditor.net",
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+ "license": "Apache-2.0",
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+ "licensesUrl": "https://dreditor.net/docs/LICENSE.html",
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+ "changelogUrl": "https://dreditor.net/docs/CHANGELOG.html",
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+ "repository": {
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+ "url": "https://github.com/CertifiedSharp/DREditor",
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+ "type": "git",
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+ "revision": "14ca252fbb33eb6f53557ecaed1c10902877698f"
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+ }
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package/readme.txt ADDED
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+ DREditor.CamerasPostProcess
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+
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+ // Start this from
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+ // >Creating a new Empty Game Object, add the post process profile to it.
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+ // >Add this script
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+
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+ // >For best use, bring the PlayerSystem prefab into the scene with this game object
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+ // >In the context menu call the "Scan" Command, this'll load the cameras default states to be edited.
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+
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+ // >Manipulate the values based off of the scanned default settings,
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+ // >> in P:EG, We used the Context Menus Enable All Post Processing Command,
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+ // >> Set the Cameras to:
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+ // >> Blur Camera Should be Untouched
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+ // >> Dialogue Camera Should remove the Default layer and add the Post Processing layer
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+ // >> For the rest of the cameras just add the post processing layer.
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+
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+ // >At this point if this is just for a Scenes permanent Post Processing you can save your scene and your done.
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+ // >If you're changing currently existing versions, of the scene over time:
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+ // >> Add the spawnable component to this scripts GameObject
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+ // >> Turn this object into a prefab
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+ // >> Save the Room Save with this and It'll load properly on Load, or you can even spawn it from dialogue!
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+
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+ // >> For each different instance of this script you make, you need to add it to PostProcessingHSVSpriteHandlers event strings.
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package/README.md DELETED
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- # Temporary Holding Version
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-
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- This version is a temporary placeholder for this package. An operational version to replace this has been submitted for review and is awaiting a staged release.