This commit is contained in:
Yamo4490 2026-01-29 19:56:12 +09:00
parent 55497cb5b4
commit 35d867e6bc
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using UnityEngine;
namespace Beautify.Universal {
public class CameraAnimator : MonoBehaviour {
void Update() {
transform.Rotate(new Vector3(0, 0, Time.deltaTime * 10f));
}
}
}

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using UnityEngine;
using UnityEngine.UI;
using Beautify.Universal;
using Input = Beautify.Demos.InputProxy;
namespace Beautify.Demos {
public class Demo : MonoBehaviour {
public Texture lutTexture;
private void Start() {
UpdateText();
}
void Update() {
if (Input.GetKeyDown(KeyCode.J)) {
BeautifySettings.settings.bloomIntensity.value += 0.1f;
}
if (Input.GetKeyDown(KeyCode.T) || Input.GetMouseButtonDown(0)) {
BeautifySettings.settings.disabled.value = !BeautifySettings.settings.disabled.value;
UpdateText();
}
if (Input.GetKeyDown(KeyCode.B)) BeautifySettings.Blink(0.2f);
if (Input.GetKeyDown(KeyCode.C)) {
BeautifySettings.settings.compareMode.value = !BeautifySettings.settings.compareMode.value;
}
if (Input.GetKeyDown(KeyCode.N)) {
BeautifySettings.settings.nightVision.Override(!BeautifySettings.settings.nightVision.value);
}
if (Input.GetKeyDown(KeyCode.F)) {
if (BeautifySettings.settings.blurIntensity.overrideState) {
BeautifySettings.settings.blurIntensity.overrideState = false; // disables the override, disabling the blur
} else {
BeautifySettings.settings.blurIntensity.Override(4); // enables the override, activating the effect and enabling the blur
}
}
if (Input.GetKeyDown(KeyCode.Alpha1)) {
// applies a custom value to brightness
BeautifySettings.settings.brightness.Override(0.1f);
}
if (Input.GetKeyDown(KeyCode.Alpha2)) {
// applies a custom value to brightness
BeautifySettings.settings.brightness.Override(0.5f);
}
if (Input.GetKeyDown(KeyCode.Alpha3)) {
// disables custom value
BeautifySettings.settings.brightness.overrideState = false;
}
if (Input.GetKeyDown(KeyCode.Alpha4)) {
// enables outline
BeautifySettings.settings.outline.Override(true);
BeautifySettings.settings.outlineColor.Override(Color.cyan);
BeautifySettings.settings.outlineCustomize.Override(true);
BeautifySettings.settings.outlineSpread.Override(1.5f);
}
if (Input.GetKeyDown(KeyCode.Alpha5)) {
// disables outline
BeautifySettings.settings.outline.overrideState = false;
}
if (Input.GetKeyDown(KeyCode.Alpha6)) {
// assigns a LUT
BeautifySettings.settings.lut.Override(true);
BeautifySettings.settings.lutIntensity.Override(1f);
BeautifySettings.settings.lutTexture.Override(lutTexture);
}
if (Input.GetKeyDown(KeyCode.Alpha7)) {
// disables LUT
BeautifySettings.settings.lut.Override(false);
}
if (Input.GetKeyDown(KeyCode.Alpha8)) {
// toggles anamorphic flares on/off
float intensity = BeautifySettings.settings.anamorphicFlaresIntensity.value;
BeautifySettings.settings.anamorphicFlaresIntensity.Override(intensity > 0 ? 0f: 1f);
}
if (Input.GetKeyDown(KeyCode.Alpha9)) {
// toggles final blur
float intensity = BeautifySettings.settings.blurIntensity.value;
BeautifySettings.settings.blurIntensity.Override(intensity > 0 ? 0f: 1f);
}
}
void UpdateText() {
if (BeautifySettings.settings.disabled.value) {
GameObject.Find("Beautify").GetComponent<Text>().text = "Beautify OFF";
} else {
GameObject.Find("Beautify").GetComponent<Text>().text = "Beautify ON";
}
}
}
}

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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace Beautify.Demos {
public static class InputProxy {
public static bool GetKeyDown(KeyCode keyCode) {
#if ENABLE_INPUT_SYSTEM
Keyboard keyboard = Keyboard.current;
if (keyboard == null) return false;
switch (keyCode) {
case KeyCode.J: return keyboard.jKey.wasPressedThisFrame;
case KeyCode.T: return keyboard.tKey.wasPressedThisFrame;
case KeyCode.B: return keyboard.bKey.wasPressedThisFrame;
case KeyCode.C: return keyboard.cKey.wasPressedThisFrame;
case KeyCode.N: return keyboard.nKey.wasPressedThisFrame;
case KeyCode.F: return keyboard.fKey.wasPressedThisFrame;
case KeyCode.Alpha1: return keyboard.digit1Key.wasPressedThisFrame;
case KeyCode.Alpha2: return keyboard.digit2Key.wasPressedThisFrame;
case KeyCode.Alpha3: return keyboard.digit3Key.wasPressedThisFrame;
case KeyCode.Alpha4: return keyboard.digit4Key.wasPressedThisFrame;
case KeyCode.Alpha5: return keyboard.digit5Key.wasPressedThisFrame;
case KeyCode.Alpha6: return keyboard.digit6Key.wasPressedThisFrame;
case KeyCode.Alpha7: return keyboard.digit7Key.wasPressedThisFrame;
case KeyCode.Alpha8: return keyboard.digit8Key.wasPressedThisFrame;
case KeyCode.Alpha9: return keyboard.digit9Key.wasPressedThisFrame;
case KeyCode.Alpha0: return keyboard.digit0Key.wasPressedThisFrame;
}
return false;
#elif ENABLE_LEGACY_INPUT_MANAGER
return UnityEngine.Input.GetKeyDown(keyCode);
#else
return false;
#endif
}
public static bool GetMouseButtonDown(int button) {
#if ENABLE_INPUT_SYSTEM
Mouse mouse = Mouse.current;
if (mouse == null) return false;
switch (button) {
case 0: return mouse.leftButton.wasPressedThisFrame;
case 1: return mouse.rightButton.wasPressedThisFrame;
case 2: return mouse.middleButton.wasPressedThisFrame;
default: return false;
}
#elif ENABLE_LEGACY_INPUT_MANAGER
return UnityEngine.Input.GetMouseButtonDown(button);
#else
return false;
#endif
}
}
}

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using UnityEngine;
namespace Beautify.Universal {
[ExecuteInEditMode]
public class LUTBlending : MonoBehaviour {
public Texture2D LUT1, LUT2;
[Range(0, 1)]
public float LUT1Intensity = 1f;
[Range(0, 1)]
public float LUT2Intensity = 1f;
[Range(0, 1)]
public float phase;
public Shader lerpShader;
float oldPhase = -1;
RenderTexture rt;
Material lerpMat;
static class ShaderParams {
public static int LUT2 = Shader.PropertyToID("_LUT2");
public static int Phase = Shader.PropertyToID("_Phase");
}
void OnEnable() {
UpdateBeautifyLUT();
}
void OnValidate() {
oldPhase = -1;
UpdateBeautifyLUT();
}
private void OnDestroy() {
if (rt != null) {
rt.Release();
}
}
void LateUpdate() {
UpdateBeautifyLUT();
}
void UpdateBeautifyLUT() {
if (oldPhase == phase || LUT1 == null || LUT2 == null || lerpShader == null) return;
oldPhase = phase;
if (rt == null) {
rt = new RenderTexture(LUT1.width, LUT1.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
rt.filterMode = FilterMode.Point;
}
if (lerpMat == null) {
lerpMat = new Material(lerpShader);
}
lerpMat.SetTexture(ShaderParams.LUT2, LUT2);
lerpMat.SetFloat(ShaderParams.Phase, phase);
Graphics.Blit(LUT1, rt, lerpMat);
BeautifySettings.settings.lut.Override(true);
float intensity = Mathf.Lerp(LUT1Intensity, LUT2Intensity, phase);
BeautifySettings.settings.lutIntensity.Override(intensity);
BeautifySettings.settings.lutTexture.Override(rt);
}
}
}

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using UnityEngine;
namespace Beautify.Universal {
public class SphereAnimator : MonoBehaviour {
Rigidbody rb;
const float SPEED = 4;
void Start () {
rb = GetComponent<Rigidbody>();
Application.targetFrameRate = 60;
}
void FixedUpdate () {
if (transform.position.z < 0.5f) {
rb.linearVelocity = Vector3.forward * SPEED;
}
else if (transform.position.z > 8f) {
rb.linearVelocity = Vector3.back * SPEED;
}
}
}
}

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using UnityEngine;
using Beautify.Universal;
using Input = Beautify.Demos.InputProxy;
namespace Beautify.Demos {
public class ToggleDoF : MonoBehaviour {
void Update() {
if (Input.GetMouseButtonDown(0)) {
// toggles DoF state by overriding the volume property
bool state = BeautifySettings.settings.depthOfField.value;
BeautifySettings.settings.depthOfField.Override(!state);
}
}
}
}

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Shader "Hidden/Kronnect/Beautify/TextureLerp"
{
Properties
{
[NoScaleOffset] _MainTex ("LUT 1", 2D) = "black" {}
[NoScaleOffset] _LUT2 ("LUT 2", 2D) = "black" {}
_Phase("Phase", Float) = 0
}
SubShader
{
ZTest Always
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex, _LUT2;
float _Phase;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 lut1 = tex2D(_MainTex, i.uv);
half4 lut2 = tex2D(_LUT2, i.uv);
return lerp(lut1, lut2, _Phase);
}
ENDCG
}
}
}

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