internal override void OnEnable()
        {
            base.OnEnable();

            RemoveCommandBuffers();
            SampleShadows.Enable();
        }
        public override void Start()
        {
            base.Start();

            {
                _renderMaterial = new PropertyWrapperMaterial[OceanRenderer.Instance.CurrentLodCount];
                var shader = Shader.Find("Hidden/Crest/Simulation/Update Shadow");
                for (int i = 0; i < _renderMaterial.Length; i++)
                {
                    _renderMaterial[i] = new PropertyWrapperMaterial(shader);
                }
            }

#if UNITY_EDITOR
            if (OceanRenderer.Instance.OceanMaterial != null &&
                OceanRenderer.Instance.OceanMaterial.HasProperty(MATERIAL_KEYWORD_PROPERTY) &&
                !OceanRenderer.Instance.OceanMaterial.IsKeywordEnabled(MATERIAL_KEYWORD))
            {
                Debug.LogWarning(ERROR_MATERIAL_KEYWORD_MISSING + " " + ERROR_MATERIAL_KEYWORD_MISSING_FIX, _ocean);
            }
#endif

            // Enable sample shadows custom pass.
            SampleShadows.Enable();
        }
Beispiel #3
0
        public override void Start()
        {
            base.Start();

            {
                _renderMaterial = new PropertyWrapperMaterial[OceanRenderer.Instance.CurrentLodCount];
                var shader = Shader.Find("Hidden/Crest/Simulation/Update Shadow");
                for (int i = 0; i < _renderMaterial.Length; i++)
                {
                    _renderMaterial[i] = new PropertyWrapperMaterial(shader);
                }
            }

            // Enable sample shadows custom pass.
            SampleShadows.Enable();
        }