public ProcessingNode(ProcessingNodeStack processorStack, ProcessorInfo info)
        {
            m_ProcessorInfo       = info;
            m_bEnabled            = m_ProcessorInfo.Enabled;
            m_ProcessingNodeStack = processorStack;
            processor             = m_ProcessorInfo.Settings;
            m_OutputSequence      = new ProcessingFrameSequence(this);

            shader   = AssetDatabase.LoadAssetAtPath <Shader>(processor.shaderPath);
            material = new Material(shader)
            {
                hideFlags = HideFlags.DontSave
            };
            material.hideFlags = HideFlags.DontSave;

            Linear          = true;
            GenerateMipMaps = true;

            processor.AttachTo(this);
        }
Beispiel #2
0
 public ProcessingNodeStack(ProcessingFrameSequence inputSequence, ImageSequencer imageSequencer)
 {
     m_InputSequence   = inputSequence;
     m_ProcessingNodes = new List <ProcessingNode>();
     m_ImageSequencer  = imageSequencer;
 }