Beispiel #1
0
    void Awake()
    {
        renderCam.depthTextureMode = DepthTextureMode.Depth;

        softSlicePostProcess = renderCam.GetComponent <hypercube.softOverlap>();
        slicePost            = renderCam.GetComponent <hypercube.slicePostProcess>();
    }
Beispiel #2
0
    //let the slice image filter shader know how much 'softness' they should apply to the soft overlap
    void updateOverlap()
    {
        if (overlap < 0)
        {
            overlap = 0;
        }

        hypercube.softOverlap o = renderCam.GetComponent <hypercube.softOverlap>();
        if (slicing != softSliceMode.HARD)
        {
            if (slicing == softSliceMode.SOFT)
            {
                softness = overlap / ((overlap * 2f) + 1f);     //this calculates exact interpolation between the end of a slice and the end of it's overlap area
            }
            o.enabled = true;
            o.setShaderProperties(softness, blackPoint);
        }
        else
        {
            o.enabled = false;
        }
    }