public override void PrePaint(PlaytimePainter pntr, BrushConfig br, StrokeVector st) { var v4 = new Vector4(st.unRepeatedUV.x, st.unRepeatedUV.y, Mathf.Floor(st.unRepeatedUV.x), Mathf.Floor(st.unRepeatedUV.y)); Shader.SetGlobalVector("_brushPointedUV_Untiled", v4); if (st.firstStroke) { if (method == (ColorSetMethod.MDownColor)) { if (pntr) { pntr.SampleTexture(st.uvTo); FromColor(br, st.unRepeatedUV); } } else if (method == (ColorSetMethod.MDownPosition)) { FromUV(st.uvTo); } Shader.SetGlobalVector(PainterDataAndConfig.BRUSH_SAMPLING_DISPLACEMENT, new Vector4( ((float)currentPixel.x + 0.5f) / ((float)Cfg.samplingMaskSize.x), ((float)currentPixel.y + 0.5f) / ((float)Cfg.samplingMaskSize.y), Cfg.samplingMaskSize.x, Cfg.samplingMaskSize.y)); } }