void SetPointBlur(Vector3 _Point, float _Power, float _SampleCount) { Vector2 screensize = new Vector2(Screen.width, Screen.height); Vector3 campos = Camera.main.WorldToScreenPoint(_Point); Vector2 pos = new Vector2(campos.x / screensize.x, campos.y / screensize.y); if (pos.x < 0.0f || pos.x > 1.0f || pos.y < 0.0f || pos.y > 1.0f) { CustomColorGradingPass.m_BlurSampleCount = 0; return; } CustomColorGradingPass.SetPassData(pos, Mathf.Clamp(_Power, 0.0f, 1.0f), _SampleCount); }
public override void Create() { m_Pass = new CustomColorGradingPass(RenderPassEvent.BeforeRenderingPostProcessing); }