Example #1
0
 void OnDisable()
 {
     if (s_instance == this)
     {
         s_instance = null;
     }
 }
Example #2
0
    void OnEnable()
    {
        ResetDSRenderer();
        s_instance = this;
        if (m_depth_prepass == null)
        {
            m_depth_prepass = DepthPrePass;
            m_render        = Render;
            GetDSRenderer().AddCallbackPreGBuffer(m_depth_prepass);
            GetDSRenderer().AddCallbackPostGBuffer(m_render);

            m_i_beam_direction = Shader.PropertyToID("beam_direction");
            m_i_base_position  = Shader.PropertyToID("base_position");
        }
    }
Example #3
0
    void Update()
    {
        CameraControl();

        if (Time.frameCount % 30 == 0)
        {
            Vector3 pos = new Vector3(Random.Range(-5.0f, 5.0f), Random.Range(-1.0f, 2.0f) + 1.0f, Random.Range(-4.0f, 4.0f) - 10.0f);
            Vector3 dir = new Vector3(0.0f, 0.0f, 1.0f);
            DSBeamManager.AddEntity(pos, dir);
            DSShockwaveManager.AddEntity(pos);
            DSRadialBlurManager.AddEntity(pos);
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            showGUI = !showGUI;
        }
    }
    void OnEnable()
    {
        ResetDSRenderer();
        s_instance = this;
        if (m_depth_prepass==null)
        {
            m_depth_prepass = DepthPrePass;
            m_render = Render;
            GetDSRenderer().AddCallbackPreGBuffer(m_depth_prepass);
            GetDSRenderer().AddCallbackPostGBuffer(m_render);

            m_i_beam_direction = Shader.PropertyToID("beam_direction");
            m_i_base_position = Shader.PropertyToID("base_position");
        }
    }
 void OnDisable()
 {
     if (s_instance == this) s_instance = null;
 }