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; }