Example #1
0
    void OnPreRender()
    {
#if UNITY_EDITOR
        UpdateParams();
        if (ThisCamera == null)
        {
            ThisCamera = gameObject.GetComponent <Camera>();
        }
#endif


        if (_Downsample > 0 && _FogVolumeCamera)

        {
            SurrogateMaterial.SetInt("_SrcBlend", (int)_BlendMode);
            Shader.EnableKeyword("_FOG_LOWRES_RENDERER");

            Shader.DisableKeyword("RENDER_SCENE_VIEW");
            // Profiler.BeginSample("FogVolume Render");
            _FogVolumeCamera.Render();
            // Profiler.EndSample();

            //  TexelUpdate();
            if (!RenderableInSceneView)
            {
                Shader.EnableKeyword("RENDER_SCENE_VIEW");
            }
            Shader.DisableKeyword("_FOG_LOWRES_RENDERER");
        }
        else
        {
            Shader.DisableKeyword("_FOG_LOWRES_RENDERER");
            Shader.DisableKeyword("RENDER_SCENE_VIEW");
        }
    }
Example #2
0
    void OnPreRender()
    {
        int           InitialpixelLights = QualitySettings.pixelLightCount;
        ShadowQuality InitialShadows     = QualitySettings.shadows;

        QualitySettings.pixelLightCount = 0;
        QualitySettings.shadows         = ShadowQuality.Disable;

#if UNITY_EDITOR
        UpdateParams();
        if (ThisCamera == null)
        {
            ThisCamera = gameObject.GetComponent <Camera>();
        }
#endif
        if (_Downsample > 1 && _FogVolumeCamera)
        {
            SurrogateMaterial.SetInt("_SrcBlend", (int)_BlendMode);
            Shader.EnableKeyword("_FOG_LOWRES_RENDERER");

            // Profiler.BeginSample("FogVolume Render");
            _FogVolumeCamera.Render();
            // Profiler.EndSample();

            //  TexelUpdate();

            Shader.DisableKeyword("_FOG_LOWRES_RENDERER");
        }
        else
        {
            Shader.DisableKeyword("_FOG_LOWRES_RENDERER");
        }

        QualitySettings.pixelLightCount = InitialpixelLights;
        QualitySettings.shadows         = InitialShadows;
    }