private void UpdateSdanrdardCB() { // fix for VR black screen Material_current.SetOverrideTag("RenderType", "Opaque"); Material_current.SetInt("_SrcBlend", (int)BlendMode.One); Material_current.SetInt("_DstBlend", (int)BlendMode.Zero); Material_current.SetInt("_ZWrite", 1); Material_current.renderQueue = -1; #if UNITY_2017_2_OR_NEWER Material_current.SetFloat("_ResizeWidth", UnityEngine.XR.XRSettings.eyeTextureWidth); Material_current.SetFloat("_ResizeHeight", UnityEngine.XR.XRSettings.eyeTextureHeight); #else Material_current.SetFloat("_ResizeWidth", UnityEngine.VR.VRSettings.eyeTextureWidth); Material_current.SetFloat("_ResizeHeight", UnityEngine.VR.VRSettings.eyeTextureHeight); #endif Material_current.SetFloat("_Sharpness", sharpness); Material_current.SetFloat("_SampleDistance", sampleDistance); FXAA_FSS_Mat.SetVector("_QualitySettings", new Vector3(1.0f, 0.063f, 0.0312f)); FXAA_FSS_Mat.SetVector("_ConsoleSettings", new Vector4(0.5f, 2.0f, 0.125f, 0.04f)); FXAA_FSS_Mat.SetFloat("_Intensity", fssaaIntensity); //Debug.Log(Material_current.shader.name); }
private void UpdateCB() { Material_current.SetFloat("_ResizeWidth", Screen.width); Material_current.SetFloat("_ResizeHeight", Screen.height); Material_current.SetFloat("_Sharpness", Sharpness); Material_current.SetFloat("_SampleDistance", SampleDistance); if (Screen.width != baseRt.width || Screen.height != baseRt.height) { baseRt.Release(); baseRt.width = Screen.width; baseRt.height = Screen.height; baseRt.Create(); } }
private void UpdateSdanrdardCB() { #if UNITY_2017_2_OR_NEWER Material_current.SetFloat("_ResizeWidth", UnityEngine.XR.XRSettings.eyeTextureWidth); Material_current.SetFloat("_ResizeHeight", UnityEngine.XR.XRSettings.eyeTextureHeight); #else Material_current.SetFloat("_ResizeWidth", UnityEngine.VR.VRSettings.eyeTextureWidth); Material_current.SetFloat("_ResizeHeight", UnityEngine.VR.VRSettings.eyeTextureHeight); #endif Material_current.SetFloat("_Sharpness", sharpness); Material_current.SetFloat("_SampleDistance", sampleDistance); FXAA_FSS_Mat.SetVector("_QualitySettings", new Vector3(1.0f, 0.063f, 0.0312f)); FXAA_FSS_Mat.SetVector("_ConsoleSettings", new Vector4(0.5f, 2.0f, 0.125f, 0.04f)); FXAA_FSS_Mat.SetFloat("_Intensity", fssaaIntensity); //Debug.Log(Material_current.shader.name); }