// 유틸 : 텍스쳐에 렌더링 Texture RenderTexture(SHRenderInfo pInfo) { if (null == m_pCamera) { return(null); } if (null == pInfo) { return(null); } if (null == pInfo.m_pTarget) { return(null); } // 타켓 설정 pInfo.m_pTarget.SetActive(true); pInfo.SetTargetLayer(gameObject.layer); // 렌더링 m_pCamera.targetTexture = pInfo.m_pRenderTex; m_pCamera.Render(); m_pCamera.targetTexture = null; return(pInfo.m_pRenderTex); }
public void EndUseTexture(string strFileName) { SHRenderInfo pInfo = FindRenderInfo(strFileName); if (null == pInfo) { return; } pInfo.AddReferenceCount(-1); }
// 인터페이스 : 렌더 텍스쳐 사용 종료 public void EndUseTexture(GameObject pTarget) { SHRenderInfo pInfo = FindRenderInfo(pTarget); if (null == pInfo) { return; } pInfo.AddReferenceCount(-1); }
SHRenderInfo AddRenderInfo(RenderTexture pTexture, GameObject pTarget) { if (null == pTexture) { return(null); } SHRenderInfo pInfo = new SHRenderInfo(pTexture, pTarget); m_pRenderInfo.Add(pInfo); return(pInfo); }
public Texture RenderTextureOfContinue(GameObject pTarget, Vector3 vTargetPos) { SHRenderInfo pInfo = GetRenderInfo(pTarget); if (null == pInfo) { return(null); } pInfo.SetOneShot(false); pInfo.SetTarget(pTarget); pInfo.SetTargetPos(vTargetPos); pInfo.AddReferenceCount(1); return(RenderTexture(pInfo)); }
// 유틸 : 렌더정보 얻기 SHRenderInfo GetRenderInfo(GameObject pTarget) { if (null == pTarget) { Debug.LogError("타켓 오브젝트가 없습니다."); return(null); } SHRenderInfo pInfo = FindRenderInfo(pTarget); if (null == pInfo) { pInfo = GetEmptyRenderInfo(); } if (null == pInfo) { Debug.LogError("렌더 텍스쳐 정보를 얻지 못하였습니다."); return(null); } return(pInfo); }