/// <summary>
        /// Send samples stream array to GPU
        /// </summary>
        public void ApplyToMaterial(UnityEngine.Material tonsMaterial)
        {
            float[] samplesStream = new float[rtSize];
            for (int i = 0; i < rtSize; i++)
            {
                float index = (i - rtSize / 2) * zoom - offSet;
                if (IsInSample(index))
                {
                    samplesStream[i] = sampleMipMap.GetValue(index, zoom);
                }
            }

            tonsMaterial.SetFloatArray("_samples", samplesStream);
        }
Example #2
0
 public override void Set(string propertyName, float[] values)
 {
     material.SetFloatArray(propertyName, values);
 }