private static Shader _shader; //TODO better way public override AVolumePreview <SDFData> CreatePreview() { _shader = Shader.Find(useRayDirVertShader ? _sdfPreviewShaderVaryingRayName : _sdfPreviewShaderStandardName); // if (_shader == null) _shader = Shader.Find( _sdfPreviewShaderStandardName); AVolumePreview <SDFData> sdf = new SDFPreview(sdfData, _shader, transform); if (debugTex3D != null) { (sdf as SDFPreview).debugTex3D = debugTex3D; } return(sdf); }
private static Shader _shader; //TODO better way public override AVolumePreview <SDFData> CreatePreview() { if (_shader == null) { _shader = Shader.Find(_sdfPreviewShaderName); } AVolumePreview <SDFData> sdf = new SDFPreview(sdfData, _shader, transform); if (debugTex3D != null) { (sdf as SDFPreview).debugTex3D = debugTex3D; } return(sdf); }
/// <summary> /// renders a procedural quad /// TODO fit the bounds of the SDF Volume /// </summary> private void OnRenderObject() { if (!IsPreviewing) { return; } //try to get active camera... Camera cam = Camera.main; if (UnityEditor.SceneView.lastActiveSceneView != null) { cam = UnityEditor.SceneView.lastActiveSceneView.camera; } SDFPreview preview = _aPreview as SDFPreview; preview?.Draw(cam, sdfFlip, previewEpsilon, previewNormalDelta); }
/// <summary> /// renders a procedural quad /// TODO fit the bounds of the SDF Volume /// </summary> private void OnRenderObject() { if (!IsPreviewing) { return; } //try to get active camera... Camera cam = Camera.main; // lastActiveSceneView if (SceneView.currentDrawingSceneView != null) { cam = SceneView.currentDrawingSceneView.camera; } SDFPreview preview = _aPreview as SDFPreview; preview?.Draw(cam, sdfFlip, previewEpsilon, previewNormalDelta, useRayDirVertShader); }