public ProcessingNode(ProcessingNodeStack processorStack, ProcessorInfo info) { m_ProcessorInfo = info; m_bEnabled = m_ProcessorInfo.Enabled; m_ProcessingNodeStack = processorStack; processor = m_ProcessorInfo.Settings; m_OutputSequence = new ProcessingFrameSequence(this); shader = AssetDatabase.LoadAssetAtPath <Shader>(processor.shaderPath); material = new Material(shader) { hideFlags = HideFlags.DontSave }; material.hideFlags = HideFlags.DontSave; Linear = true; GenerateMipMaps = true; processor.AttachTo(this); }
public ProcessingNodeStack(ProcessingFrameSequence inputSequence, ImageSequencer imageSequencer) { m_InputSequence = inputSequence; m_ProcessingNodes = new List <ProcessingNode>(); m_ImageSequencer = imageSequencer; }