// Start is called before the first frame update void Start() { m_ChromA = ScriptableObject.CreateInstance <CustomChromaticAberration>(); m_ChromA.enabled.Override(true); m_ChromA.RX.Override(0); m_ChromA.GX.Override(0); m_ChromA.BX.Override(0); m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_ChromA); }
void Start() { outline.SetFloat("_OutlineThickness", 0.1f); // initialize post processing m_ChromA = ScriptableObject.CreateInstance <CustomChromaticAberration>(); m_ChromA.enabled.Override(true); m_ChromA.RX.Override(0); m_ChromA.RY.Override(0); m_ChromA.GX.Override(0); m_ChromA.GY.Override(0); m_ChromA.BX.Override(0); m_ChromA.BY.Override(0); m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_ChromA); offsets = new float[6]; }