private void UpdateSdanrdardCB() { // fix for VR black screen Material_current.SetOverrideTag("RenderType", "Opaque"); Material_current.SetInt("_SrcBlend", (int)BlendMode.One); Material_current.SetInt("_DstBlend", (int)BlendMode.Zero); Material_current.SetInt("_ZWrite", 1); Material_current.renderQueue = -1; #if UNITY_2017_2_OR_NEWER Material_current.SetFloat("_ResizeWidth", UnityEngine.XR.XRSettings.eyeTextureWidth); Material_current.SetFloat("_ResizeHeight", UnityEngine.XR.XRSettings.eyeTextureHeight); #else Material_current.SetFloat("_ResizeWidth", UnityEngine.VR.VRSettings.eyeTextureWidth); Material_current.SetFloat("_ResizeHeight", UnityEngine.VR.VRSettings.eyeTextureHeight); #endif Material_current.SetFloat("_Sharpness", sharpness); Material_current.SetFloat("_SampleDistance", sampleDistance); FXAA_FSS_Mat.SetVector("_QualitySettings", new Vector3(1.0f, 0.063f, 0.0312f)); FXAA_FSS_Mat.SetVector("_ConsoleSettings", new Vector4(0.5f, 2.0f, 0.125f, 0.04f)); FXAA_FSS_Mat.SetFloat("_Intensity", fssaaIntensity); //Debug.Log(Material_current.shader.name); }
// Do The FSSAA public virtual void DoFSS(RenderTexture source, RenderTexture destination) { // Preset for best quality FXAA_FSS_Mat.SetVector("_QualitySettings", new Vector3(1.0f, 0.063f, 0.0312f)); FXAA_FSS_Mat.SetVector("_ConsoleSettings", new Vector4(0.5f, 2.0f, 0.125f, 0.04f)); FXAA_FSS_Mat.SetFloat("_Intensity", fssaaIntensity); Graphics.Blit(source, destination, FXAA_FSS_Mat, 0); }
private void UpdateSdanrdardCB() { #if UNITY_2017_2_OR_NEWER Material_current.SetFloat("_ResizeWidth", UnityEngine.XR.XRSettings.eyeTextureWidth); Material_current.SetFloat("_ResizeHeight", UnityEngine.XR.XRSettings.eyeTextureHeight); #else Material_current.SetFloat("_ResizeWidth", UnityEngine.VR.VRSettings.eyeTextureWidth); Material_current.SetFloat("_ResizeHeight", UnityEngine.VR.VRSettings.eyeTextureHeight); #endif Material_current.SetFloat("_Sharpness", sharpness); Material_current.SetFloat("_SampleDistance", sampleDistance); FXAA_FSS_Mat.SetVector("_QualitySettings", new Vector3(1.0f, 0.063f, 0.0312f)); FXAA_FSS_Mat.SetVector("_ConsoleSettings", new Vector4(0.5f, 2.0f, 0.125f, 0.04f)); FXAA_FSS_Mat.SetFloat("_Intensity", fssaaIntensity); //Debug.Log(Material_current.shader.name); }