protected override void OnDraw(RenderTexture2D dst, RenderTexture2D src) { // マテリアル内の変数を設定する material.SetFloat("time", stopwatch.ElapsedMilliseconds * 0.001f); // マテリアルの内容を出力する DrawOnTexture2DWithMaterial(dst, material); }
protected override void OnDraw(RenderTexture2D dst, RenderTexture2D src) { // 変数の設定 Material.SetVector2DF("resolution", Engine.WindowSize.To2DF()); Material.SetFloat("time", Stopwatch.ElapsedMilliseconds * 0.001f); // マテリアルを用いて描画 DrawOnTexture2DWithMaterial(dst, Material); }
protected override void OnDrawAdditionally() { Vector2DF xy_ul = GetGlobalPosition() - CenterPosition; Vector2DF xy_ur = GetGlobalPosition() - CenterPosition + new Vector2DF(WindowSize.X, 0); Vector2DF xy_dl = GetGlobalPosition() - CenterPosition + new Vector2DF(0, WindowSize.Y); Vector2DF xy_dr = GetGlobalPosition() - CenterPosition + WindowSize; Color white = new Color(255, 255, 255, 255); Vector2DF uv_ul = new Vector2DF(0, 0); Vector2DF uv_ur = new Vector2DF(1, 0); Vector2DF uv_dl = new Vector2DF(0, 1); Vector2DF uv_dr = new Vector2DF(1, 1); WindowMaterial.SetFloat("time", Stopwatch.ElapsedMilliseconds * 0.001f); WindowMaterial.SetFloat("noise", NoisyValue); DrawSpriteWithMaterialAdditionally( xy_ul, xy_ur, xy_dr, xy_dl, white, white, white, white, uv_ul, uv_ur, uv_dr, uv_dl, WindowMaterial, AlphaBlendMode.Add, 0 ); }
protected override void OnUpdate() { GaugeMaterial.SetFloat("g_value", (float)GaugeValue); }