/// <summary> /// Render the given frame into the given texture /// </summary> public void RenderFrame(PAFrame frame, Texture2D renderTarget) { renderTarget.Clear(Color.clear); foreach (var image in images.Where(t => t.frame == frame).OrderBy(t => t.layer.order)) { if (image.layer.visible && image.texture != null) { renderTarget.Blend(image.texture, image.layer.opacity); } } renderTarget.Apply(); }
public TerrainChunk(Vector2 position, Vector2 size, Vector2 index) { gridXPos = position.x; gridYPos = position.y; this.size = size; heightMap = CreateHeightmap(index.x, index.y); normalMap = heightMap.CreateNormal(TerrainGenerator.instance.normalStrength); heightMap = heightMap.Blend(TerrainGenerator.instance.baseHeightTexture, 0.5f, true); normalMap = normalMap.Blend(TerrainGenerator.instance.baseNormalTexture, 0.5f, true); normalMap.Compress(false); chunkObject = createTerrain(size.x, size.y); SetActive(true); }