//---------------------------------------------------------------------------------------------------------------------- private static BaseTextureBlitter CreateBlitter(Texture texToBlit) { GameObject blitterGO = new GameObject("Blitter"); #if AT_USE_HDRP HDRPTextureEndFrameBlitter blitter = blitterGO.AddComponent <HDRPTextureEndFrameBlitter>(); blitter.SetTargetCameraType(CameraType.Game); #elif AT_USE_URP URPTextureBlitter blitter = blitterGO.AddComponent <URPTextureBlitter>(); #else LegacyTextureBlitter blitter = blitterGO.AddComponent <LegacyTextureBlitter>(); #endif blitter.SetSrcTexture(texToBlit); blitter.SetCameraDepth(int.MaxValue); return(blitter); }
//---------------------------------------------------------------------------------------------------------------------- private static GameObject CreateBlitter(Texture texToBlit, Color bgColor) { GameObject blitterGO = new GameObject("Blitter"); #if AT_USE_HDRP HDRPTextureEndFrameBlitter blitter = blitterGO.AddComponent <HDRPTextureEndFrameBlitter>(); blitter.SetTargetCameraType(CameraType.Game); #elif AT_USE_URP URPTextureBlitter blitter = blitterGO.AddComponent <URPTextureBlitter>(); #else LegacyTextureBlitter blitter = blitterGO.AddComponent <LegacyTextureBlitter>(); #endif blitter.SetSrcTexture(texToBlit); blitter.SetCameraDepth(int.MaxValue); //Setup blitMaterial Shader blitShader = AssetDatabase.LoadAssetAtPath <Shader>(SISEditorConstants.TRANSPARENT_BG_COLOR_SHADER_PATH); Material blitMaterial = new Material(blitShader); blitMaterial.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; blitMaterial.SetColor(m_bgColorProperty, bgColor); blitter.SetBlitMaterial(blitMaterial); return(blitterGO); }