public PostCont Reset() { profile = null; camera = null; materialFactory = null; renderTextureFactory = null; interrupted = false; return(this); }
/* SETUP */ #region Setup private void OnEnable() { m_Grain = AddComponent(new GrainComp()); cam = GetComponent <Camera>(); mat = new Material(Shader.Find("Unlit/Texture")); #if UNITY_EDITOR string _noiseTexturePath = "Assets/Stylizer/Resources/Shaders/NoiseAndGrain.png"; string _defaultPalettePath = "Assets/Stylizer/Styles/Palette/Palette_1.asset"; string _defaultNoisePath = "Assets/Stylizer/Styles/Pattern/Pattern_1.asset"; string _profilePath = "Assets/Stylizer/Resources/Scripts/UnityGrain/Grain.asset"; string _ubPath = "Assets/Stylizer/Resources/Scripts/UnityGrain/Shaders/Build materials/ub.mat"; string _gmPath = "Assets/Stylizer/Resources/Scripts/UnityGrain/Shaders/Build materials/gm.mat"; if (profile == null) { profile = AssetDatabase.LoadAssetAtPath <PostProf>(_profilePath); if (profile == null) { Debug.LogWarningFormat("No grain profile found.", _profilePath); } } if (ub == null) { ub = AssetDatabase.LoadAssetAtPath <Material>(_ubPath); if (ub == null) { Debug.LogWarningFormat("No ub material found.", _ubPath); } } if (gm == null) { gm = AssetDatabase.LoadAssetAtPath <Material>(_gmPath); if (gm == null) { Debug.LogWarningFormat("No ub material found.", _gmPath); } } if (_palette == null) { _palette = AssetDatabase.LoadAssetAtPath <Palette>(_defaultPalettePath); if (_palette == null) { Debug.LogWarningFormat("No default palette found.", _defaultPalettePath); } } if (_pattern == null) { _pattern = AssetDatabase.LoadAssetAtPath <Pattern>(_defaultNoisePath); if (_pattern == null) { Debug.LogWarningFormat("No default pattern found.", _defaultNoisePath); } } if (noiseTexture == null) { noiseTexture = AssetDatabase.LoadAssetAtPath <Texture2D>(_noiseTexturePath); if (noiseTexture == null) { Debug.LogWarningFormat("No branding logo texture found at {0}, please make sure a texture is available at that path, or change the path in the variable _brandingLogoPath in this script.", _noiseTexturePath); } } #endif checkSupport(); }