public override void OnEnable() { base.OnEnable(); subs.Clear(); subs.AddRange(GetComponentsInChildren <CB_WorkerGroupSubBase> ()); #if UNITY_5_5_OR_NEWER if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal || SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan || SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne) { _reversedZ = true; } #endif foreach (var item in subs) { item.On_Enable(mat_1_jitterOrigin); } if (CB_Lib.MatNeedCreate(mat_2_blur, mat_2_blurOrigin)) { mat_2_blur = new Material(mat_2_blurOrigin); } //testRT = new RenderTexture (Resolution, Resolution, 0); }
public virtual void On_Enable(Material m) { lightCB = GetComponentInChildren <CB_LightCB> (); lightCB.On_Enable(); if (CB_Lib.MatNeedCreate(mat, m)) { mat = new Material(m); } SetShadowMap(); MatSyncAll(); }
void InitMat() { for (int i = 0; i < matOrigins.Count; i++) { if (i >= mats.Count) { #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty(gameObject); #endif Material mat = new Material(matOrigins [i]); mats.Add(mat); } else if (CB_Lib.MatNeedCreate(mats [i], matOrigins [i])) { #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty(gameObject); #endif Material mat = new Material(matOrigins [i]); mats [i] = mat; } } }