void Start() { frame = new NPFrame2("Stuff", 3); donePow2 = new RenderTexture(Screen.width, Screen.height, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); donePow2.enableRandomWrite = true; donePow2.Create(); }
void Start() { frame = new NPFrame2("stuff", 8); edgesPoT_h = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); edgesPoT_h.enableRandomWrite = true; edgesPoT_h.Create(); edgesPoT_v = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); edgesPoT_v.enableRandomWrite = true; edgesPoT_v.Create(); donePoT = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); donePoT.enableRandomWrite = true; donePoT.Create(); gray = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); gray.enableRandomWrite = true; gray.Create(); }
void Awake() { timer = PerformanceTimer.CreateTimer(); // Create and assign timer frame = new NPFrame2("main", new Vector2(64,64)); }
void Start() { timer = PerformanceTimer.CreateTimer(); //line = GetComponent<LineRenderer>(); frame = new NPFrame2("DoF", 4); cam = GetComponent<Camera>(); depth = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear); depth.Create(); donePow2 = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); donePow2.enableRandomWrite = true; donePow2.Create(); }
void Start() { // Variable for testing timer = PerformanceTimer.CreateTimer(); // Create and assign timer frame = new NPFrame2("Blur", 5); donePow2 = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); donePow2.enableRandomWrite = true; donePow2.Create(); }
void Start() { timer = PerformanceTimer.CreateTimer(); frame = new NPFrame2("Bloom", 7); //Textures used for the bloom effect, currently more than needed are used - probably. // TODO: This could be reduced I believe by using the source image non PoT and generate the bloom texture from that and make that PoT and continue from there. done = new RenderTexture(Screen.width, Screen.height, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); done.enableRandomWrite = true; done.Create(); origin = new RenderTexture(frame.GetNativePOTRes, frame.GetNativePOTRes, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); origin.enableRandomWrite = true; origin.Create(); bloomTexture = new RenderTexture(Screen.width, Screen.height, 0, frame.GetTextureFormat, RenderTextureReadWrite.Linear); bloomTexture.enableRandomWrite = true; bloomTexture.Create(); }