/// <summary> Keeps the AA "look" independent of resolution, shape size and offset from camera </summary> private void CalculateAndUpdateAa() { if (_changedObjectHeight) { _aafScale = AaFactorInScale(); } if (_changedResolutionHeight) { _aafResolution = AaFactorInResolution(); } if (_changedZOffset) { _aafZoffset = AaFactorInZOffset(); } if (_changedOrthoSize) { _aafOrthoSize = AaFactorInOrthoSize(); } float aaAdjustFactor = _aafScale * _aafResolution * _aafZoffset * _aafOrthoSize; aaAdjustFactor = AaZoomOutAttenuation(aaAdjustFactor); aaAdjustFactor += AaFactorInAngleDelta(); if (Data == null) { Data = new RageEdgetuneData(); } aaAdjustFactor = Mathf.Pow(aaAdjustFactor, Data.AaFactor); if (DebugTextMesh != null && !DebugDensity) { DebugTextMesh.text = aaAdjustFactor + ""; } Group.List.UpdateAa(aaAdjustFactor, true, !Data.AutomaticLod); }
private void AddReferences() { if (Group == null) { Group = gameObject.GetComponent <RageGroup>(); } if (Data == null) { Data = new RageEdgetuneData(); } }
private void AddReferences() { if (Group == null) { Group = gameObject.GetComponent <RageGroup>(); } if (Data == null) { Data = ScriptableObject.CreateInstance <RageEdgetuneData>(); } }
public RageEdgetuneData Clone() { var edgetuneData = new RageEdgetuneData(); edgetuneData.AaFactor = AaFactor; edgetuneData.DensityFactor = DensityFactor; edgetuneData.PerspectiveBlur = PerspectiveBlur; edgetuneData.AutomaticLod = AutomaticLod; edgetuneData.MaxDensity = MaxDensity; return(edgetuneData); }
public void DoEdgeTune() { CheckRageGroupAndList(); CalculateAndUpdateAa(); if (Data == null) { Data = new RageEdgetuneData(); } if (Data.AutomaticLod) { CalculateAndUpdateDensity(); } Group.QueueRefresh(); _changedResolutionHeight = _changedOrthoSize = _changedCameraRotation = false; }