void OnDisable() { _reconstructionFilter.Release(); _frameBlendingFilter.Release(); _reconstructionFilter = null; _frameBlendingFilter = null; }
private RenderTexture MotionBlurPass(RenderTexture src, RenderTexture dest) { if (!Application.isPlaying) //GM.options.mblur <= 0 || { return(src); } if (m_reconstructionFilter == null) { m_reconstructionFilter = new ReconstructionFilter(); } m_reconstructionFilter.ProcessImage(360, 8, src, dest); //GM.options.mblur return(dest); }
void Awake() { instance = this; shader = Shader.Find("Hidden/CombinedEffect"); material.SetTexture(h_overlayTexture, overlayTexture); material.SetVector(h_radialBlur, radialBlur); material.SetVector(h_SCVB, new Vector4(saturation, chroma, vignette, blood)); material.SetVector(h_noiseALB, new Vector3(noiseAmount, noiseLuminosity, brightness)); m_reconstructionFilter = new ReconstructionFilter(); GetComponent <Camera>().depthTextureMode |= DepthTextureMode.Depth | DepthTextureMode.MotionVectors; // if(GM.NotStatic) // GM.NotStatic.OnPause += OnPauseGame; }
void OnEnable() { _reconstructionFilter = new ReconstructionFilter(); _frameBlendingFilter = new FrameBlendingFilter(); }