void OnDisable()
        {
            _reconstructionFilter.Release();
            _frameBlendingFilter.Release();

            _reconstructionFilter = null;
            _frameBlendingFilter  = null;
        }
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        void OnDisable()
        {
            _reconstructionFilter.Release();
            _frameBlendingFilter.Release();

            _reconstructionFilter = null;
            _frameBlendingFilter = null;
        }
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        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);
        }
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        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();
 }
Esempio n. 6
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 void OnEnable()
 {
     _reconstructionFilter = new ReconstructionFilter();
     _frameBlendingFilter = new FrameBlendingFilter();
 }