//void DisplayRenderTexture(ref RenderTexture rt) //{ // //Debug.Log("Blitting rendertexture"); // RenderTexture tmp = RenderTexture.GetTemporary(LastSceneRenderTexture.descriptor); // RenderTexture.active = null; // GL.Clear(true, true, Color.black); // //Graphics.Blit(this.texture, this.renderTexture); // //Graphics.Blit(testRenderTexture, tmp, renderMaterial); // Graphics.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), tmp); // RenderTexture.ReleaseTemporary(tmp); //} void InitTransitionEffect() { InitTransitionComponent(); //Both transitionEffect.SetLastSceneRenderTexture(LastSceneRenderTexture); transitionEffect.transitionMode = transitionMode; transitionEffect.transitionTime = transitionTime; transitionEffect.transitionManager = this; if (transitionMode == TransitionMode.Dissolve) { transitionEffect.transitionMaterial = renderMaterial; } else if (transitionMode == TransitionMode.Particle) { transitionEffect.NowTextureScene = NowSceneRenderTexture; transitionEffect.ComputeShader = ComputeShader; transitionEffect.ParticleMaterial = ParticelMaterial; transitionEffect.SetupParticles(); } }