/// <summary> /// On Awake, we cache various values and setup our command buffer to be called Before Image Effects. /// </summary> private void Awake() { _instance = this; _glowMat = new Material(Shader.Find("Hidden/GlowCmdShader")); _blurMaterial = new Material(Shader.Find("Hidden/Blur")); _prePassRenderTexID = Shader.PropertyToID("_GlowPrePassTex"); _blurPassRenderTexID = Shader.PropertyToID("_GlowBlurredTex"); _tempRenderTexID = Shader.PropertyToID("_TempTex0"); _blurSizeID = Shader.PropertyToID("_BlurSize"); _glowColorID = Shader.PropertyToID("_GlowColor"); _commandBuffer = new CommandBuffer(); _commandBuffer.name = "Glowing Objects Buffer"; // This name is visible in the Frame Debugger, so make it a descriptive! GetComponent <Camera>().AddCommandBuffer(CameraEvent.BeforeImageEffects, _commandBuffer); }
void Start() { Renderers = GetComponentsInChildren <Renderer>(); GlowController.RegisterObject(this); }