Esempio n. 1
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 public void DoPostProcess(GrassPhysicsArea grassPhysicsArea, ref Texture texture, float recoverySpeed)
 {
     postProcess.DoPostProcess(ref texture,
                               grassPhysicsArea.areaSize,
                               grassPhysicsArea.GetLastMovementVector(),
                               recoverySpeed);
 }
Esempio n. 2
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        public override void OnInspectorGUI()
        {
            serializedObject.Update();
            myTarget = target as GrassPhysicsArea;
            Undo.RecordObject(myTarget, "Update in " + myTarget.name);

            EditorGUI.BeginChangeCheck();
            ShowGUI();
            if (EditorGUI.EndChangeCheck())
            {
                EditorUtility.SetDirty(myTarget);
            }
            serializedObject.ApplyModifiedProperties();
        }
Esempio n. 3
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 public abstract void DoPostProcess(GrassPhysicsArea grassPhysicsArea, ref GrassPostProcessState state, ref Texture texture);
Esempio n. 4
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 public abstract void Initialize(GrassPhysicsArea grassPhysicsArea, out GrassPostProcessState state);
Esempio n. 5
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 public GrassTrailEffectState(GrassPhysicsArea grassPhysicsArea, Shader postProcessShader)
 {
     postProcess = new FragmentShaderTrailEffect(grassPhysicsArea.textureSize, postProcessShader);
 }
Esempio n. 6
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 public override void DoPostProcess(GrassPhysicsArea grassPhysicsArea, ref GrassPostProcessState state, ref Texture texture)
 {
     (state as GrassTrailEffectState).DoPostProcess(grassPhysicsArea, ref texture, recoverySpeed);
 }
Esempio n. 7
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 public override void Initialize(GrassPhysicsArea grassPhysicsArea, out GrassPostProcessState state)
 {
     state = new GrassTrailEffectState(grassPhysicsArea, postProcessShader);
 }
Esempio n. 8
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 public GrassTrailEffectComputeState(GrassPhysicsArea grassPhysicsArea, ComputeShader computeShader)
 {
     postProcess = new ComputeShaderTrailEffect(computeShader, grassPhysicsArea.depthTexture, grassPhysicsArea.textureSize);
 }