/* * public float _BarrelPower2; * public float _BarrelPower4; * * * * * private void Awake(){ * instance = this; * Application.targetFrameRate = 60; #if UNITY_EDITOR * Shader.SetGlobalFloat("_BarrelPower2", _BarrelPower2 ); * Shader.SetGlobalFloat("_BarrelPower4", _BarrelPower4 ); #else * Shader.SetGlobalFloat("_BarrelPower2", 0);//_BarrelPower2 ); * Shader.SetGlobalFloat("_BarrelPower4", 0);//_BarrelPower4 ); #endif * } */ void Awake() { instance = this; }
/* public float _BarrelPower2; public float _BarrelPower4; private void Awake(){ instance = this; Application.targetFrameRate = 60; #if UNITY_EDITOR Shader.SetGlobalFloat("_BarrelPower2", _BarrelPower2 ); Shader.SetGlobalFloat("_BarrelPower4", _BarrelPower4 ); #else Shader.SetGlobalFloat("_BarrelPower2", 0);//_BarrelPower2 ); Shader.SetGlobalFloat("_BarrelPower4", 0);//_BarrelPower4 ); #endif } */ void Awake() { instance = this; }