//Updateはダメ ライフサイクル要参照 private void FixedUpdate() { //UpdateZoneはリセット _customRenderTexture.ClearUpdateZones(); //更新したいフレーム数を指定して更新 _customRenderTexture.Update(_iterationPerFrame); }
//--------------functions----------------- //placeprobe void placeProbe() { ProbeArray = new GameObject[ProbeNumber]; int midcell = Cellsize / 2; Debug.Log("placeprobe"); IndirectionProbeAtlas.ClearUpdateZones(); CustomRenderTextureUpdateZone[] ProbeTexture = new CustomRenderTextureUpdateZone[ProbeNumber]; for (int i = 0; i < ProbeNumber; i++) { int x = i / 16; int y = i % 16; //Debug.Log(i); ProbeArray[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); //new GameObject(); ProbeArray[i].transform.position = new Vector3((x * Cellsize) + midcell, 0, (y * Cellsize) + midcell); //setup atlas textures int halftile = AtlasTileSize / 2; int xt = (x * AtlasTileSize) + halftile; int yt = (y * AtlasTileSize) + halftile; ProbeTexture[i].updateZoneSize = new Vector3(AtlasTileSize, AtlasTileSize, 0); ProbeTexture[i].updateZoneCenter = new Vector3(xt, yt, 0); } IndirectionProbeAtlas.SetUpdateZones(ProbeTexture); }
// enum LMGBtexture{ // albedo = 0, // worldNormal = 1, // worldPosition = 2, // shadowMasking = 3 // } #endregion //--------------functions----------------- void placeProbe() { //set slots parameters ProbeArray = new GameObject[ProbeNumber]; int midcell = Cellsize / 2; //texture zones data IndirectionProbeAtlas.ClearUpdateZones(); CustomRenderTextureUpdateZone[] ProbeTexture = new CustomRenderTextureUpdateZone[ProbeNumber]; for (int i = 0; i < ProbeNumber; i++) { int x = i / 16; int y = i % 16; //create slots primitive ProbeArray[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); //new GameObject(); ProbeArray[i].transform.position = new Vector3((x * Cellsize) + midcell, 0, (y * Cellsize) + midcell); ProbeArray[i].SetActive(false); //create atlas textures zones int halftile = AtlasTileSize / 2; int xt = (x * AtlasTileSize) + halftile; int yt = (y * AtlasTileSize) + halftile; ProbeTexture[i].updateZoneSize = new Vector3(AtlasTileSize, AtlasTileSize, 0); ProbeTexture[i].updateZoneCenter = new Vector3(xt, yt, 0); } //initialize the texture zones IndirectionProbeAtlas.SetUpdateZones(ProbeTexture); }
void Update() { texture.ClearUpdateZones(); DetectCollision(); if (hitList.Count > 0) { CustomRenderTextureUpdateZone[] crtuz = GenerateZonePack(hitList); texture.SetUpdateZones(crtuz); texture.material.SetFloat("_ArrayLength", directions.Count); texture.material.SetVectorArray("_Array", directions); texture.Update(iterationPerFrame); } else { texture.SetUpdateZones(new CustomRenderTextureUpdateZone[] { defaultZone }); if (runUpdate) { texture.Update(iterationPerFrame); } } hitList.Clear(); amplitudes.Clear(); directions.Clear(); }
void Update() { if (handleInput) { CreatePoints(); } if (null == mCrTexture || mWaveMat == null) { return; } mCrTexture.ClearUpdateZones(); if (pointQueue.Count > 0) { var point = pointQueue.Dequeue(); mWaveMat.SetVector("_ClickPoint", new Vector4(point.x, point.y, 0, 0)); mCrTexture.SetUpdateZones(updateZones); if (point == lastPoint) { mCrTexture.Update(); } lastPoint = point; } else { mCrTexture.Update(); } }
private void Update() { //クリック時のUpdateZoneがクリック後も適応された状態にならないように一度消去する _customRenderTexture.ClearUpdateZones(); UpdateZonesClickArea(); //更新したいフレーム数を指定して更新 _customRenderTexture.Update(iterationPerFrame); }
void Update() { //Graphics.Blit(aTexture, rTex,m,-1); //m.SetTexture("_HeightMap",rTex); _texture.ClearUpdateZones(); UpdateZones(); _texture.Update(2); }
private void FixedUpdate() { texture.ClearUpdateZones(); updateZones.Add(defaultZone); UpdateMouseClickZones(); UpdateZones(); updateZones.Clear(); texture.Update(iterationPerFrame); }
void Update() { _texture.ClearUpdateZones(); UpdateZones(); //UpdateZones(Input.mousePosition); _texture.Update(1); _normalTexture.Update(1); _causticTexture.Update(1); _texture.Update(1); }
void Update() { texture.ClearUpdateZones(); UpdateZones(); texture.Update(iterationPerFrame); myTexture2D = TextureToTexture2D(texture); if (Input.GetKeyDown(KeyCode.Space)) { texture.Initialize(); } }
// Update is called once per frame void UpdateTexture() { if (m_CustomRenderTexture != null) { //m_ClearTimer += Time.deltaTime; //if(m_ClearTimer > m_ClearFrequency) //{ //m_ClearTimer = 0.0f; //m_ClearColorIndex = (m_ClearColorIndex + 1 ) % 3; m_CustomRenderTexture.initializationColor = m_ClearColors[m_ClearColorIndex]; if (m_CustomRenderTexture.initializationTexture == null) { m_CustomRenderTexture.initializationTexture = m_ClearTexture; } else { m_CustomRenderTexture.initializationTexture = null; } if (m_ClearColorIndex == 0 || m_ClearColorIndex == 2) { m_CustomRenderTexture.ClearUpdateZones(); } m_CustomRenderTexture.material.SetFloat("_CheckerSize", m_CheckerSizes[m_ClearColorIndex]); m_CustomRenderTexture.Initialize(); if (m_ClearColorIndex == 2) { m_CustomRenderTexture.material.SetFloat("_Alpha", 0.1f); m_CustomRenderTexture.updateMode = CustomRenderTextureUpdateMode.OnDemand; m_CustomRenderTexture.Update(10); } else { m_CustomRenderTexture.material.SetFloat("_Alpha", 0.005f); m_CustomRenderTexture.updateMode = CustomRenderTextureUpdateMode.Realtime; } // } //if (m_ClearColorIndex == 1) //{ // m_UpdateZones[0].rotation = (m_UpdateZones[0].rotation + m_RotationSpeed * Time.deltaTime) % 360.0f; // m_UpdateZones[1].rotation = (m_UpdateZones[1].rotation + m_RotationSpeed * Time.deltaTime) % 360.0f; //m_UpdateZones[0].rotation = (m_UpdateZones[0].rotation + m_RotationSpeed * factor) % 360.0f; // m_UpdateZones[1].rotation = (m_UpdateZones[1].rotation + m_RotationSpeed * factor) % 360.0f; // m_CustomRenderTexture.SetUpdateZones(m_UpdateZones); //} } }
public static int ClearUpdateZones(IntPtr l) { int result; try { CustomRenderTexture customRenderTexture = (CustomRenderTexture)LuaObject.checkSelf(l); customRenderTexture.ClearUpdateZones(); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
void Start() { center = new Vector3(5f, 0f, 5f); texture.initializationColor = Color.clear; texture.Initialize(); texture.ClearUpdateZones(); p.x = target.position.x * 0.1f * texture.width; p.y = target.position.z * 0.1f * texture.height; material.SetVector("_WorldPos", p); var defaultZone = new CustomRenderTextureUpdateZone(); defaultZone.needSwap = true; defaultZone.passIndex = 0; defaultZone.rotation = 0f; defaultZone.updateZoneCenter = new Vector2(0.5f, 0.5f); defaultZone.updateZoneSize = new Vector2(1f, 1f); texture.SetUpdateZones(new CustomRenderTextureUpdateZone[] { defaultZone }); }
void Update() { _texture.ClearUpdateZones(); _texture.Update(5); }
void FixedUpdate() { texture.ClearUpdateZones(); UpdateZones(); texture.Update(iterationPerFrame); }
void Update() { texture.ClearUpdateZones(); UpdateZones(); texture.Update(countPreFrame); }