// Use this for initialization void Start() { updaters = updaters.OrderBy(b => b.name).ToArray(); Application.targetFrameRate = 30; velTex = Extentions.CreateRenderTexture(256, 256); velTex.filterMode = FilterMode.Point; vAdTex = Extentions.CreateRenderTexture(256, 256); vAdTex.filterMode = FilterMode.Point; posTex = Extentions.CreateRenderTexture(256, 256); posTex.filterMode = FilterMode.Point; preTex = Extentions.CreateRenderTexture(256, 256); preTex.filterMode = FilterMode.Point; rotTex = Extentions.CreateRenderTexture(256, 256); rotTex.filterMode = FilterMode.Point; colTex = Extentions.CreateRenderTexture(256, 256); colTex.filterMode = FilterMode.Point; rt1 = Extentions.CreateRenderTexture(256, 256); rt1.filterMode = FilterMode.Point; rt2 = Extentions.CreateRenderTexture(256, 256); rt2.filterMode = FilterMode.Point; Shader.SetGlobalTexture("_VelTex", velTex); Shader.SetGlobalTexture("_VelAdditive", vAdTex); Shader.SetGlobalTexture("_PosTex", posTex); Shader.SetGlobalTexture("_PreTex", preTex); Shader.SetGlobalTexture("_RotTex", rotTex); Shader.SetGlobalTexture("_ColTex", colTex); }
// Use this for initialization void Start() { targetTex = Extentions.CreateRenderTexture(256, 256); targetTex.filterMode = FilterMode.Point; rt = Extentions.CreateRenderTexture(256, 256); rt.filterMode = FilterMode.Point; }
void CreateBuffers() { colTex = Extentions.CreateRenderTexture((int)camera.pixelWidth, (int)camera.pixelHeight, colTex); nomTex = Extentions.CreateRenderTexture((int)camera.pixelWidth, (int)camera.pixelHeight, nomTex); posTex = Extentions.CreateRenderTexture((int)camera.pixelWidth, (int)camera.pixelHeight, posTex); rbs = new RenderBuffer[3] { colTex.colorBuffer, nomTex.colorBuffer, posTex.colorBuffer }; compMat.SetTexture("_DSColTex", colTex); compMat.SetTexture("_DSNomTex", nomTex); compMat.SetTexture("_DSPosTex", posTex); }
void Start() { posTex = Extentions.CreateRenderTexture(256, 256); posTex.filterMode = FilterMode.Point; colTex = Extentions.CreateRenderTexture(256, 256); colTex.filterMode = FilterMode.Point; Shader.SetGlobalTexture("_VertPosTex", posTex); Shader.SetGlobalTexture("_VertColTex", colTex); rbs = new RenderBuffer[2] { posTex.colorBuffer, colTex.colorBuffer }; targetFilter = GetComponentInChildren <MeshFilter> (); InvokeRepeating("Change", 0.3f, 0.3f); }
void OnRenderImage(RenderTexture s, RenderTexture d) { if (finalTex == null || finalTex.width != s.width || finalTex.height != s.height) { blurTex = Extentions.CreateRenderTexture(s, blurTex); finalTex = Extentions.CreateRenderTexture(s, finalTex); preTex = Extentions.CreateRenderTexture(s, preTex); } Graphics.Blit(s, blurTex); blurTex.GetBlur(blurSize, blurIter, blurDS); effectMat.SetTexture("_bTex", blurTex); effectMat.SetTexture("_pTex", preTex); Graphics.Blit(s, finalTex, effectMat); Graphics.Blit(finalTex, preTex); Graphics.Blit(finalTex, d); }
// Use this for initialization void Start() { rt = Extentions.CreateRenderTexture(n, n); rt.filterMode = FilterMode.Point; Shader.SetGlobalTexture("_PointsTex", rt); }