コード例 #1
0
    void InitShadowmap()
    {
        bool dynamic = (m_ShadowmapMode == LightShaftsShadowmapMode.Dynamic);

        if (dynamic && m_ShadowmapMode != m_ShadowmapModeOld)
        {
            // Destroy static render textures, we only need temp now
            if (m_Shadowmap)
            {
                m_Shadowmap.Release();
            }
            if (m_ColorFilter)
            {
                m_ColorFilter.Release();
            }
        }
        InitRenderTexture(ref m_Shadowmap, m_ShadowmapRes, m_ShadowmapRes, 24, RenderTextureFormat.RFloat, dynamic);
        m_Shadowmap.filterMode = FilterMode.Point;
        m_Shadowmap.wrapMode   = TextureWrapMode.Clamp;

        if (m_Colored)
        {
            InitRenderTexture(ref m_ColorFilter, m_ShadowmapRes, m_ShadowmapRes, 0, RenderTextureFormat.ARGB32, dynamic);
        }

        m_ShadowmapModeOld = m_ShadowmapMode;
    }
コード例 #2
0
    void InitShadowmap()
    {
        bool dynamic = (m_ShadowmapMode == LightShaftsShadowmapMode.Dynamic);
        if (dynamic && m_ShadowmapMode != m_ShadowmapModeOld)
        {
            // Destroy static render textures, we only need temp now
            if (m_Shadowmap)
                m_Shadowmap.Release();
            if (m_ColorFilter)
                m_ColorFilter.Release();
        }
        InitRenderTexture(ref m_Shadowmap, m_ShadowmapRes, m_ShadowmapRes, 24, RenderTextureFormat.RFloat, dynamic);
        m_Shadowmap.filterMode = FilterMode.Point;
        m_Shadowmap.wrapMode = TextureWrapMode.Clamp;

        if (m_Colored)
            InitRenderTexture(ref m_ColorFilter, m_ShadowmapRes, m_ShadowmapRes, 0, RenderTextureFormat.ARGB32, dynamic);

        m_ShadowmapModeOld = m_ShadowmapMode;
    }