コード例 #1
0
        public MotionBlurPass(MotionBlurSettings settings)
        {
            this.renderPassEvent        = settings.Event;
            this.isSupportedFloatBuffer = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010);

            this.blitMaterial  = CoreUtils.CreateEngineMaterial(settings.shader);
            this.resetHistory  = true;
            this.triangle      = new Mesh();
            this.triangle.name = "Fullscreen Triangle";
            // Because we have to support older platforms (GLES2/3, DX9 etc) we can't do all of
            // this directly in the vertex shader using vertex ids :(
            this.triangle.SetVertices(new[] {
                new Vector3(-1f, -1f, 0f),
                new Vector3(-1f, 3f, 0f),
                new Vector3(3f, -1f, 0f)
            });
            this.triangle.SetIndices(new[] { 0, 1, 2 }, MeshTopology.Triangles, 0, false);
            this.triangle.UploadMeshData(true);
        }
コード例 #2
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 internal static extern void Internal_SetMotionBlur(IntPtr obj, ref MotionBlurSettings value);
コード例 #3
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 public MotionBlurRendererPass(MotionBlurSettings _settings)
 {
     settings  = _settings;
     isFirstVP = true;
 }
コード例 #4
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 internal static extern void Internal_GetMotionBlur(IntPtr obj, out MotionBlurSettings resultAsRef);