private void ResetRenderingTextures(MaskParameters iParameters) { // Prepare render textures. globalOcclusionMask = new RenderTexture(Screen.width, Screen.height, 0) { name = "Processed Occlusion Mask" }; occlusionMaskExtended = new RenderTexture(iParameters.extendedTextureSize.x, iParameters.extendedTextureSize.y, 0) { name = "Processed Extended Occlusion Mask" }; mixedLightMask = new RenderTexture(Screen.width, Screen.height, 0) { name = "Mixed Light Mask" }; obstacleLightMask = new RenderTexture((int)(iParameters.lightTextureSize.x * iParameters.wallTextureRescale), (int)(iParameters.lightTextureSize.y * iParameters.wallTextureRescale), 0) { name = "Light Mask" }; // Let members handle their own textures. // Possibly move to container? mOcclusionMaskRenderer.ResetRenderingTextures(iParameters); mLightMaskRenderer.ResetRenderingTextures(iParameters); mPostProcessingStack.ResetRenderingTextures(iParameters); mBackgroundRenderer.ResetRenderingTextures(iParameters); }
private void ResolveRenderingTextures(OperationParameters iParameters) { // Prepare render textures. occlusionMaskExtended = new PixelPerfectRT(operationParameters.fovPPRTParameter); globalOcclusionMask = new PixelPerfectRT(operationParameters.lightPPRTParameter); obstacleLightMask = new PixelPerfectRT(operationParameters.obstacleLightPPRTParameter); // Let members handle their own textures. // Possibly move to container? mPostProcessingStack.ResetRenderingTextures(iParameters); mBackgroundRenderer.ResetRenderingTextures(iParameters); }
private void ResolveRenderingTextures(OperationParameters iParameters) { // Prepare render textures. floorOcclusionMask = new PixelPerfectRT(operationParameters.fovPPRTParameter); wallFloorOcclusionMask = new PixelPerfectRT(operationParameters.fovPPRTParameter); mTex2DWallFloorOcclusionMask = new Texture2D(wallFloorOcclusionMask.renderTexture.width, wallFloorOcclusionMask.renderTexture.height, TextureFormat.RGB24, false); objectOcclusionMask = new PixelPerfectRT(operationParameters.lightPPRTParameter); obstacleLightMask = new PixelPerfectRT(operationParameters.obstacleLightPPRTParameter); // Let members handle their own textures. // Possibly move to container? mPostProcessingStack.ResetRenderingTextures(iParameters); mBackgroundRenderer.ResetRenderingTextures(iParameters); }