/// <summary> /// Send samples stream array to GPU /// </summary> public void ApplyToMaterial(UnityEngine.Material tonsMaterial) { float[] samplesStream = new float[rtSize]; for (int i = 0; i < rtSize; i++) { float index = (i - rtSize / 2) * zoom - offSet; if (IsInSample(index)) { samplesStream[i] = sampleMipMap.GetValue(index, zoom); } } tonsMaterial.SetFloatArray("_samples", samplesStream); }
public override void Set(string propertyName, float[] values) { material.SetFloatArray(propertyName, values); }