public override void SetShaderUserParameters(RenderTexture source) { base.SetShaderUserParameters(source); UserShader.SetTexture(0, "_ImageInput", source); // this is the surrounding unity scene UserShader.SetFloat("_Power", power); UserShader.SetFloat("_Epsilon", (epsilon / 5000.0f)); UserShader.SetFloat("_MaxDistance", maxDistance); UserShader.SetFloat("_MaxSteps", maxSteps); UserShader.SetFloat("_Rim", rimLight); UserShader.SetVector("_LightDirection", sceneLight.transform.forward); }
public override void SetShaderUserParameters(RenderTexture source) { base.SetShaderUserParameters(source); // UserShader.SetTexture(0, "_ImageInput", source); // this is the surrounding unity scene UserShader.SetInt("_SceneMode", SceneMode); UserShader.SetFloat("_SurfaceThreshold", surfaceThreshold); UserShader.SetFloat("_ColorModifier", colorModifier); float[] fa = { objectAPosition.position.x, objectAPosition.position.y, objectAPosition.position.z }; UserShader.SetFloats("_APosition", fa); float[] fb = { objectBPosition.position.x, objectBPosition.position.y, objectBPosition.position.z }; UserShader.SetFloats("_BPosition", fb); float[] sa = { AScale, AScale, AScale }; UserShader.SetFloats("_AScale", sa); float[] sb = { BScale, BScale, BScale }; UserShader.SetFloats("_BScale", sb); //UserShader.SetVector("_LightDirection", sceneLight.transform.forward); }