void Reset() { _camera = GetComponent <Camera>(); _frustumJitter = GetComponent <FrustumJitter>(); _velocityBuffer = GetComponent <VelocityBuffer>(); //_velocityBuffer.enabled = true; }
void Awake() { if (enabled) { QualitySettings.antiAliasing = 0; } _camera = GetComponent <Camera>(); _jitter = GetComponent <FrustumJitter>(); _velocity = GetComponent <VelocityBuffer>(); }
void Reset() { if (!this._camera) { this._camera = Camera.main; } if (!this._reprojection_shader) { this._reprojection_shader = Shader.Find("Playdead/Post/TemporalReprojection"); } if (this._velocityBuffer == null) { this._frustumJitter = new FrustumJitter(); } if (this._velocityBuffer == null) { this._velocityBuffer = new VelocityBuffer(); } }
void Reset() { if (!this._camera) { this._camera = this.GetComponent <Camera>(); } if (!this._reprojectionShader) { this._reprojectionShader = Shader.Find("Playdead/Post/TemporalReprojection"); } if (this.velocityBuffer == null) { this.frustumJitter = new FrustumJitter(); } if (this.velocityBuffer == null) { this.velocityBuffer = new VelocityBuffer(); } }
void Awake() { _camera = GetComponent <Camera>(); _jitter = GetComponent <FrustumJitter>(); _velocity = GetComponent <VelocityBuffer>(); }
void Reset() { _velocityBuffer = GetComponent <VelocityBuffer>(); reprojectionShader = Shader.Find("Playdead/Post/TemporalReprojection"); }
void Reset() { _camera = GetComponent <Camera>(); _frustumJitter = GetComponent <FrustumJitter>(); _velocityBuffer = GetComponent <VelocityBuffer>(); }
void Awake() { _camera = GetComponent<Camera>(); _jitter = GetComponent<FrustumJitter>(); _velocity = GetComponent<VelocityBuffer>(); }