private void Update() { if (this._currentResolution != this.Resolution) { this._currentResolution = this.Resolution; this.ChangeResolution(); } if (((Texture)this._volumeLightTexture).get_width() == this._camera.get_pixelWidth() && ((Texture)this._volumeLightTexture).get_height() == this._camera.get_pixelHeight()) { return; } this.ChangeResolution(); }
private void Awake() { this._camera = (Camera)((Component)this).GetComponent <Camera>(); if (this._camera.get_actualRenderingPath() == 1) { this._camera.set_depthTextureMode((DepthTextureMode)1); } this._currentResolution = this.Resolution; Shader shader1 = Shader.Find("Hidden/BlitAdd"); if (Object.op_Equality((Object)shader1, (Object)null)) { throw new Exception("Critical Error: \"Hidden/BlitAdd\" shader is missing. Make sure it is included in \"Always Included Shaders\" in ProjectSettings/Graphics."); } this._blitAddMaterial = new Material(shader1); Shader shader2 = Shader.Find("Hidden/BilateralBlur"); if (Object.op_Equality((Object)shader2, (Object)null)) { throw new Exception("Critical Error: \"Hidden/BilateralBlur\" shader is missing. Make sure it is included in \"Always Included Shaders\" in ProjectSettings/Graphics."); } this._bilateralBlurMaterial = new Material(shader2); this._preLightPass = new CommandBuffer(); this._preLightPass.set_name("PreLight"); this.ChangeResolution(); if (Object.op_Equality((Object)VolumetricLightRenderer._pointLightMesh, (Object)null)) { GameObject primitive = GameObject.CreatePrimitive((PrimitiveType)0); VolumetricLightRenderer._pointLightMesh = ((MeshFilter)primitive.GetComponent <MeshFilter>()).get_sharedMesh(); Object.Destroy((Object)primitive); } if (Object.op_Equality((Object)VolumetricLightRenderer._spotLightMesh, (Object)null)) { VolumetricLightRenderer._spotLightMesh = this.CreateSpotLightMesh(); } if (Object.op_Equality((Object)VolumetricLightRenderer._lightMaterial, (Object)null)) { Shader shader3 = Shader.Find("Sandbox/VolumetricLight"); if (Object.op_Equality((Object)shader3, (Object)null)) { throw new Exception("Critical Error: \"Sandbox/VolumetricLight\" shader is missing. Make sure it is included in \"Always Included Shaders\" in ProjectSettings/Graphics."); } VolumetricLightRenderer._lightMaterial = new Material(shader3); } if (Object.op_Equality((Object)VolumetricLightRenderer._defaultSpotCookie, (Object)null)) { VolumetricLightRenderer._defaultSpotCookie = this.DefaultSpotCookie; } this.LoadNoise3dTexture(); this.GenerateDitherTexture(); }