void Start() { try { m_imageBlur = new ImageBlur(blurShader); } catch (Exception e) { Ocean.LogError(e.ToString()); WasError = true; enabled = false; } }
private void Start() { try { this.m_imageBlur = new ImageBlur(this.blurShader); } catch (Exception ex) { Ocean.LogError(ex.ToString()); base.WasError = true; base.enabled = false; } }
void Start() { m_material = new Material(underWaterPostEffectSdr); m_imageBlur = new ImageBlur(blurShader); //Dont think you need to toggle depth mode //if image effect not using ImageEffectOpaque tag /* * Camera cam = GetComponent<Camera>(); * * //If rendering mode deferred and dx9 then toggling the depth * //mode cause some strange issue with underwater effect * //if using the opaque ocean materials. * if (cam.actualRenderingPath == RenderingPath.Forward) * GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth; */ }
void Start() { m_material = new Material(underWaterPostEffectSdr); m_imageBlur = new ImageBlur(blurShader); //Dont think you need to toggle depth mode //if image effect not using ImageEffectOpaque tag /* Camera cam = GetComponent<Camera>(); //If rendering mode deferred and dx9 then toggling the depth //mode cause some strange issue with underwater effect //if using the opaque ocean materials. if (cam.actualRenderingPath == RenderingPath.Forward) GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth; */ }
private void Start() { this.m_material = new Material(this.underWaterPostEffectSdr); this.m_imageBlur = new ImageBlur(this.blurShader); this.m_query = new WaveQuery(); }