protected override void Awake() { base.Awake(); _instance = this; _material_StepID = Shader.PropertyToID("_Step"); _material_BackgroundColorID = Shader.PropertyToID("_BackgroundColor"); _blit = gameObject.AddComponent <BasicBlit>(); _blit.enabled = false; UpdateTransitionsShaders(); UpdateTransitionsProperties(); UpdateTransitionsColor(); if (StartSceneOnEnterState) { _step = 1f; _blit.CurrentMaterial = _transitionEnterMaterial; _blit.CurrentMaterial.SetFloat(_material_StepID, _step); _blit.enabled = true; } }
protected override void Awake() { base.Awake(); _instance = this; _material_StepID = Shader.PropertyToID("_Step"); _material_BackgroundColorID = Shader.PropertyToID("_BackgroundColor"); _blit = gameObject.AddComponent<BasicBlit>(); _blit.enabled = false; UpdateTransitionsShaders(); UpdateTransitionsProperties(); UpdateTransitionsColor(); if (StartSceneOnEnterState) { _step = 1f; _blit.CurrentMaterial = _transitionEnterMaterial; _blit.CurrentMaterial.SetFloat(_material_StepID, _step); _blit.enabled = true; } }