// static protected void Initialize() { if (initialized) { return; } // Determine graphics device type device = SystemInfo.graphicsDeviceType; // Initialize shader property constants ShaderPropertyID.Initialize(); // Initialize shaders and materials int l = shaderPaths.Length; shaders = new Shader[l]; materials = new Material[l]; for (int i = 0; i < l; i++) { Shader shader = Shader.Find(shaderPaths[i]); shaders[i] = shader; Material material = new Material(shader); materials[i] = material; } // Initialize static RenderTargetIdentifier(s) cameraTargetID = new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget); // Create static quad mesh CreateQuad(); initialized = true; }
// private void Awake() { tr = GetComponent <Transform>(); ShaderPropertyID.Initialize(); onceColor = FindObjectOfType <HighlightingRenderer> ().HighlightColor; }
// protected virtual void Awake() { ShaderPropertyID.Initialize(); go = gameObject; refCam = GetComponent <Camera>(); if (highlighters == null) { highlighters = new List <Highlighter>(); } // Determine graphics device version string version = SystemInfo.graphicsDeviceVersion.ToLower(); if (version.StartsWith("direct3d 11")) { graphicsDeviceVersion = D3D11; } else if (version.StartsWith("opengl")) { graphicsDeviceVersion = OGL; } else { graphicsDeviceVersion = D3D9; } }
// static protected void Initialize() { if (initialized) { return; } // Determine graphics device version string version = SystemInfo.graphicsDeviceVersion.ToLower(); if (version.Contains("direct3d") || version.Contains("directx")) { if (version.Contains("direct3d 11") || version.Contains("directx 11")) { graphicsDeviceVersion = D3D11; } else { graphicsDeviceVersion = D3D9; } } #if UNITY_EDITOR_WIN && (UNITY_ANDROID || UNITY_IOS) else if (version.Contains("emulated")) { graphicsDeviceVersion = D3D9; } #endif else { graphicsDeviceVersion = OGL; } // Initialize shader property constants ShaderPropertyID.Initialize(); // Initialize shaders and materials int l = shaderPaths.Length; shaders = new Shader[l]; materials = new Material[l]; for (int i = 0; i < l; i++) { Shader shader = Shader.Find(shaderPaths[i]); shaders[i] = shader; Material material = new Material(shader); materials[i] = material; } cutMaterial = materials[CUT]; compMaterial = materials[COMP]; // Initialize static RenderTargetIdentifiers cameraTargetID = new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget); // Create static quad mesh CreateQuad(); initialized = true; }
// static protected void Initialize() { if (initialized) { return; } // Determine graphics device version string version = SystemInfo.graphicsDeviceVersion.ToLower(); if (version.StartsWith("direct3d") || version.StartsWith("directx 11")) { if (version.StartsWith("direct3d 11") || version.StartsWith("directx 11")) { graphicsDeviceVersion = D3D11; } else { graphicsDeviceVersion = D3D9; } } else { graphicsDeviceVersion = OGL; } // Initialize shader property constants ShaderPropertyID.Initialize(); // Initialize shaders and materials int l = shaderPaths.Length; shaders = new Shader[l]; materials = new Material[l]; for (int i = 0; i < l; i++) { Shader shader = Shader.Find(shaderPaths[i]); shaders[i] = shader; Material material = new Material(shader); material.hideFlags = HideFlags.HideAndDontSave; materials[i] = material; } cutMaterial = materials[CUT]; compMaterial = materials[COMP]; // Initialize static RenderTargetIdentifiers highlightingBufferID = new RenderTargetIdentifier(ShaderPropertyID._HighlightingBuffer); cameraTargetID = new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget); // Create static quad mesh CreateQuad(); initialized = true; }
// private void Awake() { ShaderPropertyID.Initialize(); tr = GetComponent <Transform>(); renderersDirty = true; seeThrough = zTest = true; mode = Mode.None; stencilRef = true; // Initial highlighting state once = false; flashing = false; occluder = false; transitionValue = transitionTarget = 0f; onceColor = Color.red; flashingFreq = 2f; flashingColorMin = new Color(0f, 1f, 1f, 0f); flashingColorMax = new Color(0f, 1f, 1f, 1f); constantColor = Color.yellow; }
// private void Awake() { tr = GetComponent <Transform>(); ShaderPropertyID.Initialize(); }