private void Update() { renderCamera.enabled = currentCamera.enabled; renderCamera.CopyFrom(currentCamera, null); // Nothing is drawn on output camera, so the performance hit is minimal, we only need it to output the render (Graphics.Blit) renderCamera.cullingMask = mouseCompatibilityMode? -1 : 0; renderCamera.clearFlags = CameraClearFlags.Color; // Set render settings SSAA_Internal.multiplier = multiplier; SSAA_Internal.sharpness = sharpness; SSAA_Internal.useShader = useShader; SSAA_Internal.sampleDistance = sampleDistance; SSAA_Internal.ChangeMaterial(filterType); }
private void Update() { currentCamera.targetTexture.filterMode = (filterType == Filter.NEAREST_NEIGHBOR && useShader) ? FilterMode.Point : FilterMode.Trilinear; renderCamera.enabled = currentCamera.enabled; renderCamera.CopyFrom(currentCamera, null); // Nothing is drawn on output camera, so the performance hit is minimal, we only need it to output the render (Graphics.Blit) renderCamera.cullingMask = mouseCompatibilityMode? -1 : 0; renderCamera.clearFlags = CameraClearFlags.Color; renderCamera.targetTexture = targetTexture; // Set render settings SSAA_Internal.multiplier = multiplier; SSAA_Internal.sharpness = sharpness; SSAA_Internal.useShader = useShader; SSAA_Internal.sampleDistance = sampleDistance; SSAA_Internal.ChangeMaterial(filterType); FpsData.Update(); SendDbgInfo(); }