protected virtual void LateUpdate() { // Write lights and shadows SgtHelper.SetTempMaterial(material); var mask = 1 << gameObject.layer; var lights = SgtLight.Find(lit, mask, transform.position); SgtShadow.Find(lit, mask, lights); SgtShadow.FilterOutRing(transform.position); SgtShadow.Write(lit, 2); SgtLight.FilterOut(transform.position); SgtLight.Write(lit, transform.position, null, null, scatteringStrength, 2); // Update scrolling? if (detail == true) { if (Application.isPlaying == true) { detailOffset += detailSpeed * Time.deltaTime; } if (material != null) { material.SetVector(SgtShader._DetailOffset, detailOffset); } } }
protected void CameraPreRender(Camera camera) { if (material != null) { var observer = default(SgtCamera); if (SgtCamera.TryFind(camera, ref observer) == true) { material.SetFloat(SgtShader._CameraRollAngle, observer.RollAngle * Mathf.Deg2Rad); } else { material.SetFloat(SgtShader._CameraRollAngle, 0.0f); } // Write these once to save CPU if (renderedThisFrame == false) { renderedThisFrame = true; // Write lights and shadows SgtHelper.SetTempMaterial(material); var mask = 1 << gameObject.layer; var lights = SgtLight.Find(Lit, mask); SgtShadow.Find(Lit, mask, lights); SgtShadow.FilterOutRing(transform.position); SgtShadow.Write(Lit, 2); SgtLight.Write(Lit, transform.position, transform, null, 1.0f, 2); } } }
private void CameraPreRender(Camera camera) { // Write these once to save CPU if (renderedThisFrame == false && material != null) { renderedThisFrame = true; // Write lights and shadows SgtHelper.SetTempMaterial(material); var mask = 1 << gameObject.layer; var lights = SgtLight.Find(Lit, mask); SgtShadow.Find(Lit, mask, lights); SgtShadow.FilterOutRing(transform.position); SgtShadow.Write(Lit, mask, 2); SgtLight.FilterOut(transform.position); SgtLight.Write(Lit, transform.position, null, null, ScatteringStrength, 2); } }
protected override void LateUpdate() { base.LateUpdate(); if (Application.isPlaying == true) { orbitOffset += Time.deltaTime * orbitSpeed; } material.SetFloat(SgtShader._Age, orbitOffset); // Write lights and shadows SgtHelper.SetTempMaterial(material); var mask = 1 << gameObject.layer; var lights = SgtLight.Find(lit, mask, transform.position); SgtShadow.Find(lit, mask, lights); SgtShadow.FilterOutRing(transform.position); SgtShadow.Write(lit, 2); SgtLight.Write(lit, transform.position, transform, null, 1.0f, 2); }