public DynamicSmoothness(Water water, WindWaves windWaves) { this._Water = water; this._WindWaves = windWaves; this._Supported = DynamicSmoothness.CheckSupport(); this._VarianceShader = water.ShaderSet.GetComputeShader("Spectral Variances"); this.OnCopyModeChanged(); }
private void ValidateVarianceTextures() { if (this._VarianceTexture == null) { this._VarianceTexture = DynamicSmoothness.CreateVarianceTexture(DynamicSmoothness._Format); this.ResetComputations(); } if (!this._VarianceTexture.IsCreated()) { this._VarianceTexture.Create(); this._Water.Renderer.PropertyBlock.SetTexture("_SlopeVariance", this._VarianceTexture); this._LastResetIndex = 0; this._CurrentIndex = 0; } }