SetTargetBuffers() public method

Sets the Camera to render to the chosen buffers of one or more RenderTextures.

public SetTargetBuffers ( RenderBuffer colorBuffer, RenderBuffer depthBuffer ) : void
colorBuffer RenderBuffer The RenderBuffer(s) to which color information will be rendered.
depthBuffer RenderBuffer The RenderBuffer to which depth information will be rendered.
return void
コード例 #1
0
 static public int SetTargetBuffers(IntPtr l)
 {
     try{
         int argc = LuaDLL.lua_gettop(l);
         if (matchType(l, argc, 2, typeof(UnityEngine.RenderBuffer), typeof(UnityEngine.RenderBuffer)))
         {
             UnityEngine.Camera       self = (UnityEngine.Camera)checkSelf(l);
             UnityEngine.RenderBuffer a1;
             checkType(l, 2, out a1);
             UnityEngine.RenderBuffer a2;
             checkType(l, 3, out a2);
             self.SetTargetBuffers(a1, a2);
             return(0);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.RenderBuffer[]), typeof(UnityEngine.RenderBuffer)))
         {
             UnityEngine.Camera         self = (UnityEngine.Camera)checkSelf(l);
             UnityEngine.RenderBuffer[] a1;
             checkType(l, 2, out a1);
             UnityEngine.RenderBuffer a2;
             checkType(l, 3, out a2);
             self.SetTargetBuffers(a1, a2);
             return(0);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #2
0
 static public int SetTargetBuffers(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (matchType(l, argc, 2, typeof(UnityEngine.RenderBuffer[]), typeof(UnityEngine.RenderBuffer)))
         {
             UnityEngine.Camera         self = (UnityEngine.Camera)checkSelf(l);
             UnityEngine.RenderBuffer[] a1;
             checkArray(l, 2, out a1);
             UnityEngine.RenderBuffer a2;
             checkValueType(l, 3, out a2);
             self.SetTargetBuffers(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.RenderBuffer), typeof(UnityEngine.RenderBuffer)))
         {
             UnityEngine.Camera       self = (UnityEngine.Camera)checkSelf(l);
             UnityEngine.RenderBuffer a1;
             checkValueType(l, 2, out a1);
             UnityEngine.RenderBuffer a2;
             checkValueType(l, 3, out a2);
             self.SetTargetBuffers(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #3
0
ファイル: MRT.cs プロジェクト: sugi-cho/FlowingParticles
    // Use this for initialization
    void Start()
    {
        cam = GetComponent<Camera> ();
        cam.hdr = true;

        rts = new RenderTexture[bufferNames.Length];
        buffers = new RenderBuffer[bufferNames.Length];
        for (int i = 0; i < rts.Length; i++) {
            rts [i] = new RenderTexture ((int)cam.pixelWidth, (int)cam.pixelHeight, 0, RenderTextureFormat.ARGBFloat);
            rts [i].filterMode = FilterMode.Point;
            rts [i].name = bufferNames [i];
            rts [i].Create ();
            buffers [i] = rts [i].colorBuffer;
        }
        dRt = new RenderTexture ((int)cam.pixelWidth, (int)cam.pixelHeight, 24, RenderTextureFormat.Depth);
        dRt.name = depthBufferName;

        cam.SetTargetBuffers (buffers, dRt.depthBuffer);
    }
コード例 #4
0
ファイル: SSAO.cs プロジェクト: sfraguela/ReturnPROTO
	// Use this for initialization
	void Awake ()
    {
        screenRT = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.Default);
        screenRT.wrapMode = TextureWrapMode.Repeat;

        finalRT = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.Default);
        finalRT.wrapMode = TextureWrapMode.Repeat;

        depthRT = new RenderTexture(Screen.width, Screen.height, 16, RenderTextureFormat.Depth);
        depthRT.wrapMode = TextureWrapMode.Repeat;
        //depthRT.DepthTextureMode = DepthTextureMode.DepthNormals;

        depthRT = new RenderTexture(Screen.width, Screen.height, 16, RenderTextureFormat.Depth);
        depthRT.wrapMode = TextureWrapMode.Repeat;


        SSAO_Shader = Shader.Find("Custom/Gene/PostEffect/SSAO");
        m_Material = new Material(SSAO_Shader);

        mainCam = GetComponent<Camera>();
        mainCam.depthTextureMode = DepthTextureMode.DepthNormals;
        mainCam.SetTargetBuffers(screenRT.colorBuffer, depthRT.depthBuffer);
        mainCam.cullingMask &= ~(1 << LayerMask.NameToLayer("SSAO"));
    }