void OnEnable() { textureCreator = this; _Kernel = shader.FindKernel("CSMain"); _SecondKernel = shader.FindKernel("CSSecond"); pointMaterial = new Material(geometryShader); }
public override void DrawWindow() { base.DrawWindow(); if (textureCreator == null) { textureCreator = EditorComputeTextureCreator.textureCreator; } }
void Awake() { pathName = pathName + saverName + ".asset"; try { saver = (WindowEditorNodeSaver)AssetDatabase.LoadAssetAtPath(pathName, typeof(WindowEditorNodeSaver)); nodes = saver.nodes; myComputeTextureCreator = saver.myComputeTextureCreator; } catch { } if (!saver) { Debug.Log("creating asset"); saver = new WindowEditorNodeSaver(); saver.name = saverName; saver.assetAmount = 0; saver.nodes = new List <BaseNode>(); AssetDatabase.CreateAsset(saver, pathName); } }
void OnEnable() { myComputeTextureCreator = (EditorComputeTextureCreator)GameObject.Find("NoiseGenerator").GetComponent(typeof(EditorComputeTextureCreator)); //nodes = new List<BaseNode>(); }