void Reset() { _camera = GetComponent <Camera>(); _frustumJitter = GetComponent <FrustumJitter>(); _velocityBuffer = GetComponent <VelocityBuffer>(); //_velocityBuffer.enabled = true; }
public void ToggleTemporal() { clouds.temporalAntiAliasing = !clouds.temporalAntiAliasing; TemporalReprojection c = GameObject.Find("Main Camera").GetComponent <TemporalReprojection>(); FrustumJitter f = GameObject.Find("Main Camera").GetComponent <FrustumJitter>(); c.enabled = !c.enabled; f.enabled = !f.enabled; }
void Awake() { if (enabled) { QualitySettings.antiAliasing = 0; } _camera = GetComponent <Camera>(); _jitter = GetComponent <FrustumJitter>(); _velocity = GetComponent <VelocityBuffer>(); }
void Reset() { if (!this._camera) { this._camera = Camera.main; } if (!this._reprojection_shader) { this._reprojection_shader = Shader.Find("Playdead/Post/TemporalReprojection"); } if (this._velocityBuffer == null) { this._frustumJitter = new FrustumJitter(); } if (this._velocityBuffer == null) { this._velocityBuffer = new VelocityBuffer(); } }
private static void init_ditheroffsets() { if (ditheroffsets != null) { return; } ditheroffsets = new Vector4[NUM_DITHEROFS]; for (int i = 0, n = ditheroffsets.Length; i < n; ++i) { Vector4 p = new Vector4(DITHERSIZ * FrustumJitter.HaltonSeq(2, i + 1), DITHERSIZ * FrustumJitter.HaltonSeq(3, i + 1), DITHERSIZ * FrustumJitter.HaltonSeq(5, i + 1), DITHERSIZ * FrustumJitter.HaltonSeq(7, i + 1)); ditheroffsets[i] = new Vector4(Mathf.Floor(p.x), Mathf.Floor(p.y), Mathf.Floor(p.z), Mathf.Floor(p.w)); } }
void Reset() { if (!this._camera) { this._camera = this.GetComponent <Camera>(); } if (!this._reprojectionShader) { this._reprojectionShader = Shader.Find("Playdead/Post/TemporalReprojection"); } if (this.velocityBuffer == null) { this.frustumJitter = new FrustumJitter(); } if (this.velocityBuffer == null) { this.velocityBuffer = new VelocityBuffer(); } }
void Awake() { _camera = GetComponent <Camera>(); _jitter = GetComponent <FrustumJitter>(); _velocity = GetComponent <VelocityBuffer>(); }
void Reset() { _camera = GetComponent <Camera>(); _frustumJitter = GetComponent <FrustumJitter>(); }
void Reset() { _camera = GetComponent <Camera>(); _frustumJitter = GetComponent <FrustumJitter>(); _velocityBuffer = GetComponent <VelocityBuffer>(); }
void Awake() { _camera = GetComponent<Camera>(); _jitter = GetComponent<FrustumJitter>(); _velocity = GetComponent<VelocityBuffer>(); }