void Reset()
 {
     _camera         = GetComponent <Camera>();
     _frustumJitter  = GetComponent <FrustumJitter>();
     _velocityBuffer = GetComponent <VelocityBuffer>();
     //_velocityBuffer.enabled = true;
 }
예제 #2
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    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;
    }
예제 #3
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    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));
        }
    }
예제 #6
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        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>();
 }
예제 #8
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 void Reset()
 {
     _camera        = GetComponent <Camera>();
     _frustumJitter = GetComponent <FrustumJitter>();
 }
예제 #9
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 void Reset()
 {
     _camera         = GetComponent <Camera>();
     _frustumJitter  = GetComponent <FrustumJitter>();
     _velocityBuffer = GetComponent <VelocityBuffer>();
 }
 void Awake()
 {
     _camera = GetComponent<Camera>();
     _jitter = GetComponent<FrustumJitter>();
     _velocity = GetComponent<VelocityBuffer>();
 }