예제 #1
0
        private void HandleSRPCameraRender(ScriptableRenderContext context, Camera camera)
        {
            GlitchMaterial.SetFloat(inverseUVPropertyId, 1);

            var renderTex = RenderTexture.GetTemporary(camera.pixelWidth, camera.pixelHeight);
            var buffer    = CommandBufferPool.Get("DigitalGlitchesCamera");

            buffer.Blit(BuiltinRenderTextureType.CameraTarget, renderTex);
            buffer.Blit(renderTex, BuiltinRenderTextureType.CameraTarget, GlitchMaterial);
            context.ExecuteCommandBuffer(buffer);
            context.Submit();

            buffer.Clear();
            CommandBufferPool.Release(buffer);
            RenderTexture.ReleaseTemporary(renderTex);
        }
예제 #2
0
        private void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
            GlitchMaterial.SetFloat(inverseUVPropertyId, 0);

            Graphics.Blit(source, destination, GlitchMaterial);
        }