public Calculate(setting setting, OutlineRenderFeature render, RenderTargetIdentifier source) { mysetting = setting; SelectOutline = render; sour = source; my_level = new LEVEL[maxLevel]; for (int t = 0; t < maxLevel; t++) //申请32个ID的,up和down各16个,用这个id去代替临时RT来使用 { my_level[t] = new LEVEL { down = Shader.PropertyToID("_OutlineBlurMipDown" + t), up = Shader.PropertyToID("_OutlineBlurMipUp" + t) }; } if (mysetting.ColorType == TYPE.INcolorON) { mysetting.mymat.EnableKeyword("_INCOLORON"); mysetting.mymat.DisableKeyword("_INCOLOROFF"); } else { mysetting.mymat.EnableKeyword("_INCOLOROFF"); mysetting.mymat.DisableKeyword("_INCOLORON"); } }
public DrawSoildColorPass(setting setting, OutlineRenderFeature render) { mysetting = setting; SelectOutline = render; //过滤设定 RenderQueueRange queue = new RenderQueueRange(); queue.lowerBound = Mathf.Min(setting.QueueMax, setting.QueueMin); queue.upperBound = Mathf.Max(setting.QueueMax, setting.QueueMin); filter = new FilteringSettings(queue, setting.layer); }