예제 #1
0
파일: CC_Glitch.cs 프로젝트: Togene/BeCalm
    void DoTearing(RenderTexture source, RenderTexture destination, TearingSettings settings)
    {
        material.SetVector("_Params", new Vector4(settings.speed, settings.intensity, settings.maxDisplacement, settings.yuvOffset));

        int pass = 1;
        if (settings.allowFlipping && settings.yuvColorBleeding) pass = 4;
        else if (settings.allowFlipping) pass = 2;
        else if (settings.yuvColorBleeding) pass = 3;

        Graphics.Blit(source, destination, material, pass);
    }
예제 #2
0
	protected virtual void DoTearing(RenderTexture source, RenderTexture destination, TearingSettings settings)
	{
		material.SetVector("_Params", new Vector4(settings.speed, settings.intensity, settings.maxDisplacement, settings.yuvOffset));

		int pass = 1;
		if (settings.allowFlipping && settings.yuvColorBleeding) pass = 4;
		else if (settings.allowFlipping) pass = 2;
		else if (settings.yuvColorBleeding) pass = 3;

		Graphics.Blit(source, destination, material, pass);
	}
예제 #3
0
파일: Glitch.cs 프로젝트: ChubbRck/SFB
        protected virtual void DoTearing(RenderTexture source, RenderTexture destination, TearingSettings settings)
        {
            Material.SetVector("_Params", new Vector4(settings.Speed, settings.Intensity, settings.MaxDisplacement, settings.YuvOffset));

            int pass = 1;
            if (settings.AllowFlipping && settings.YuvColorBleeding) pass = 4;
            else if (settings.AllowFlipping) pass = 2;
            else if (settings.YuvColorBleeding) pass = 3;

            Graphics.Blit(source, destination, Material, pass);
        }
예제 #4
0
파일: Glitch.cs 프로젝트: Jade570/Jadescape
        protected virtual void DoTearing(RenderTexture source, RenderTexture destination, TearingSettings settings)
        {
            Material.SetVector("_Params", new Vector4(settings.Speed, settings.Intensity, settings.MaxDisplacement, settings.YuvOffset));

            int pass = 1;

            if (settings.AllowFlipping && settings.YuvColorBleeding)
            {
                pass = 4;
            }
            else if (settings.AllowFlipping)
            {
                pass = 2;
            }
            else if (settings.YuvColorBleeding)
            {
                pass = 3;
            }

            Graphics.Blit(source, destination, Material, pass);
        }