void initialize() { // create the MeshFilter var meshFilter = getOrAddComponent <MeshFilter>(); meshFilter.mesh = _transitionKitDelegate.meshForDisplay() ?? generateQuadMesh(); // create the Material material = getOrAddComponent <MeshRenderer>().material; material.shader = _transitionKitDelegate.shaderForTransition() ?? Shader.Find("prime[31]/Transitions/Texture With Alpha"); material.color = Color.white; // reset to fully white // snapshot the main camera before proceeding _instance.StartCoroutine(_instance.setupCameraAndTexture()); }
void initialize() { // create the MeshFilter var meshFilter = getOrAddComponent <MeshFilter>(); meshFilter.mesh = _transitionKitDelegate.meshForDisplay() ?? generateQuadMesh(); // create the Material MeshRenderer meshRenderer = getOrAddComponent <MeshRenderer>(); meshRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off; meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off; meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; meshRenderer.receiveShadows = false; material = meshRenderer.material; material.shader = _transitionKitDelegate.shaderForTransition() ?? Shader.Find("prime[31]/Transitions/Texture With Alpha"); material.color = Color.white; // reset to fully white // snapshot the main camera before proceeding _instance.StartCoroutine(_instance.setupCameraAndTexture()); }