예제 #1
0
        private void Update()
        {
            renderCamera.enabled = currentCamera.enabled;
            renderCamera.CopyFrom(currentCamera, null);

            // Nothing is drawn on output camera, so the performance hit is minimal, we only need it to output the render (Graphics.Blit)
            renderCamera.cullingMask = mouseCompatibilityMode? -1 : 0;
            renderCamera.clearFlags  = CameraClearFlags.Color;

            // Set render settings
            SSAA_Internal.multiplier     = multiplier;
            SSAA_Internal.sharpness      = sharpness;
            SSAA_Internal.useShader      = useShader;
            SSAA_Internal.sampleDistance = sampleDistance;

            SSAA_Internal.ChangeMaterial(filterType);
        }
예제 #2
0
파일: MadGoatSSAA.cs 프로젝트: Hengle/LD43
        private void Update()
        {
            currentCamera.targetTexture.filterMode = (filterType == Filter.NEAREST_NEIGHBOR && useShader) ? FilterMode.Point : FilterMode.Trilinear;

            renderCamera.enabled = currentCamera.enabled;
            renderCamera.CopyFrom(currentCamera, null);

            // Nothing is drawn on output camera, so the performance hit is minimal, we only need it to output the render (Graphics.Blit)
            renderCamera.cullingMask   = mouseCompatibilityMode? -1 : 0;
            renderCamera.clearFlags    = CameraClearFlags.Color;
            renderCamera.targetTexture = targetTexture;

            // Set render settings
            SSAA_Internal.multiplier     = multiplier;
            SSAA_Internal.sharpness      = sharpness;
            SSAA_Internal.useShader      = useShader;
            SSAA_Internal.sampleDistance = sampleDistance;

            SSAA_Internal.ChangeMaterial(filterType);
            FpsData.Update();
            SendDbgInfo();
        }