public void Internal_RenderBrushes(RenderTexture[] brushes, GStylizedTerrain t, Vector2[] uvPoints) { for (int i = 0; i < brushes.Length; ++i) { GStampLayerMaskRenderer.Render( brushes[i], Layers[i], t, Matrix4x4.TRS(Position, Rotation, Scale), Mask, falloffTexture, uvPoints); } }
private RenderTexture[] RenderBrushes(GStylizedTerrain t, Vector2[] uvPoints, int brushResolution) { RenderTexture[] brushes = new RenderTexture[Layers.Count]; for (int i = 0; i < Layers.Count; ++i) { brushes[i] = GetRenderTexture("brush" + i.ToString(), brushResolution); GStampLayerMaskRenderer.Render( brushes[i], Layers[i], t, Matrix4x4.TRS(Position, Rotation, Scale), Mask, falloffTexture, uvPoints); } return(brushes); }