예제 #1
0
        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());
        }
예제 #2
0
        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());
        }