public override void Create() { _renderTexture.Init(_renderTextureName); _bluredTexture.Init(_bluredTextureName); _renderPass = new MyRenderObjectsPass(_renderTexture, _renderSettings.LayerMask, _renderSettings.OverrideMaterial); _blurPass = new BlurPass(_renderTexture.Identifier(), _bluredTexture, _blurSettings.BlurMaterial, _blurSettings.DownSample, _blurSettings.PassesCount); _outlinePass = new OutlinePass(_outlineMaterial); _renderPass.renderPassEvent = _renderPassEvent; _blurPass.renderPassEvent = _renderPassEvent; _outlinePass.renderPassEvent = _renderPassEvent; }
public override void Create() { if (!outlineScreenShader) { Debug.LogWarning("CrossHatchOutline: outlineScreenShader is not defined."); return; } InitMaterial(); mOutlinePass = new OutlinePass(mMat); mOutlinePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; mOutlineTexture.Init("_OutlineTexture"); }
public override void Create() { if (settings == null) { Debug.LogWarning("[FlatKit] Missing Outline Settings"); return; } #if UNITY_EDITOR ShaderIncludeUtilities.AddAlwaysIncludedShader(ShaderName); #endif InitMaterial(); _outlinePass = new OutlinePass(_material) { renderPassEvent = RenderPassEvent.AfterRenderingTransparents }; _outlineTexture.Init("_OutlineTexture"); }
public override void Create() { outlinePass = new OutlinePass(settings.outlineMaterial); outlinePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; outlineTexture.Init("_OutlineTexture"); }
public override void Create() { blitPass = new OutlinePass(name); }
public override void Create() { m_OutlinePass = new OutlinePass(settings.layerMask, m_outlineMaterials, name); m_OutlinePass.renderPassEvent = settings.Event; }