private void LateUpdate() { m_Internal.CalculateCameraProperties(Screen.width, Screen.height); // To be effective immediately this frame, forceIntoRenderTexture should be set before any camera rendering callback. // An exception of this is when the editor is paused, where we call LateUpdate() manually in OnPreCall(). // In this special case, you'll see one frame of glitch when toggling renderUpscaling on and off. m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer || m_Internal.useOffscreenRT; }
public void CalculateCameraPropertiesProvidesCorrectResultsWithVariousInputs(PixelPerfectCameraTestComponent testComponent, int screenWidth, int screenHeight, CalculateCameraPropertiesResult expected) { PixelPerfectCameraInternal internals = new PixelPerfectCameraInternal(testComponent); internals.CalculateCameraProperties(screenWidth, screenHeight); Assert.AreEqual(expected.zoom, internals.zoom); Assert.AreEqual(expected.useOffscreenRT, internals.useOffscreenRT); Assert.AreEqual(expected.offscreenRTWidth, internals.offscreenRTWidth); Assert.AreEqual(expected.offscreenRTHeight, internals.offscreenRTHeight); Assert.AreEqual(expected.pixelRect, internals.pixelRect); Assert.AreEqual(expected.orthoSize, internals.orthoSize); Assert.AreEqual(expected.unitsPerPixel, internals.unitsPerPixel); }
void LateUpdate() { #if UNITY_EDITOR if (!UnityEditor.EditorApplication.isPaused) #endif { // Reset the Cinemachine compatibility mode every frame. // If any CinemachinePixelPerfect extension is present, they will turn this on // at a later time (during CinemachineBrain's LateUpdate(), which is // guaranteed to be after PixelPerfectCamera's LateUpdate()). m_CinemachineCompatibilityMode = false; } m_Internal.CalculateCameraProperties(Screen.width, Screen.height); // To be effective immediately this frame, forceIntoRenderTexture should be set before any camera rendering callback. // An exception of this is when the editor is paused, where we call LateUpdate() manually in OnPreCall(). // In this special case, you'll see one frame of glitch when toggling renderUpscaling on and off. m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer || m_Internal.useOffscreenRT; }