public override void Do(PostProcessingRenderObject ro) { ro.FinalizeOffscreenRendering(); ro.VignetteMaterial.Radius = ro.VignetteRadius; ro.VignetteMaterial.Softness = ro.VignetteSoftness; ro.VignetteMaterial.UV1 = Vector2.One / (ro.ProcessedUV1 * ro.VignetteScale); ro.VignetteMaterial.UVOffset = ro.VignettePivot / ro.VignetteScale; ro.VignetteMaterial.Color = ro.VignetteColor; ro.RenderTexture(ro.TransparentTexture, ro.VignetteMaterial); }
public override void Do(PostProcessingRenderObject ro) { ro.RenderTexture(ro.SourceTextureBuffer.Texture, customUV1: ro.Size / (Vector2)ro.SourceTextureBuffer.Size); ro.Color = ro.OverallImpactColor; }