Exemplo n.º 1
0
        private void RenderObstacles()
        {
            ConfigLightCamera(true);

            var oldColor     = LightCamera.backgroundColor;
            var oldClearFlag = LightCamera.clearFlags;

            LightCamera.enabled         = false;
            LightCamera.targetTexture   = _obstaclesUpsampledTexture;
            LightCamera.cullingMask     = 1 << LightObstaclesLayer;
            LightCamera.backgroundColor = new Color(1, 1, 1, 0);

            //normal
            _obstaclesPostProcessor.DrawMesh(LightCamera, LightObstaclesAntialiasing ? 2 : 1);
            LightCamera.Render();

            //replacement
            LightCamera.clearFlags  = CameraClearFlags.Nothing;
            LightCamera.cullingMask = LightObstaclesReplacementShaderLayer;
            LightCamera.RenderWithShader(_lightBlockerReplacementShader, "RenderType");

            LightCamera.targetTexture   = null;
            LightCamera.cullingMask     = 0;
            LightCamera.backgroundColor = oldColor;
            LightCamera.clearFlags      = oldClearFlag;

            _obstaclesTexture.DiscardContents();
            Graphics.Blit(_obstaclesUpsampledTexture, _obstaclesTexture);
        }
Exemplo n.º 2
0
        private void RenderObstacles()
        {
            ConfigLightCamera(true);

            var oldColor = LightCamera.backgroundColor;

            LightCamera.enabled         = false;
            LightCamera.targetTexture   = _obstaclesUpsampledTexture;
            LightCamera.cullingMask     = 1 << LightObstaclesLayer;
            LightCamera.backgroundColor = new Color(1, 1, 1, 0);

            _obstaclesPostProcessor.DrawMesh(LightCamera, LightObstaclesAntialiasing ? 2 : 1);

            LightCamera.Render();
            LightCamera.targetTexture   = null;
            LightCamera.cullingMask     = 0;
            LightCamera.backgroundColor = oldColor;

            _obstaclesTexture.DiscardContents();
            Graphics.Blit(_obstaclesUpsampledTexture, _obstaclesTexture);
        }