private void Initialize(Project project) { AtlasInit.Initialize(); LoadProject(project); Opened += BaseWindow_Opened; Closed += BaseWindow_Closed; }
public ShadowAtlas(ref AtlasInit init) : base(ref init.baseInit) { m_Shadowmap = new RenderTexture((int)m_Width, (int)m_Height, (int)m_ShadowmapBits, m_ShadowmapFormat, RenderTextureReadWrite.Linear); m_Shadowmap.dimension = TextureDimension.Tex2DArray; m_Shadowmap.volumeDepth = (int)m_Slices; m_ShadowmapId = new RenderTargetIdentifier(m_Shadowmap); if (!IsNativeDepth()) { m_TempDepthId = Shader.PropertyToID("Temporary Shadowmap Depth"); } Initialize(init); }
public void Initialize(AtlasInit init) { m_ShaderKeyword = init.shaderKeyword; m_CascadeCount = init.cascadeCount; m_CascadeRatios = init.cascadeRatios; }