RenderDistortion() публичный статический Метод

public static RenderDistortion ( Material material, RenderTexture source, RenderTexture destination, float angle, Vector2 center, Vector2 radius ) : void
material Material
source RenderTexture
destination RenderTexture
angle float
center Vector2
radius Vector2
Результат void
Пример #1
0
    // Token: 0x06000FB0 RID: 4016 RVA: 0x00065568 File Offset: 0x00063768
    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (Camera.main)
        {
            Camera.main.depthTextureMode |= DepthTextureMode.Depth;
        }
        float num   = base.camera.farClipPlane - base.camera.nearClipPlane;
        float value = this.fadeDistance / num;
        float angle = Mathf.Cos(Time.time) * this.maxAngle;

        base.material.SetTexture("_RampTex", this.textureRamp);
        base.material.SetFloat("_FadeDistance", value);
        base.material.SetFloat("_EffectWeight", this.effectWeight);
        ImageEffects.RenderDistortion(base.material, source, destination, angle, this.center, this.radius);
    }
Пример #2
0
 // Called by camera to apply image effect
 void OnRenderImage(RenderTexture source, RenderTexture destination)
 {
     ImageEffects.RenderDistortion(material, source, destination, angle, center, radius);
 }
Пример #3
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 private void OnRenderImage(RenderTexture source, RenderTexture destination)
 {
     ImageEffects.RenderDistortion(base.material, source, destination, this.angle, this.center, this.radius);
 }
Пример #4
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 // Called by camera to apply image effect
 void OnRenderImage(RenderTexture source, RenderTexture destination)
 {
     angleRun += speed * Time.deltaTime;
     angle     = Mathf.Sin(angleRun) * power;
     ImageEffects.RenderDistortion(material, source, destination, angle, center, radius);
 }