void DoTearing(RenderTexture source, RenderTexture destination, TearingSettings settings) { material.SetVector("_Params", new Vector4(settings.speed, settings.intensity, settings.maxDisplacement, settings.yuvOffset)); int pass = 1; if (settings.allowFlipping && settings.yuvColorBleeding) pass = 4; else if (settings.allowFlipping) pass = 2; else if (settings.yuvColorBleeding) pass = 3; Graphics.Blit(source, destination, material, pass); }
protected virtual void DoTearing(RenderTexture source, RenderTexture destination, TearingSettings settings) { material.SetVector("_Params", new Vector4(settings.speed, settings.intensity, settings.maxDisplacement, settings.yuvOffset)); int pass = 1; if (settings.allowFlipping && settings.yuvColorBleeding) pass = 4; else if (settings.allowFlipping) pass = 2; else if (settings.yuvColorBleeding) pass = 3; Graphics.Blit(source, destination, material, pass); }
protected virtual void DoTearing(RenderTexture source, RenderTexture destination, TearingSettings settings) { Material.SetVector("_Params", new Vector4(settings.Speed, settings.Intensity, settings.MaxDisplacement, settings.YuvOffset)); int pass = 1; if (settings.AllowFlipping && settings.YuvColorBleeding) pass = 4; else if (settings.AllowFlipping) pass = 2; else if (settings.YuvColorBleeding) pass = 3; Graphics.Blit(source, destination, Material, pass); }
protected virtual void DoTearing(RenderTexture source, RenderTexture destination, TearingSettings settings) { Material.SetVector("_Params", new Vector4(settings.Speed, settings.Intensity, settings.MaxDisplacement, settings.YuvOffset)); int pass = 1; if (settings.AllowFlipping && settings.YuvColorBleeding) { pass = 4; } else if (settings.AllowFlipping) { pass = 2; } else if (settings.YuvColorBleeding) { pass = 3; } Graphics.Blit(source, destination, Material, pass); }