Пример #1
0
 protected virtual void OnEnable() {
   // buffer object setup
   if (bufferObj == null) {
     bufferObj = OffscreenBuffer.Create(width, height, depth, rtFormat, depthMode, cullingMask,
                                        clearFlags, clearColor, replacementShader, replacementTag);
   }
 }
Пример #2
0
        /// <summary>
        /// Creates a GameObject with an OffscreenBuffer and required Camera with the specified properties.
        /// </summary>
        public static OffscreenBuffer Create(int width, int height, int depth,
                                             RenderTextureFormat format, DepthTextureMode depthMode,
                                             LayerMask layerMask, CameraClearFlags clearFlags,
                                             Color clearColor, Shader replacementShader,
                                             string replacementTag)
        {
            GameObject tmp = new GameObject("Offscreen Buffer Camera");

            // we want to do some setup before we activate so things adhere to Monobehaviour execution order.
            tmp.SetActive(false);
            tmp.AddComponent <Camera>();
            OffscreenBuffer c = tmp.AddComponent <OffscreenBuffer>();

            c.width       = width;
            c.height      = height;
            c.depth       = depth;
            c.format      = format;
            c.cullingMask = layerMask.value;
            c.clearFlags  = clearFlags;
            c.clearColor  = clearColor;
            if (replacementShader != null)
            {
                c.replacementShader = replacementShader;
                c.replacementTag    = replacementTag;
            }
            tmp.SetActive(true);
            return(c);
        }
Пример #3
0
 protected virtual void OnEnable()
 {
     // buffer object setup
     if (bufferObj == null)
     {
         bufferObj = OffscreenBuffer.Create(width, height, depth, rtFormat, depthMode, cullingMask,
                                            clearFlags, clearColor, replacementShader, replacementTag);
     }
 }