Пример #1
0
 public void Internal_RenderBrushes(RenderTexture[] brushes, GStylizedTerrain t, Vector2[] uvPoints)
 {
     for (int i = 0; i < brushes.Length; ++i)
     {
         GStampLayerMaskRenderer.Render(
             brushes[i],
             Layers[i],
             t,
             Matrix4x4.TRS(Position, Rotation, Scale),
             Mask,
             falloffTexture,
             uvPoints);
     }
 }
Пример #2
0
        private RenderTexture[] RenderBrushes(GStylizedTerrain t, Vector2[] uvPoints, int brushResolution)
        {
            RenderTexture[] brushes = new RenderTexture[Layers.Count];
            for (int i = 0; i < Layers.Count; ++i)
            {
                brushes[i] = GetRenderTexture("brush" + i.ToString(), brushResolution);
                GStampLayerMaskRenderer.Render(
                    brushes[i],
                    Layers[i],
                    t,
                    Matrix4x4.TRS(Position, Rotation, Scale),
                    Mask,
                    falloffTexture,
                    uvPoints);
            }

            return(brushes);
        }