void Reset() { _camera = GetComponent <Camera>(); _FogVolumeCamera = gameObject.GetComponent <FogVolumeCamera>(); reprojectionShader = Shader.Find("Hidden/TAA"); _camera = GetComponent <Camera>(); _frustumJitter = GetComponent <FogVolumePlaydeadTAA.FrustumJitter>(); _frustumJitter.enabled = false; _velocityBuffer = GetComponent <FogVolumePlaydeadTAA.VelocityBuffer>(); _velocityBuffer.velocityShader = Shader.Find("Hidden/VelocityBuffer"); }
void CreateFogCamera() { if (_Downsample > 0) { _FogVolumeCameraGO = new GameObject(); _FogVolumeCameraGO.name = "FogVolumeCamera"; _FogVolumeCamera = _FogVolumeCameraGO.AddComponent <FogVolumeCamera>(); _FogVolumeCamera.GetComponent <Camera>().clearFlags = CameraClearFlags.SolidColor; _FogVolumeCamera.GetComponent <Camera>().backgroundColor = new Color(0, 0, 0, 0); _FogVolumeCameraGO.hideFlags = HideFlags.HideInHierarchy; //_FogVolumeCameraGO.hideFlags = HideFlags.None; _FogVolumeCamera.GetComponent <Camera>().renderingPath = RenderingPath.Forward; #if UNITY_5_6_OR_NEWER _FogVolumeCamera.GetComponent <Camera>().allowMSAA = false; #endif } }