//RenderTexture iterativeRT1; //RenderTexture iterativeRT2; // Use this for initialization void Awake() { lightSystem = FindObjectOfType <LightSystem> (); if (lightSystem == null) { throw new UnityException("Scene missing LightSystem"); } if (!GetComponent <Camera> ()) { throw new UnityException("Ambient Light Script should be attached to ambient obstacle camera"); } lightAmbientRT = lightSystem.GetAmbientRT(); lightAmbientObstacleRT = lightSystem.GetLightAmbientObstacleRT(); /*iterativeRT1 = new RenderTexture (lightAmbientRT.width, lightAmbientRT.height, lightAmbientRT.depth); * iterativeRT1.Create (); * iterativeRT2 = new RenderTexture (lightAmbientRT.width, lightAmbientRT.height, lightAmbientRT.depth); * iterativeRT2.Create ();*/ ambientLightMaterial = new Material(Shader.Find("Lighting/AmbientLight")); ambientLightMaterial.SetTexture("_ObstacleTex", lightAmbientObstacleRT); //ambientLightMaterial.SetColor ("_AmbientColor", ambientColor); ambientLightMaterial.SetFloat("_ObstacleMul", obstacleMul); ambientLightMaterial.SetFloat("_SamplingDist", samplingDist); }
// Use this for initialization void Start() { lightSystem = FindObjectOfType <LightSystem> (); if (lightSystem == null) { throw new UnityException("Scene missing light system gameobject"); } blitMaterial = new Material(Shader.Find("Lighting/Mixer")); blitMaterial.SetTexture("_LightTex", lightSystem.GetLightSourceRT()); blitMaterial.SetTexture("_AmbientLightTex", lightSystem.GetAmbientRT()); blitMaterial.SetFloat("_Scale", lightSystem.lightCameraOverlap); }