void UpdateTexture(string name, TextureProcessor processor) { RenderTexture old = Globals.instance.components.previewRenderer.material.GetTexture(name) as RenderTexture; Globals.instance.components.previewRenderer.material.SetTexture(name, null); if (old != null) { RenderTexture.ReleaseTemporary(old); } Globals.instance.components.previewRenderer.material.SetTexture( name, processor.Generate(Globals.instance.textureSize_preview).renderTexture ); }
protected override RenderTexture GenerateRenderTexture(int resolution) { AO ["Range"] = this ["Range"]; AO ["Quality"] = this ["Quality"]; AO ["Intensity"] = this ["Intensity"]; AO.inputs [0].connectedProcessor = this.inputs[0].connectedProcessor; blur ["Range"] = this ["Range Blur"]; blur ["Quality"] = this ["Quality Blur"]; blur ["Undersampling"] = this ["Undersampling Blur"]; blur.inputs [0].connectedProcessor = AO; ProTeGe_Texture t2 = blur.Generate(resolution); return(t2.renderTexture); }
protected override ProTeGe_Texture GetBandNoise(int i, int resolution) { perlin["Resolution"] = resolution / Mathf.Pow(2, i + 1); return(perlin.Generate(resolution)); }
protected override ProTeGe_Texture GetBandNoise(int i, int resolution) { seeder["Density"] = Mathf.Log(resolution / Mathf.Pow(2, i + 2)) / Mathf.Log(2); return(cellular.Generate(resolution)); }