void Reset()
 {
     _camera         = GetComponent <Camera>();
     _frustumJitter  = GetComponent <FrustumJitter>();
     _velocityBuffer = GetComponent <VelocityBuffer>();
     //_velocityBuffer.enabled = true;
 }
示例#2
0
    void Awake()
    {
        if (enabled)
        {
            QualitySettings.antiAliasing = 0;
        }

        _camera   = GetComponent <Camera>();
        _jitter   = GetComponent <FrustumJitter>();
        _velocity = GetComponent <VelocityBuffer>();
    }
        void Reset()
        {
            if (!this._camera)
            {
                this._camera = Camera.main;
            }

            if (!this._reprojection_shader)
            {
                this._reprojection_shader = Shader.Find("Playdead/Post/TemporalReprojection");
            }

            if (this._velocityBuffer == null)
            {
                this._frustumJitter = new FrustumJitter();
            }

            if (this._velocityBuffer == null)
            {
                this._velocityBuffer = new VelocityBuffer();
            }
        }
示例#4
0
        void Reset()
        {
            if (!this._camera)
            {
                this._camera = this.GetComponent <Camera>();
            }

            if (!this._reprojectionShader)
            {
                this._reprojectionShader = Shader.Find("Playdead/Post/TemporalReprojection");
            }

            if (this.velocityBuffer == null)
            {
                this.frustumJitter = new FrustumJitter();
            }

            if (this.velocityBuffer == null)
            {
                this.velocityBuffer = new VelocityBuffer();
            }
        }
 void Awake()
 {
     _camera   = GetComponent <Camera>();
     _jitter   = GetComponent <FrustumJitter>();
     _velocity = GetComponent <VelocityBuffer>();
 }
 void Reset()
 {
     _velocityBuffer    = GetComponent <VelocityBuffer>();
     reprojectionShader = Shader.Find("Playdead/Post/TemporalReprojection");
 }
 void Reset()
 {
     _camera         = GetComponent <Camera>();
     _frustumJitter  = GetComponent <FrustumJitter>();
     _velocityBuffer = GetComponent <VelocityBuffer>();
 }
 void Awake()
 {
     _camera = GetComponent<Camera>();
     _jitter = GetComponent<FrustumJitter>();
     _velocity = GetComponent<VelocityBuffer>();
 }