// static protected void Initialize() { if (initialized) { return; } // Determine graphics device type device = SystemInfo.graphicsDeviceType; // Initialize shader property constants ShaderPropertyID.Initialize(); // Initialize shaders and materials int l = shaderPaths.Length; shaders = new Shader[l]; materials = new Material[l]; for (int i = 0; i < l; i++) { Shader shader = Shader.Find(shaderPaths[i]); shaders[i] = shader; Material material = new Material(shader); materials[i] = material; } // Initialize static RenderTargetIdentifier(s) cameraTargetID = new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget); // Create static quad mesh CreateQuad(); initialized = true; }
// private void Awake() { ShaderPropertyID.Initialize(); tr = GetComponent <Transform>(); renderersDirty = true; seeThrough = zTest = true; mode = Mode.None; stencilRef = true; // Initial highlighting state once = false; flashing = false; occluder = false; transitionValue = transitionTarget = 0f; onceColor = Color.red; flashingFreq = 2f; flashingColorMin = new Color(0f, 1f, 1f, 0f); flashingColorMax = new Color(0f, 1f, 1f, 1f); constantColor = Color.yellow; }