protected override void OnEnable() { base.OnEnable(); switch (motionVectorState) { case MotionVectorState.Static: drawFunction = () => PipelineFunction.DrawNoMotionVectors(ref buffers, proceduralMat); break; case MotionVectorState.DynamicWithMotionVector: drawFunction = () => { PipelineFunction.SetLastFrameMatrix(ref buffers, ref lastVPMatrix); //Add Movement Operations here PipelineFunction.Draw(ref buffers, proceduralMat); }; break; case MotionVectorState.DynamicWithoutMotionVector: //Add Movement Operations here drawFunction = () => PipelineFunction.DrawNoMotionVectors(ref buffers, proceduralMat); break; } }
public override void OnPreRenderEvent() { PipelineFunction.SetCullingBuffer(ref buffers); PipelineFunction.RunCulling(ref viewMatrix, ref projMatrix, ref rtProjMatrix, ref buffers); drawFunction(); }
private void OnDestroy() { PipelineFunction.Dispose(ref buffers); }
private void Awake() { PipelineFunction.InitBuffers(ref buffers, allExtents, localToWorldMatrices, mesh); }