private void Start() { SignedDistanceFieldGenerator.CalculateSize(gameObject, (int)resolution, out textureSize, out var bounds, out var step); var size = textureSize.x * textureSize.y * textureSize.z; var limit = memoryLimit * 1024 * 1024; if (size > limit) { IsReady = false; return; } var cs = RuntimeSettings.Instance.SignedDistanceFieldShader; Data = SignedDistanceFieldGenerator.Generate(gameObject, cs, textureSize, bounds, step); IsReady = true; }
public void RecalculateSize() { SignedDistanceFieldGenerator.CalculateSize(gameObject, (int)resolution, out textureSize, out _, out _); }