// Start is called before the first frame update void Start() { cam = gameObject.GetComponent <Camera>(); if (cam == null) { Debug.Log("This script should be attatched to a Camera"); } additionalCameraData = cam.transform.GetComponent <UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>(); additionalCameraData.SetRenderer(0); }
void Update() { if (debugModeisActive) { currentAnimationValue += animationSpeed * Time.deltaTime; timeSinceDebugModeActivation += Time.deltaTime; } else { timeSinceDebugModeActivation = 0; currentAnimationValue -= animationSpeed * Time.deltaTime; if (currentAnimationValue <= 0) { additionalCameraData.SetRenderer(0); } } currentAnimationValue = Mathf.Clamp(currentAnimationValue, 0, 1); foreach (Material m in animateMaterialsWhenToggelingDebugMode) { m.SetFloat("Vector1_BeginningAnimation", currentAnimationValue); m.SetFloat("Vector1_TimeSinceDebugModeActivation", timeSinceDebugModeActivation * debugClutterSpeedMultiplier); } }
private void ChangeRenderView(int state) { UnityEngine.Rendering.Universal.UniversalAdditionalCameraData additionalCameraData = cam.transform.GetComponent <UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>(); additionalCameraData.SetRenderer(state); }