diff options
author | chai <chaifix@163.com> | 2021-10-02 18:46:26 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2021-10-02 18:46:26 +0800 |
commit | 142b0b9264d9b8da81f173ec92d153d52f67ae06 (patch) | |
tree | 0dff442e6f7030fd9a60e9b2c08a24be97104c8f /Assets/Scripts/Unit/LensEffect/LensEffect_MotionBlur.cs | |
parent | d9f2bb30c5d0eb8e8513a0e16e13e3c4f2af89e1 (diff) |
*misc
Diffstat (limited to 'Assets/Scripts/Unit/LensEffect/LensEffect_MotionBlur.cs')
-rw-r--r-- | Assets/Scripts/Unit/LensEffect/LensEffect_MotionBlur.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Assets/Scripts/Unit/LensEffect/LensEffect_MotionBlur.cs b/Assets/Scripts/Unit/LensEffect/LensEffect_MotionBlur.cs index b76666ff..371186d0 100644 --- a/Assets/Scripts/Unit/LensEffect/LensEffect_MotionBlur.cs +++ b/Assets/Scripts/Unit/LensEffect/LensEffect_MotionBlur.cs @@ -15,7 +15,7 @@ public class LensEffect_MotionBlur : LensEffectBase public override void AfterImageEffectsOpaque(EStage stage, CommandBuffer cb)
{
- if (stage == EStage.Before)
+ if (stage == EStage.BeforeIterate)
{
tempID = Shader.PropertyToID("_Temp1");
@@ -43,16 +43,16 @@ public class LensEffect_MotionBlur : LensEffectBase for (int i = 0; i < subMeshCount; ++i)
{
- MaterialEntry mat = ClaimMaterial(StaticDefine.shaders[EShader.SolidColor].name);
+ MaterialEntry mat = GetTempMaterial(StaticDefine.shaders[EShader.SolidColor].name);
mat.material.SetColor("_Color", Color.red);
mat.material.SetMatrix("_ObjectToWorld", obj2Wod);
cb.DrawRenderer(curBodypartRenderer.renderer, mat.material, i);
} }
- else if(stage == EStage.After)
+ else if(stage == EStage.AfterIterate)
{
- MaterialEntry blur = ClaimMaterial(StaticDefine.shaders[EShader.Blur].name);
+ MaterialEntry blur = GetTempMaterial(StaticDefine.shaders[EShader.Blur].name);
Vector4 tileOffset = RenderingUtility.GetTillingOffset(MainCamera.Instance.camera, owner.center, owner.unitDetail.snapshotBound);
blur.material.SetVector("_UnitTileOffset", tileOffset);
@@ -61,7 +61,7 @@ public class LensEffect_MotionBlur : LensEffectBase tempID = Shader.PropertyToID("_Temp1");
cb.ReleaseTemporaryRT(tempID); }
- else if(stage == EStage.Finished)
+ else if(stage == EStage.FinishRender)
{
}
}
|