virtual void Highlighting.HighlightingSystem.Awake |
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virtual bool Highlighting.HighlightingSystem.CheckInstance |
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static bool Highlighting.HighlightingSystem.CheckSupported |
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inlinestatic |
< Image Effects supported?
static void Highlighting.HighlightingSystem.CreateQuad |
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inlinestaticprotected |
virtual void Highlighting.HighlightingSystem.Cycle |
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virtual void Highlighting.HighlightingSystem.Disable |
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virtual void Highlighting.HighlightingSystem.FillBuffer |
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CommandBuffer |
buffer, |
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int |
renderQueue |
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virtual int Highlighting.HighlightingSystem.GetAA |
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virtual bool Highlighting.HighlightingSystem.HighlightersChanged |
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< Check if list of highlighted objects has changed
static void Highlighting.HighlightingSystem.Initialize |
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inlinestaticprotected |
< Determine graphics device version
< Initialize shaders and materials
< Initialize static RenderTargetIdentifiers
< Create static quad mesh
virtual void Highlighting.HighlightingSystem.OnDestroy |
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virtual void Highlighting.HighlightingSystem.OnDisable |
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inlineprotectedvirtual |
virtual void Highlighting.HighlightingSystem.OnEnable |
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inlineprotectedvirtual |
< Set initial intensity in blur material
< Force-rebuild renderBuffer
virtual void Highlighting.HighlightingSystem.OnPreRender |
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< In case MSAA is enabled in forward/vertex lit rendeirng paths - depth buffer is not available
< Update ZWrite value for all highlighting shaders correspondingly (isDepthAvailable ? ZWrite Off : ZWrite On)
virtual void Highlighting.HighlightingSystem.OnRenderImage |
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RenderTexture |
src, |
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RenderTexture |
dst |
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virtual void Highlighting.HighlightingSystem.OnSceneLoaded |
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UnityEngine.SceneManagement.Scene |
scene, |
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UnityEngine.SceneManagement.LoadSceneMode |
mode |
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inlineprotectedvirtual |
virtual void Highlighting.HighlightingSystem.OnSceneUnloaded |
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UnityEngine.SceneManagement.Scene |
scene | ) |
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inlineprotectedvirtual |
virtual void Highlighting.HighlightingSystem.RebuildCommandBuffer |
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inlineprotectedvirtual |
< Prepare and clear render target
< Fill buffer with highlighters rendering commands
< Highlighters
< Occluders
< See-through Highlighters
< Blur the small texture
< Cleanup
virtual IEnumerator Highlighting.HighlightingSystem.RefreshCoroutine |
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int |
n = 10 | ) |
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void Highlighting.HighlightingSystem.ReloadSettings |
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inline |
virtual void Highlighting.HighlightingSystem.UpdateHighlightingBuffer |
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inlineprotectedvirtual |
< Always set as dirty, because camera width/height/anti-aliasing has changed
float Highlighting.HighlightingSystem._blurIntensity = 0.3f |
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RenderTargetidentifier for the highlightingBuffer RenderTexture.
float Highlighting.HighlightingSystem._blurMinSpread = 0.65f |
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float Highlighting.HighlightingSystem._blurSpread = 0.25f |
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int Highlighting.HighlightingSystem._downsampleFactor = 4 |
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int Highlighting.HighlightingSystem._iterations = 2 |
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const int Highlighting.HighlightingSystem.BLUR = 0 |
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Material Highlighting.HighlightingSystem.blurMaterial |
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int Highlighting.HighlightingSystem.cachedAA = -1 |
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int Highlighting.HighlightingSystem.cachedHeight = -1 |
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int Highlighting.HighlightingSystem.cachedWidth = -1 |
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Camera Highlighting.HighlightingSystem.cam = null |
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RenderTargetIdentifier Highlighting.HighlightingSystem.cameraTargetID |
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readonly Color Highlighting.HighlightingSystem.colorClear = new Color(0f, 0f, 0f, 0f) |
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const int Highlighting.HighlightingSystem.COMP = 2 |
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Material Highlighting.HighlightingSystem.compMaterial |
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const int Highlighting.HighlightingSystem.CUT = 1 |
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Material Highlighting.HighlightingSystem.cutMaterial |
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const int Highlighting.HighlightingSystem.D3D11 = 2 |
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Current graphics device version: 0 = OpenGL or unknown (default), 1 = Direct3D 9, 2 = Direct3D 11.
const int Highlighting.HighlightingSystem.D3D9 = 1 |
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int Highlighting.HighlightingSystem.graphicsDeviceVersion = D3D9 |
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RenderTexture Highlighting.HighlightingSystem.highlightingBuffer = null |
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RenderTargetIdentifier Highlighting.HighlightingSystem.highlightingBufferID |
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RenderTexture with highlighting buffer.
readonly Matrix4x4 Highlighting.HighlightingSystem.identityMatrix = Matrix4x4.identity |
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bool Highlighting.HighlightingSystem.initialized = false |
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bool Highlighting.HighlightingSystem.isDepthAvailable = true |
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bool Highlighting.HighlightingSystem.isDirty = true |
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bool Highlighting.HighlightingSystem.isSupported = false |
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Material [] Highlighting.HighlightingSystem.materials |
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float Highlighting.HighlightingSystem.offsetFactor = 0f |
Depth offset units for highlighting shaders.
float Highlighting.HighlightingSystem.offsetUnits = 0f |
const int Highlighting.HighlightingSystem.OGL = 0 |
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Mesh Highlighting.HighlightingSystem.quad |
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Graphics device version identifiers.
const CameraEvent Highlighting.HighlightingSystem.queue = CameraEvent.BeforeImageEffectsOpaque |
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CommandBuffer Highlighting.HighlightingSystem.renderBuffer |
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readonly string Highlighting.HighlightingSystem.renderBufferName = "HighlightingSystem" |
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readonly string [] Highlighting.HighlightingSystem.shaderPaths |
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Initial value:= new string[]
{
"Hidden/Highlighted/Blur",
"Hidden/Highlighted/Cut",
"Hidden/Highlighted/Composite",
}
Shader [] Highlighting.HighlightingSystem.shaders |
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staticprotected |
float Highlighting.HighlightingSystem.blurIntensity |
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getset |
float Highlighting.HighlightingSystem.blurMinSpread |
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getset |
float Highlighting.HighlightingSystem.blurSpread |
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getset |
int Highlighting.HighlightingSystem.downsampleFactor |
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getset |
bool Highlighting.HighlightingSystem.FxEnabled |
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staticgetset |
bool Highlighting.HighlightingSystem.IsDepthAvailable |
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get |
bool Highlighting.HighlightingSystem.IsSupported |
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get |
int Highlighting.HighlightingSystem.iterations |
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getset |
The documentation for this class was generated from the following file: