Hey guys !!!
I´ve been writting some custo post processing effects lately and I have just hit a big roadblock : The ones that use an extra texture dissapear from their profiles randomly , making my tuning progress dissapear and its really frustrating .
Every time I add the custom effect , an “Argument Cannot be Null” error shows up and points to what I think is my Texture , so maybe I´m declaring it wrong? Here is my code.
public sealed class PostProcessingEffect_TextureOverlay : PostProcessEffectSettings
{
[Tooltip("Texture To Apply")]
public TextureParameter overlayTexture = new TextureParameter();
[Range(0f, 1f), Tooltip("Effect Opacity")]
public FloatParameter opacity = new FloatParameter { value = 0.5f };
[Range(0f, 1f), Tooltip("Original Pixel Blending")]
public FloatParameter blending = new FloatParameter { value = 0.0f };
[Tooltip("Texture Rows ")]
public IntParameter rows = new IntParameter { value = 1 };
[Tooltip("Texture Colums ")]
public IntParameter colums = new IntParameter { value = 1 };
[Range(0.0f,60.0f), Tooltip("Animation Speed ")]
public FloatParameter AnimationSpeed = new FloatParameter { value = 1.0f };
[ Tooltip("Uses Negate Effect Texture ")]
public BoolParameter usesNegateTexture = new BoolParameter { value = false };
[Tooltip("Negate Effect Texture")]
public TextureParameter negateEffectTexture = new TextureParameter();
[Range(0f, 1f), Tooltip("Negate Texture Alpha Cutout")]
public FloatParameter alphaCutout = new FloatParameter { value = 0.0f };
[Range(0f, 1f), Tooltip("Negate Texture Blend")]
public FloatParameter negateBlend = new FloatParameter { value = 0.0f };
public override bool IsEnabledAndSupported(PostProcessRenderContext context)
{
return enabled.value && (overlayTexture != null) && (opacity>0);
}
}
Looking forward to your help.