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Question by Kalbytron · Sep 30, 2015 at 05:44 PM · shaderpost-process-effect

Assigning multiple gameobjects to a shader script

I have this gravitational lensing script and I'm trying to assign multiple game objects to the post process effect. Unfortunately, the effect only works with the last game object on the list. Is possible to render multiple effects through one script?

Here's the code...

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;

 [ExecuteInEditMode]
 public class GravitationalLensing : MonoBehaviour {
 
 public Shader gLensingShader;
 public float  ratio = 1;      // The ratio of the height to the length of the screen to display properly shader
 public float  radius = 0;     // The radius of the black hole measured in the same units as the other objects in the scen
 public List<GameObject> blackHoleObjects;  // The object whose position is taken as the position of the black hole
 
 private Material _material; // Material which is located shader
 
 protected Material material {
     get {
         if (_material == null) {
             _material = new Material (gLensingShader);
             _material.hideFlags = HideFlags.HideAndDontSave;
         }
         return _material;
     } 
 }
 
 protected virtual void OnDisable() {
     if( _material ) {
         DestroyImmediate( _material );
     }
 }
 
 void OnRenderImage (RenderTexture source, RenderTexture destination) {
     
     foreach(GameObject BHO in blackHoleObjects) {
                 
         if (gLensingShader && material) {
             // Find the position of the black hole in screen coordinates
             Vector2 pos = new Vector2(
                 this.GetComponent<Camera>().WorldToScreenPoint (BHO.transform.position).x / this.GetComponent<Camera>().pixelWidth,
                 this.GetComponent<Camera>().WorldToScreenPoint (BHO.transform.position).y / this.GetComponent<Camera>().pixelHeight);
             
             // Install all the required parameters for the shader
             material.SetVector("_Position", new Vector2(pos.x, pos.y));
             material.SetFloat("_Ratio", ratio);
             material.SetFloat("_Rad", radius / 100f);
             material.SetFloat("_Distance", Vector3.Distance(BHO.transform.position, this.transform.position));
             // And is applied to the resulting image.
             Graphics.Blit(source, destination, material);
         }
     }
 }

}

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