//namespace UnityEngine.PostProcessing //{ // public sealed class FxaaComponent : PostProcessingComponentRenderTexture // { // static class Uniforms // { // internal static readonly int _QualitySettings = Shader.PropertyToID("_QualitySettings"); // internal static readonly int _ConsoleSettings = Shader.PropertyToID("_ConsoleSettings"); // } // public override bool active // { // get // { // return model.enabled // && model.settings.method == AntialiasingModel.Method.Fxaa // && !context.interrupted; // } // } // public void Render(RenderTexture source, RenderTexture destination) // { // var settings = model.settings.fxaaSettings; // var material = context.materialFactory.Get("Hidden/Post FX/FXAA"); // var qualitySettings = AntialiasingModel.FxaaQualitySettings.presets[(int)settings.preset]; // var consoleSettings = AntialiasingModel.FxaaConsoleSettings.presets[(int)settings.preset]; // material.SetVector(Uniforms._QualitySettings, // new Vector3( // qualitySettings.subpixelAliasingRemovalAmount, // qualitySettings.edgeDetectionThreshold, // qualitySettings.minimumRequiredLuminance // ) // ); // material.SetVector(Uniforms._ConsoleSettings, // new Vector4( // consoleSettings.subpixelSpreadAmount, // consoleSettings.edgeSharpnessAmount, // consoleSettings.edgeDetectionThreshold, // consoleSettings.minimumRequiredLuminance // ) // ); // Graphics.Blit(source, destination, material, 0); // } // } //}