NewN_UAVPlane/Assets/art/haidao/PostProcessing/Runtime/Components/ChromaticAberrationComponen...

64 lines
2.3 KiB
C#

//namespace UnityEngine.PostProcessing
//{
// public sealed class ChromaticAberrationComponent : PostProcessingComponentRenderTexture<ChromaticAberrationModel>
// {
// static class Uniforms
// {
// internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount");
// internal static readonly int _ChromaticAberration_Spectrum = Shader.PropertyToID("_ChromaticAberration_Spectrum");
// }
// Texture2D m_SpectrumLut;
// public override bool active
// {
// get
// {
// return model.enabled
// && model.settings.intensity > 0f
// && !context.interrupted;
// }
// }
// public override void OnDisable()
// {
// GraphicsUtils.Destroy(m_SpectrumLut);
// m_SpectrumLut = null;
// }
// public override void Prepare(Material uberMaterial)
// {
// var settings = model.settings;
// var spectralLut = settings.spectralTexture;
// if (spectralLut == null)
// {
// if (m_SpectrumLut == null)
// {
// m_SpectrumLut = new Texture2D(3, 1, TextureFormat.RGB24, false)
// {
// name = "Chromatic Aberration Spectrum Lookup",
// filterMode = FilterMode.Bilinear,
// wrapMode = TextureWrapMode.Clamp,
// anisoLevel = 0,
// hideFlags = HideFlags.DontSave
// };
// var pixels = new Color[3];
// pixels[0] = new Color(1f, 0f, 0f);
// pixels[1] = new Color(0f, 1f, 0f);
// pixels[2] = new Color(0f, 0f, 1f);
// m_SpectrumLut.SetPixels(pixels);
// m_SpectrumLut.Apply();
// }
// spectralLut = m_SpectrumLut;
// }
// uberMaterial.EnableKeyword("CHROMATIC_ABERRATION");
// uberMaterial.SetFloat(Uniforms._ChromaticAberration_Amount, settings.intensity * 0.03f);
// uberMaterial.SetTexture(Uniforms._ChromaticAberration_Spectrum, spectralLut);
// }
// }
//}