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