NewN_UAVPlane/Assets/art/haidao/PostProcessing/Runtime/Components/FxaaComponent.cs

49 lines
1.9 KiB
C#

//namespace UnityEngine.PostProcessing
//{
// public sealed class FxaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
// {
// 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);
// }
// }
//}