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

80 lines
3.0 KiB
C#

//namespace UnityEngine.PostProcessing
//{
// public sealed class GrainComponent : PostProcessingComponentRenderTexture<GrainModel>
// {
// static class Uniforms
// {
// internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1");
// internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2");
// internal static readonly int _GrainTex = Shader.PropertyToID("_GrainTex");
// internal static readonly int _Phase = Shader.PropertyToID("_Phase");
// }
// public override bool active
// {
// get
// {
// return model.enabled
// && model.settings.intensity > 0f
// && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)
// && !context.interrupted;
// }
// }
// RenderTexture m_GrainLookupRT;
// public override void OnDisable()
// {
// GraphicsUtils.Destroy(m_GrainLookupRT);
// m_GrainLookupRT = null;
// }
// public override void Prepare(Material uberMaterial)
// {
// var settings = model.settings;
// uberMaterial.EnableKeyword("GRAIN");
// float rndOffsetX;
// float rndOffsetY;
//#if POSTFX_DEBUG_STATIC_GRAIN
// // Chosen by a fair dice roll
// float time = 4f;
// rndOffsetX = 0f;
// rndOffsetY = 0f;
//#else
// float time = Time.realtimeSinceStartup;
// rndOffsetX = Random.value;
// rndOffsetY = Random.value;
//#endif
// // Generate the grain lut for the current frame first
// if (m_GrainLookupRT == null || !m_GrainLookupRT.IsCreated())
// {
// GraphicsUtils.Destroy(m_GrainLookupRT);
// m_GrainLookupRT = new RenderTexture(192, 192, 0, RenderTextureFormat.ARGBHalf)
// {
// filterMode = FilterMode.Bilinear,
// wrapMode = TextureWrapMode.Repeat,
// anisoLevel = 0,
// name = "Grain Lookup Texture"
// };
// m_GrainLookupRT.Create();
// }
// var grainMaterial = context.materialFactory.Get("Hidden/Post FX/Grain Generator");
// grainMaterial.SetFloat(Uniforms._Phase, time / 20f);
// Graphics.Blit((Texture)null, m_GrainLookupRT, grainMaterial, settings.colored ? 1 : 0);
// // Send everything to the uber shader
// uberMaterial.SetTexture(Uniforms._GrainTex, m_GrainLookupRT);
// uberMaterial.SetVector(Uniforms._Grain_Params1, new Vector2(settings.luminanceContribution, settings.intensity * 20f));
// uberMaterial.SetVector(Uniforms._Grain_Params2, new Vector4((float)context.width / (float)m_GrainLookupRT.width / settings.size, (float)context.height / (float)m_GrainLookupRT.height / settings.size, rndOffsetX, rndOffsetY));
// }
// }
//}