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