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

40 lines
1.5 KiB
C#

//namespace UnityEngine.PostProcessing
//{
// public sealed class UserLutComponent : PostProcessingComponentRenderTexture<UserLutModel>
// {
// static class Uniforms
// {
// internal static readonly int _UserLut = Shader.PropertyToID("_UserLut");
// internal static readonly int _UserLut_Params = Shader.PropertyToID("_UserLut_Params");
// }
// public override bool active
// {
// get
// {
// var settings = model.settings;
// return model.enabled
// && settings.lut != null
// && settings.contribution > 0f
// && settings.lut.height == (int)Mathf.Sqrt(settings.lut.width)
// && !context.interrupted;
// }
// }
// public override void Prepare(Material uberMaterial)
// {
// var settings = model.settings;
// uberMaterial.EnableKeyword("USER_LUT");
// uberMaterial.SetTexture(Uniforms._UserLut, settings.lut);
// uberMaterial.SetVector(Uniforms._UserLut_Params, new Vector4(1f / settings.lut.width, 1f / settings.lut.height, settings.lut.height - 1f, settings.contribution));
// }
// public void OnGUI()
// {
// var settings = model.settings;
// var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, settings.lut.width, settings.lut.height);
// GUI.DrawTexture(rect, settings.lut);
// }
// }
//}