49 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			49 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C#
		
	
	
	
| //namespace UnityEngine.PostProcessing
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| //{
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| //    public sealed class FxaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
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| //    {
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| //        static class Uniforms
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| //        {
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| //            internal static readonly int _QualitySettings = Shader.PropertyToID("_QualitySettings");
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| //            internal static readonly int _ConsoleSettings = Shader.PropertyToID("_ConsoleSettings");
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| //        }
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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.method == AntialiasingModel.Method.Fxaa
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| //                       && !context.interrupted;
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| //            }
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| //        }
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| 
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| //        public void Render(RenderTexture source, RenderTexture destination)
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| //        {
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| //            var settings = model.settings.fxaaSettings;
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| //            var material = context.materialFactory.Get("Hidden/Post FX/FXAA");
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| //            var qualitySettings = AntialiasingModel.FxaaQualitySettings.presets[(int)settings.preset];
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| //            var consoleSettings = AntialiasingModel.FxaaConsoleSettings.presets[(int)settings.preset];
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| 
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| //            material.SetVector(Uniforms._QualitySettings,
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| //                new Vector3(
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| //                    qualitySettings.subpixelAliasingRemovalAmount,
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| //                    qualitySettings.edgeDetectionThreshold,
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| //                    qualitySettings.minimumRequiredLuminance
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| //                    )
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| //                );
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| 
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| //            material.SetVector(Uniforms._ConsoleSettings,
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| //                new Vector4(
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| //                    consoleSettings.subpixelSpreadAmount,
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| //                    consoleSettings.edgeSharpnessAmount,
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| //                    consoleSettings.edgeDetectionThreshold,
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| //                    consoleSettings.minimumRequiredLuminance
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| //                    )
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| //                );
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| 
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| //            Graphics.Blit(source, destination, material, 0);
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| //        }
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| //    }
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| //}
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