Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/UnityEngine/PostProcessing/ChromaticAberrationComponent.cs
2026-02-21 16:45:37 +08:00

61 lines
1.7 KiB
C#

namespace UnityEngine.PostProcessing
{
public sealed class ChromaticAberrationComponent : PostProcessingComponentRenderTexture<ChromaticAberrationModel>
{
private static class Uniforms
{
internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount");
internal static readonly int _ChromaticAberration_Spectrum = Shader.PropertyToID("_ChromaticAberration_Spectrum");
}
private Texture2D m_SpectrumLut;
public override bool active
{
get
{
return base.model != null && base.model.enabled && base.model.settings.intensity > 0f && !context.interrupted;
}
}
public override void OnDisable()
{
GraphicsUtils.Destroy(m_SpectrumLut);
m_SpectrumLut = null;
}
public override void Prepare(Material uberMaterial)
{
ChromaticAberrationModel.Settings settings = base.model.settings;
Texture2D texture2D = settings.spectralTexture;
if (texture2D == null)
{
if (m_SpectrumLut == null)
{
m_SpectrumLut = new Texture2D(3, 1, TextureFormat.RGB24, false)
{
name = "Chromatic Aberration Spectrum Lookup",
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Clamp,
anisoLevel = 0,
hideFlags = HideFlags.DontSave
};
Color[] pixels = new Color[3]
{
new Color(1f, 0f, 0f),
new Color(0f, 1f, 0f),
new Color(0f, 0f, 1f)
};
m_SpectrumLut.SetPixels(pixels);
m_SpectrumLut.Apply();
}
texture2D = m_SpectrumLut;
}
uberMaterial.EnableKeyword("CHROMATIC_ABERRATION");
uberMaterial.SetFloat(Uniforms._ChromaticAberration_Amount, settings.intensity * 0.03f);
uberMaterial.SetTexture(Uniforms._ChromaticAberration_Spectrum, texture2D);
}
}
}