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

59 lines
1.4 KiB
C#

namespace UnityEngine.PostProcessing
{
public sealed class DitheringComponent : PostProcessingComponentRenderTexture<DitheringModel>
{
private static class Uniforms
{
internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex");
internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords");
}
private Texture2D[] noiseTextures;
private int textureIndex;
private const int k_TextureCount = 64;
public override bool active
{
get
{
return base.model != null && base.model.enabled && !context.interrupted;
}
}
public override void OnDisable()
{
noiseTextures = null;
}
private void LoadNoiseTextures()
{
noiseTextures = new Texture2D[64];
for (int i = 0; i < 64; i++)
{
noiseTextures[i] = Resources.Load<Texture2D>("Bluenoise64/LDR_LLL1_" + i);
}
}
public override void Prepare(Material uberMaterial)
{
if (++textureIndex >= 64)
{
textureIndex = 0;
}
float value = Random.value;
float value2 = Random.value;
if (noiseTextures == null)
{
LoadNoiseTextures();
}
Texture2D texture2D = noiseTextures[textureIndex];
uberMaterial.EnableKeyword("DITHERING");
uberMaterial.SetTexture(Uniforms._DitheringTex, texture2D);
uberMaterial.SetVector(Uniforms._DitheringCoords, new Vector4((float)context.width / (float)texture2D.width, (float)context.height / (float)texture2D.height, value, value2));
}
}
}