32 lines
1.5 KiB
C#
32 lines
1.5 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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private 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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public override bool active
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{
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get
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{
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return base.model != null && base.model.enabled && base.model.settings.method == AntialiasingModel.Method.Fxaa && !context.interrupted;
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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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AntialiasingModel.FxaaSettings fxaaSettings = base.model.settings.fxaaSettings;
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Material material = context.materialFactory.Get("Hidden/Post FX/FXAA");
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AntialiasingModel.FxaaQualitySettings fxaaQualitySettings = AntialiasingModel.FxaaQualitySettings.presets[(int)fxaaSettings.preset];
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AntialiasingModel.FxaaConsoleSettings fxaaConsoleSettings = AntialiasingModel.FxaaConsoleSettings.presets[(int)fxaaSettings.preset];
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material.SetVector(Uniforms._QualitySettings, new Vector3(fxaaQualitySettings.subpixelAliasingRemovalAmount, fxaaQualitySettings.edgeDetectionThreshold, fxaaQualitySettings.minimumRequiredLuminance));
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material.SetVector(Uniforms._ConsoleSettings, new Vector4(fxaaConsoleSettings.subpixelSpreadAmount, fxaaConsoleSettings.edgeSharpnessAmount, fxaaConsoleSettings.edgeDetectionThreshold, fxaaConsoleSettings.minimumRequiredLuminance));
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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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