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

32 lines
1.5 KiB
C#

namespace UnityEngine.PostProcessing
{
public sealed class FxaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
{
private static class Uniforms
{
internal static readonly int _QualitySettings = Shader.PropertyToID("_QualitySettings");
internal static readonly int _ConsoleSettings = Shader.PropertyToID("_ConsoleSettings");
}
public override bool active
{
get
{
return base.model != null && base.model.enabled && base.model.settings.method == AntialiasingModel.Method.Fxaa && !context.interrupted;
}
}
public void Render(RenderTexture source, RenderTexture destination)
{
AntialiasingModel.FxaaSettings fxaaSettings = base.model.settings.fxaaSettings;
Material material = context.materialFactory.Get("Hidden/Post FX/FXAA");
AntialiasingModel.FxaaQualitySettings fxaaQualitySettings = AntialiasingModel.FxaaQualitySettings.presets[(int)fxaaSettings.preset];
AntialiasingModel.FxaaConsoleSettings fxaaConsoleSettings = AntialiasingModel.FxaaConsoleSettings.presets[(int)fxaaSettings.preset];
material.SetVector(Uniforms._QualitySettings, new Vector3(fxaaQualitySettings.subpixelAliasingRemovalAmount, fxaaQualitySettings.edgeDetectionThreshold, fxaaQualitySettings.minimumRequiredLuminance));
material.SetVector(Uniforms._ConsoleSettings, new Vector4(fxaaConsoleSettings.subpixelSpreadAmount, fxaaConsoleSettings.edgeSharpnessAmount, fxaaConsoleSettings.edgeDetectionThreshold, fxaaConsoleSettings.minimumRequiredLuminance));
Graphics.Blit(source, destination, material, 0);
}
}
}