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

60 lines
2.1 KiB
C#

namespace UnityEngine.PostProcessing
{
public sealed class GrainComponent : PostProcessingComponentRenderTexture<GrainModel>
{
private static class Uniforms
{
internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1");
internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2");
internal static readonly int _GrainTex = Shader.PropertyToID("_GrainTex");
internal static readonly int _Phase = Shader.PropertyToID("_Phase");
}
private RenderTexture m_GrainLookupRT;
public override bool active
{
get
{
return base.model != null && base.model.enabled && base.model.settings.intensity > 0f && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) && !context.interrupted;
}
}
public override void OnDisable()
{
GraphicsUtils.Destroy(m_GrainLookupRT);
m_GrainLookupRT = null;
}
public override void Prepare(Material uberMaterial)
{
GrainModel.Settings settings = base.model.settings;
uberMaterial.EnableKeyword("GRAIN");
float realtimeSinceStartup = Time.realtimeSinceStartup;
float value = Random.value;
float value2 = Random.value;
if (m_GrainLookupRT == null || !m_GrainLookupRT.IsCreated())
{
GraphicsUtils.Destroy(m_GrainLookupRT);
m_GrainLookupRT = new RenderTexture(192, 192, 0, RenderTextureFormat.ARGBHalf)
{
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Repeat,
anisoLevel = 0,
name = "Grain Lookup Texture"
};
m_GrainLookupRT.Create();
}
Material material = context.materialFactory.Get("Hidden/Post FX/Grain Generator");
material.SetFloat(Uniforms._Phase, realtimeSinceStartup / 20f);
Graphics.Blit(null, m_GrainLookupRT, material, settings.colored ? 1 : 0);
uberMaterial.SetTexture(Uniforms._GrainTex, m_GrainLookupRT);
uberMaterial.SetVector(Uniforms._Grain_Params1, new Vector2(settings.luminanceContribution, settings.intensity * 20f));
uberMaterial.SetVector(Uniforms._Grain_Params2, new Vector4((float)context.width / (float)m_GrainLookupRT.width / settings.size, (float)context.height / (float)m_GrainLookupRT.height / settings.size, value, value2));
}
}
}