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- namespace UnityEngine.PostProcessing
- {
- public sealed class ChromaticAberrationComponent : PostProcessingComponentRenderTexture<ChromaticAberrationModel>
- {
- static class Uniforms
- {
- internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount");
- internal static readonly int _ChromaticAberration_Spectrum = Shader.PropertyToID("_ChromaticAberration_Spectrum");
- }
- Texture2D m_SpectrumLut;
- public override bool active
- {
- get
- {
- return model.enabled
- && model.settings.intensity > 0f
- && !context.interrupted;
- }
- }
- public override void OnDisable()
- {
- GraphicsUtils.Destroy(m_SpectrumLut);
- m_SpectrumLut = null;
- }
- public override void Prepare(Material uberMaterial)
- {
- var settings = model.settings;
- var spectralLut = settings.spectralTexture;
- if (spectralLut == 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
- };
- var pixels = new Color[3];
- pixels[0] = new Color(1f, 0f, 0f);
- pixels[1] = new Color(0f, 1f, 0f);
- pixels[2] = new Color(0f, 0f, 1f);
- m_SpectrumLut.SetPixels(pixels);
- m_SpectrumLut.Apply();
- }
- spectralLut = m_SpectrumLut;
- }
- uberMaterial.EnableKeyword("CHROMATIC_ABERRATION");
- uberMaterial.SetFloat(Uniforms._ChromaticAberration_Amount, settings.intensity * 0.03f);
- uberMaterial.SetTexture(Uniforms._ChromaticAberration_Spectrum, spectralLut);
- }
- }
- }
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