namespace UnityEngine.PostProcessing { public sealed class GrainComponent : PostProcessingComponentRenderTexture { 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"); } public override bool active { get { return model.enabled && model.settings.intensity > 0f && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) && !context.interrupted; } } RenderTexture m_GrainLookupRT; public override void OnDisable() { GraphicsUtils.Destroy(m_GrainLookupRT); m_GrainLookupRT = null; } public override void Prepare(Material uberMaterial) { var settings = model.settings; uberMaterial.EnableKeyword("GRAIN"); float rndOffsetX; float rndOffsetY; #if POSTFX_DEBUG_STATIC_GRAIN // Chosen by a fair dice roll float time = 4f; rndOffsetX = 0f; rndOffsetY = 0f; #else float time = Time.realtimeSinceStartup; rndOffsetX = Random.value; rndOffsetY = Random.value; #endif // Generate the grain lut for the current frame first 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(); } var grainMaterial = context.materialFactory.Get("Hidden/Post FX/Grain Generator"); grainMaterial.SetFloat(Uniforms._Phase, time / 20f); Graphics.Blit((Texture)null, m_GrainLookupRT, grainMaterial, settings.colored ? 1 : 0); // Send everything to the uber shader 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, rndOffsetX, rndOffsetY)); } } }