using UnityEditorInternal;
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using UnityEngine;
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using UnityEngine.PostProcessing;
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namespace UnityEditor.PostProcessing
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{
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public class VectorscopeMonitor : PostProcessingMonitor
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{
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static GUIContent s_MonitorTitle = new GUIContent("Vectorscope");
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ComputeShader m_ComputeShader;
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ComputeBuffer m_Buffer;
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Material m_Material;
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RenderTexture m_VectorscopeTexture;
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Rect m_MonitorAreaRect;
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public VectorscopeMonitor()
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{
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m_ComputeShader = EditorResources.Load<ComputeShader>("Monitors/VectorscopeCompute.compute");
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}
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public override void Dispose()
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{
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GraphicsUtils.Destroy(m_Material);
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GraphicsUtils.Destroy(m_VectorscopeTexture);
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if (m_Buffer != null)
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m_Buffer.Release();
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m_Material = null;
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m_VectorscopeTexture = null;
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m_Buffer = null;
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}
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public override bool IsSupported()
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{
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return m_ComputeShader != null && GraphicsUtils.supportsDX11;
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}
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public override GUIContent GetMonitorTitle()
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{
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return s_MonitorTitle;
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}
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public override void OnMonitorSettings()
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{
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EditorGUI.BeginChangeCheck();
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bool refreshOnPlay = m_MonitorSettings.refreshOnPlay;
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float exposure = m_MonitorSettings.vectorscopeExposure;
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bool showBackground = m_MonitorSettings.vectorscopeShowBackground;
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refreshOnPlay = GUILayout.Toggle(refreshOnPlay, new GUIContent(FxStyles.playIcon, "Keep refreshing the vectorscope in play mode; this may impact performances."), FxStyles.preButton);
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exposure = GUILayout.HorizontalSlider(exposure, 0.05f, 0.3f, FxStyles.preSlider, FxStyles.preSliderThumb, GUILayout.Width(40f));
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showBackground = GUILayout.Toggle(showBackground, new GUIContent(FxStyles.checkerIcon, "Show an YUV background in the vectorscope."), FxStyles.preButton);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(m_BaseEditor.serializedObject.targetObject, "Vectorscope Settings Changed");
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m_MonitorSettings.refreshOnPlay = refreshOnPlay;
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m_MonitorSettings.vectorscopeExposure = exposure;
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m_MonitorSettings.vectorscopeShowBackground = showBackground;
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InternalEditorUtility.RepaintAllViews();
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}
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}
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public override void OnMonitorGUI(Rect r)
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{
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if (Event.current.type == EventType.Repaint)
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{
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// If m_MonitorAreaRect isn't set the preview was just opened so refresh the render to get the vectoscope data
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if (Mathf.Approximately(m_MonitorAreaRect.width, 0) && Mathf.Approximately(m_MonitorAreaRect.height, 0))
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InternalEditorUtility.RepaintAllViews();
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// Sizing
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float size = 0f;
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if (r.width < r.height)
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{
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size = m_VectorscopeTexture != null
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? Mathf.Min(m_VectorscopeTexture.width, r.width - 35f)
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: r.width;
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}
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else
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{
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size = m_VectorscopeTexture != null
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? Mathf.Min(m_VectorscopeTexture.height, r.height - 25f)
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: r.height;
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}
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m_MonitorAreaRect = new Rect(
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Mathf.Floor(r.x + r.width / 2f - size / 2f),
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Mathf.Floor(r.y + r.height / 2f - size / 2f - 5f),
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size, size
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);
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if (m_VectorscopeTexture != null)
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{
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m_Material.SetFloat("_Exposure", m_MonitorSettings.vectorscopeExposure);
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var oldActive = RenderTexture.active;
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Graphics.Blit(null, m_VectorscopeTexture, m_Material, m_MonitorSettings.vectorscopeShowBackground ? 0 : 1);
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RenderTexture.active = oldActive;
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Graphics.DrawTexture(m_MonitorAreaRect, m_VectorscopeTexture);
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var color = Color.white;
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const float kTickSize = 10f;
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const int kTickCount = 24;
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float radius = m_MonitorAreaRect.width / 2f;
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float midX = m_MonitorAreaRect.x + radius;
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float midY = m_MonitorAreaRect.y + radius;
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var center = new Vector2(midX, midY);
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// Cross
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color.a *= 0.5f;
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Handles.color = color;
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Handles.DrawLine(new Vector2(midX, m_MonitorAreaRect.y), new Vector2(midX, m_MonitorAreaRect.y + m_MonitorAreaRect.height));
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Handles.DrawLine(new Vector2(m_MonitorAreaRect.x, midY), new Vector2(m_MonitorAreaRect.x + m_MonitorAreaRect.width, midY));
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if (m_MonitorAreaRect.width > 100f)
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{
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color.a = 1f;
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// Ticks
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Handles.color = color;
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for (int i = 0; i < kTickCount; i++)
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{
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float a = (float)i / (float)kTickCount;
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float theta = a * (Mathf.PI * 2f);
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float tx = Mathf.Cos(theta + (Mathf.PI / 2f));
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float ty = Mathf.Sin(theta - (Mathf.PI / 2f));
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var innerVec = center + new Vector2(tx, ty) * (radius - kTickSize);
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var outerVec = center + new Vector2(tx, ty) * radius;
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Handles.DrawAAPolyLine(3f, innerVec, outerVec);
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}
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// Labels (where saturation reaches 75%)
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color.a = 1f;
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var oldColor = GUI.color;
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GUI.color = color * 2f;
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var point = new Vector2(-0.254f, -0.750f) * radius + center;
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var rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f);
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GUI.Label(rect, "[R]", FxStyles.tickStyleCenter);
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point = new Vector2(-0.497f, 0.629f) * radius + center;
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rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f);
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GUI.Label(rect, "[G]", FxStyles.tickStyleCenter);
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point = new Vector2(0.750f, 0.122f) * radius + center;
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rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f);
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GUI.Label(rect, "[B]", FxStyles.tickStyleCenter);
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point = new Vector2(-0.750f, -0.122f) * radius + center;
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rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f);
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GUI.Label(rect, "[Y]", FxStyles.tickStyleCenter);
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point = new Vector2(0.254f, 0.750f) * radius + center;
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rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f);
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GUI.Label(rect, "[C]", FxStyles.tickStyleCenter);
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point = new Vector2(0.497f, -0.629f) * radius + center;
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rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f);
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GUI.Label(rect, "[M]", FxStyles.tickStyleCenter);
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GUI.color = oldColor;
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}
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}
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}
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}
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public override void OnFrameData(RenderTexture source)
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{
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if (Application.isPlaying && !m_MonitorSettings.refreshOnPlay)
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return;
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if (Mathf.Approximately(m_MonitorAreaRect.width, 0) || Mathf.Approximately(m_MonitorAreaRect.height, 0))
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return;
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float ratio = (float)source.width / (float)source.height;
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int h = 384;
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int w = Mathf.FloorToInt(h * ratio);
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var rt = RenderTexture.GetTemporary(w, h, 0, source.format);
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Graphics.Blit(source, rt);
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ComputeVectorscope(rt);
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m_BaseEditor.Repaint();
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RenderTexture.ReleaseTemporary(rt);
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}
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void CreateBuffer(int width, int height)
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{
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m_Buffer = new ComputeBuffer(width * height, sizeof(uint));
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}
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void ComputeVectorscope(RenderTexture source)
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{
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if (m_Buffer == null)
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{
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CreateBuffer(source.width, source.height);
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}
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else if (m_Buffer.count != (source.width * source.height))
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{
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m_Buffer.Release();
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CreateBuffer(source.width, source.height);
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}
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var cs = m_ComputeShader;
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int kernel = cs.FindKernel("KVectorscopeClear");
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cs.SetBuffer(kernel, "_Vectorscope", m_Buffer);
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cs.SetVector("_Res", new Vector4(source.width, source.height, 0f, 0f));
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cs.Dispatch(kernel, Mathf.CeilToInt(source.width / 32f), Mathf.CeilToInt(source.height / 32f), 1);
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kernel = cs.FindKernel("KVectorscope");
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cs.SetBuffer(kernel, "_Vectorscope", m_Buffer);
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cs.SetTexture(kernel, "_Source", source);
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cs.SetInt("_IsLinear", GraphicsUtils.isLinearColorSpace ? 1 : 0);
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cs.SetVector("_Res", new Vector4(source.width, source.height, 0f, 0f));
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cs.Dispatch(kernel, Mathf.CeilToInt(source.width / 32f), Mathf.CeilToInt(source.height / 32f), 1);
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if (m_VectorscopeTexture == null || m_VectorscopeTexture.width != source.width || m_VectorscopeTexture.height != source.height)
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{
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GraphicsUtils.Destroy(m_VectorscopeTexture);
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m_VectorscopeTexture = new RenderTexture(source.width, source.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear)
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{
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hideFlags = HideFlags.DontSave,
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Bilinear
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};
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}
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if (m_Material == null)
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m_Material = new Material(Shader.Find("Hidden/Post FX/Monitors/Vectorscope Render")) { hideFlags = HideFlags.DontSave };
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m_Material.SetBuffer("_Vectorscope", m_Buffer);
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m_Material.SetVector("_Size", new Vector2(m_VectorscopeTexture.width, m_VectorscopeTexture.height));
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}
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}
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}
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