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namespace UnityEngine.PostProcessing
{
public sealed class FxaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
{
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 model.enabled
&& model.settings.method == AntialiasingModel.Method.Fxaa
&& !context.interrupted;
}
}
public void Render(RenderTexture source, RenderTexture destination)
{
var settings = model.settings.fxaaSettings;
var material = context.materialFactory.Get("Hidden/Post FX/FXAA");
var qualitySettings = AntialiasingModel.FxaaQualitySettings.presets[(int)settings.preset];
var consoleSettings = AntialiasingModel.FxaaConsoleSettings.presets[(int)settings.preset];
material.SetVector(Uniforms._QualitySettings,
new Vector3(
qualitySettings.subpixelAliasingRemovalAmount,
qualitySettings.edgeDetectionThreshold,
qualitySettings.minimumRequiredLuminance
)
);
material.SetVector(Uniforms._ConsoleSettings,
new Vector4(
consoleSettings.subpixelSpreadAmount,
consoleSettings.edgeSharpnessAmount,
consoleSettings.edgeDetectionThreshold,
consoleSettings.minimumRequiredLuminance
)
);
Graphics.Blit(source, destination, material, 0);
}
}
}