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namespace UnityEngine.PostProcessing
{
public sealed class UserLutComponent : PostProcessingComponentRenderTexture<UserLutModel>
{
static class Uniforms
{
internal static readonly int _UserLut = Shader.PropertyToID("_UserLut");
internal static readonly int _UserLut_Params = Shader.PropertyToID("_UserLut_Params");
}
public override bool active
{
get
{
var settings = model.settings;
return model.enabled
&& settings.lut != null
&& settings.contribution > 0f
&& settings.lut.height == (int)Mathf.Sqrt(settings.lut.width)
&& !context.interrupted;
}
}
public override void Prepare(Material uberMaterial)
{
var settings = model.settings;
uberMaterial.EnableKeyword("USER_LUT");
uberMaterial.SetTexture(Uniforms._UserLut, settings.lut);
uberMaterial.SetVector(Uniforms._UserLut_Params, new Vector4(1f / settings.lut.width, 1f / settings.lut.height, settings.lut.height - 1f, settings.contribution));
}
public void OnGUI()
{
var settings = model.settings;
var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, settings.lut.width, settings.lut.height);
GUI.DrawTexture(rect, settings.lut);
}
}
}