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namespace UnityEngine.PostProcessing
{
public sealed class VignetteComponent : PostProcessingComponentRenderTexture<VignetteModel>
{
static class Uniforms
{
internal static readonly int _Vignette_Color = Shader.PropertyToID("_Vignette_Color");
internal static readonly int _Vignette_Center = Shader.PropertyToID("_Vignette_Center");
internal static readonly int _Vignette_Settings = Shader.PropertyToID("_Vignette_Settings");
internal static readonly int _Vignette_Mask = Shader.PropertyToID("_Vignette_Mask");
internal static readonly int _Vignette_Opacity = Shader.PropertyToID("_Vignette_Opacity");
}
public override bool active
{
get
{
return model.enabled
&& !context.interrupted;
}
}
public override void Prepare(Material uberMaterial)
{
var settings = model.settings;
uberMaterial.SetColor(Uniforms._Vignette_Color, settings.color);
if (settings.mode == VignetteModel.Mode.Classic)
{
uberMaterial.SetVector(Uniforms._Vignette_Center, settings.center);
uberMaterial.EnableKeyword("VIGNETTE_CLASSIC");
float roundness = (1f - settings.roundness) * 6f + settings.roundness;
uberMaterial.SetVector(Uniforms._Vignette_Settings, new Vector4(settings.intensity * 3f, settings.smoothness * 5f, roundness, settings.rounded ? 1f : 0f));
}
else if (settings.mode == VignetteModel.Mode.Masked)
{
if (settings.mask != null && settings.opacity > 0f)
{
uberMaterial.EnableKeyword("VIGNETTE_MASKED");
uberMaterial.SetTexture(Uniforms._Vignette_Mask, settings.mask);
uberMaterial.SetFloat(Uniforms._Vignette_Opacity, settings.opacity);
}
}
}
}
}