using System; namespace UnityEngine.PostProcessing { public sealed class DitheringComponent : PostProcessingComponentRenderTexture { public override bool active { get { return base.model.enabled && !this.context.interrupted; } } public override void OnDisable() { this.noiseTextures = null; } private void LoadNoiseTextures() { this.noiseTextures = new Texture2D[64]; for (int i = 0; i < 64; i++) { this.noiseTextures[i] = Resources.Load("Bluenoise64/LDR_LLL1_" + i); } } public override void Prepare(Material uberMaterial) { if (++this.textureIndex >= 64) { this.textureIndex = 0; } float value = Random.value; float value2 = Random.value; if (this.noiseTextures == null) { this.LoadNoiseTextures(); } Texture2D texture2D = this.noiseTextures[this.textureIndex]; uberMaterial.EnableKeyword("DITHERING"); uberMaterial.SetTexture(DitheringComponent.Uniforms._DitheringTex, texture2D); uberMaterial.SetVector(DitheringComponent.Uniforms._DitheringCoords, new Vector4((float)this.context.width / (float)texture2D.width, (float)this.context.height / (float)texture2D.height, value, value2)); } private Texture2D[] noiseTextures; private int textureIndex; private const int k_TextureCount = 64; private static class Uniforms { internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex"); internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords"); } } }