using System; namespace UnityEngine.PostProcessing { public sealed class FxaaComponent : PostProcessingComponentRenderTexture { public override bool active { get { return base.model.enabled && base.model.settings.method == AntialiasingModel.Method.Fxaa && !this.context.interrupted; } } public void Render(RenderTexture source, RenderTexture destination) { AntialiasingModel.FxaaSettings fxaaSettings = base.model.settings.fxaaSettings; Material material = this.context.materialFactory.Get("Hidden/Post FX/FXAA"); AntialiasingModel.FxaaQualitySettings fxaaQualitySettings = AntialiasingModel.FxaaQualitySettings.presets[(int)fxaaSettings.preset]; AntialiasingModel.FxaaConsoleSettings fxaaConsoleSettings = AntialiasingModel.FxaaConsoleSettings.presets[(int)fxaaSettings.preset]; material.SetVector(FxaaComponent.Uniforms._QualitySettings, new Vector3(fxaaQualitySettings.subpixelAliasingRemovalAmount, fxaaQualitySettings.edgeDetectionThreshold, fxaaQualitySettings.minimumRequiredLuminance)); material.SetVector(FxaaComponent.Uniforms._ConsoleSettings, new Vector4(fxaaConsoleSettings.subpixelSpreadAmount, fxaaConsoleSettings.edgeSharpnessAmount, fxaaConsoleSettings.edgeDetectionThreshold, fxaaConsoleSettings.minimumRequiredLuminance)); Graphics.Blit(source, destination, material, 0); } private static class Uniforms { internal static readonly int _QualitySettings = Shader.PropertyToID("_QualitySettings"); internal static readonly int _ConsoleSettings = Shader.PropertyToID("_ConsoleSettings"); } } }