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