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- using System;
- namespace UnityEngine.PostProcessing
- {
- public sealed class VignetteComponent : PostProcessingComponentRenderTexture<VignetteModel>
- {
- 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");
- }
- }
- }
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