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