Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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namespace UnityEngine.Rendering.Universal
{
public static class PostProcessUtils
{
public static int ConfigureDithering(PostProcessData data, int index, Camera camera, Material material)
{
var blueNoise = data.textures.blueNoise16LTex;
if (blueNoise == null || blueNoise.Length == 0)
return 0; // Safe guard
#if LWRP_DEBUG_STATIC_POSTFX // Used by QA for automated testing
index = 0;
float rndOffsetX = 0f;
float rndOffsetY = 0f;
#else
if (++index >= blueNoise.Length)
index = 0;
float rndOffsetX = Random.value;
float rndOffsetY = Random.value;
#endif
// Ideally we would be sending a texture array once and an index to the slice to use
// on every frame but these aren't supported on all Universal targets
var noiseTex = blueNoise[index];
material.SetTexture(ShaderConstants._BlueNoise_Texture, noiseTex);
material.SetVector(ShaderConstants._Dithering_Params, new Vector4(
camera.pixelWidth / (float)noiseTex.width,
camera.pixelHeight / (float)noiseTex.height,
rndOffsetX,
rndOffsetY
));
return index;
}
public static void ConfigureFilmGrain(PostProcessData data, FilmGrain settings, Camera camera, Material material)
{
var texture = settings.texture.value;
if (settings.type.value != FilmGrainLookup.Custom)
texture = data.textures.filmGrainTex[(int)settings.type.value];
#if LWRP_DEBUG_STATIC_POSTFX
float offsetX = 0f;
float offsetY = 0f;
#else
float offsetX = Random.value;
float offsetY = Random.value;
#endif
var tilingParams = texture == null
? Vector4.zero
: new Vector4(camera.pixelWidth / (float)texture.width, camera.pixelHeight / (float)texture.height, offsetX, offsetY);
material.SetTexture(ShaderConstants._Grain_Texture, texture);
material.SetVector(ShaderConstants._Grain_Params, new Vector2(settings.intensity.value * 4f, settings.response.value));
material.SetVector(ShaderConstants._Grain_TilingParams, tilingParams);
}
// Precomputed shader ids to same some CPU cycles (mostly affects mobile)
static class ShaderConstants
{
public static readonly int _Grain_Texture = Shader.PropertyToID("_Grain_Texture");
public static readonly int _Grain_Params = Shader.PropertyToID("_Grain_Params");
public static readonly int _Grain_TilingParams = Shader.PropertyToID("_Grain_TilingParams");
public static readonly int _BlueNoise_Texture = Shader.PropertyToID("_BlueNoise_Texture");
public static readonly int _Dithering_Params = Shader.PropertyToID("_Dithering_Params");
}
}
}