Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Runtime/Effects/Dithering.cs
2024-09-27 20:27:46 +03:00

43 lines
1.4 KiB
C#

using System;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.PostProcessing
{
[UnityEngine.Scripting.Preserve]
[Serializable]
internal sealed class Dithering
{
int m_NoiseTextureIndex = 0;
System.Random m_Random = new System.Random(1234);
internal void Render(PostProcessRenderContext context)
{
var blueNoise = context.resources.blueNoise64;
Assert.IsTrue(blueNoise != null && blueNoise.Length > 0);
#if POSTFX_DEBUG_STATIC_DITHERING // Used by QA for automated testing
m_NoiseTextureIndex = 0;
float rndOffsetX = 0f;
float rndOffsetY = 0f;
#else
if (++m_NoiseTextureIndex >= blueNoise.Length)
m_NoiseTextureIndex = 0;
float rndOffsetX = (float)m_Random.NextDouble();
float rndOffsetY = (float)m_Random.NextDouble();
#endif
var noiseTex = blueNoise[m_NoiseTextureIndex];
var uberSheet = context.uberSheet;
uberSheet.properties.SetTexture(ShaderIDs.DitheringTex, noiseTex);
uberSheet.properties.SetVector(ShaderIDs.Dithering_Coords, new Vector4(
(float)context.screenWidth / (float)noiseTex.width,
(float)context.screenHeight / (float)noiseTex.height,
rndOffsetX,
rndOffsetY
));
}
}
}