59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// The post-processing stack is entirely built around the use of <see cref="CommandBuffer"/>
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/// and as such requires the use of <see cref="MaterialPropertyBlock"/> to properly deal with
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/// the deferred nature of <see cref="CommandBuffer"/>.
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/// This wrapper abstracts the creation and destruction of <see cref="MaterialPropertyBlock"/>
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/// and <see cref="Material"/> to make the process easier.
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/// </summary>
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/// <seealso cref="PropertySheetFactory"/>
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public sealed class PropertySheet
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{
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/// <summary>
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/// The actual <see cref="MaterialPropertyBlock"/> to fill.
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/// </summary>
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public MaterialPropertyBlock properties { get; private set; }
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internal Material material { get; private set; }
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internal PropertySheet(Material material)
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{
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this.material = material;
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properties = new MaterialPropertyBlock();
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}
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/// <summary>
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/// Clears all keywords set on the source material.
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/// </summary>
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public void ClearKeywords()
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{
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material.shaderKeywords = null;
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}
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/// <summary>
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/// Enableds a given keyword on the source material.
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/// </summary>
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/// <param name="keyword">The keyword to enable</param>
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public void EnableKeyword(string keyword)
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{
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material.EnableKeyword(keyword);
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}
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/// <summary>
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/// Disables a given keyword on the source material.
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/// </summary>
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/// <param name="keyword">The keyword to disable</param>
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public void DisableKeyword(string keyword)
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{
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material.DisableKeyword(keyword);
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}
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internal void Release()
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{
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RuntimeUtilities.Destroy(material);
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material = null;
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}
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}
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}
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