From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容

---
 Assets/Plugins/PostProcessing/Runtime/Components/GrainComponent.cs |  158 ++++++++++++++++++++++++++--------------------------
 1 files changed, 79 insertions(+), 79 deletions(-)

diff --git a/Assets/Plugins/PostProcessing/Runtime/Components/GrainComponent.cs b/Assets/Plugins/PostProcessing/Runtime/Components/GrainComponent.cs
index 012b0d0..1dbb638 100644
--- a/Assets/Plugins/PostProcessing/Runtime/Components/GrainComponent.cs
+++ b/Assets/Plugins/PostProcessing/Runtime/Components/GrainComponent.cs
@@ -1,79 +1,79 @@
-namespace UnityEngine.PostProcessing
-{
-    public sealed class GrainComponent : PostProcessingComponentRenderTexture<GrainModel>
-    {
-        static class Uniforms
-        {
-            internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1");
-            internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2");
-            internal static readonly int _GrainTex      = Shader.PropertyToID("_GrainTex");
-            internal static readonly int _Phase         = Shader.PropertyToID("_Phase");
-        }
-
-        public override bool active
-        {
-            get
-            {
-                return model != null && model.enabled
-                       && model.settings.intensity > 0f
-                       && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)
-                       && !context.interrupted;
-            }
-        }
-
-        RenderTexture m_GrainLookupRT;
-
-        public override void OnDisable()
-        {
-            GraphicsUtils.Destroy(m_GrainLookupRT);
-            m_GrainLookupRT = null;
-        }
-
-        public override void Prepare(Material uberMaterial)
-        {
-            var settings = model.settings;
-
-            uberMaterial.EnableKeyword("GRAIN");
-
-            float rndOffsetX;
-            float rndOffsetY;
-
-#if POSTFX_DEBUG_STATIC_GRAIN
-            // Chosen by a fair dice roll
-            float time = 4f;
-            rndOffsetX = 0f;
-            rndOffsetY = 0f;
-#else
-            float time = Time.realtimeSinceStartup;
-            rndOffsetX = Random.value;
-            rndOffsetY = Random.value;
-#endif
-
-            // Generate the grain lut for the current frame first
-            if (m_GrainLookupRT == null || !m_GrainLookupRT.IsCreated())
-            {
-                GraphicsUtils.Destroy(m_GrainLookupRT);
-
-                m_GrainLookupRT = new RenderTexture(192, 192, 0, RenderTextureFormat.ARGBHalf)
-                {
-                    filterMode = FilterMode.Bilinear,
-                    wrapMode = TextureWrapMode.Repeat,
-                    anisoLevel = 0,
-                    name = "Grain Lookup Texture"
-                };
-
-                m_GrainLookupRT.Create();
-            }
-
-            var grainMaterial = context.materialFactory.Get("Hidden/Post FX/Grain Generator");
-            grainMaterial.SetFloat(Uniforms._Phase, time / 20f);
-
-            Graphics.Blit((Texture)null, m_GrainLookupRT, grainMaterial, settings.colored ? 1 : 0);
-
-            // Send everything to the uber shader
-            uberMaterial.SetTexture(Uniforms._GrainTex, m_GrainLookupRT);
-            uberMaterial.SetVector(Uniforms._Grain_Params1, new Vector2(settings.luminanceContribution, settings.intensity * 20f));
-            uberMaterial.SetVector(Uniforms._Grain_Params2, new Vector4((float)context.width / (float)m_GrainLookupRT.width / settings.size, (float)context.height / (float)m_GrainLookupRT.height / settings.size, rndOffsetX, rndOffsetY));
-        }
-    }
-}
+namespace UnityEngine.PostProcessing
+{
+    public sealed class GrainComponent : PostProcessingComponentRenderTexture<GrainModel>
+    {
+        static class Uniforms
+        {
+            internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1");
+            internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2");
+            internal static readonly int _GrainTex      = Shader.PropertyToID("_GrainTex");
+            internal static readonly int _Phase         = Shader.PropertyToID("_Phase");
+        }
+
+        public override bool active
+        {
+            get
+            {
+                return model != null && model.enabled
+                       && model.settings.intensity > 0f
+                       && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)
+                       && !context.interrupted;
+            }
+        }
+
+        RenderTexture m_GrainLookupRT;
+
+        public override void OnDisable()
+        {
+            GraphicsUtils.Destroy(m_GrainLookupRT);
+            m_GrainLookupRT = null;
+        }
+
+        public override void Prepare(Material uberMaterial)
+        {
+            var settings = model.settings;
+
+            uberMaterial.EnableKeyword("GRAIN");
+
+            float rndOffsetX;
+            float rndOffsetY;
+
+#if POSTFX_DEBUG_STATIC_GRAIN
+            // Chosen by a fair dice roll
+            float time = 4f;
+            rndOffsetX = 0f;
+            rndOffsetY = 0f;
+#else
+            float time = Time.realtimeSinceStartup;
+            rndOffsetX = Random.value;
+            rndOffsetY = Random.value;
+#endif
+
+            // Generate the grain lut for the current frame first
+            if (m_GrainLookupRT == null || !m_GrainLookupRT.IsCreated())
+            {
+                GraphicsUtils.Destroy(m_GrainLookupRT);
+
+                m_GrainLookupRT = new RenderTexture(192, 192, 0, RenderTextureFormat.ARGBHalf)
+                {
+                    filterMode = FilterMode.Bilinear,
+                    wrapMode = TextureWrapMode.Repeat,
+                    anisoLevel = 0,
+                    name = "Grain Lookup Texture"
+                };
+
+                m_GrainLookupRT.Create();
+            }
+
+            var grainMaterial = context.materialFactory.Get("Hidden/Post FX/Grain Generator");
+            grainMaterial.SetFloat(Uniforms._Phase, time / 20f);
+
+            Graphics.Blit((Texture)null, m_GrainLookupRT, grainMaterial, settings.colored ? 1 : 0);
+
+            // Send everything to the uber shader
+            uberMaterial.SetTexture(Uniforms._GrainTex, m_GrainLookupRT);
+            uberMaterial.SetVector(Uniforms._Grain_Params1, new Vector2(settings.luminanceContribution, settings.intensity * 20f));
+            uberMaterial.SetVector(Uniforms._Grain_Params2, new Vector4((float)context.width / (float)m_GrainLookupRT.width / settings.size, (float)context.height / (float)m_GrainLookupRT.height / settings.size, rndOffsetX, rndOffsetY));
+        }
+    }
+}

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