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using UnityEngine; namespace UnityStandardAssets.ImageEffects { public enum AAMode { FXAA2 = 0, FXAA3Console = 1, FXAA1PresetA = 2, FXAA1PresetB = 3, NFAA = 4, SSAA = 5, DLAA = 6, } [ExecuteInEditMode] [RequireComponent(typeof (Camera))] [AddComponentMenu("Image Effects/Other/Antialiasing")] public class Antialiasing : PostEffectsBase { public AAMode mode = AAMode.FXAA3Console; public bool showGeneratedNormals = false; public float offsetScale = 0.2f; public float blurRadius = 18.0f; public float edgeThresholdMin = 0.05f; public float edgeThreshold = 0.2f; public float edgeSharpness = 4.0f; public bool dlaaSharp = false; public Shader ssaaShader; private Material ssaa; public Shader dlaaShader; private Material dlaa; public Shader nfaaShader; private Material nfaa; public Shader shaderFXAAPreset2; private Material materialFXAAPreset2; public Shader shaderFXAAPreset3; private Material materialFXAAPreset3; public Shader shaderFXAAII; private Material materialFXAAII; public Shader shaderFXAAIII; private Material materialFXAAIII; public Material CurrentAAMaterial() { Material returnValue = null; switch (mode) { case AAMode.FXAA3Console: returnValue = materialFXAAIII; break; case AAMode.FXAA2: returnValue = materialFXAAII; break; case AAMode.FXAA1PresetA: returnValue = materialFXAAPreset2; break; case AAMode.FXAA1PresetB: returnValue = materialFXAAPreset3; break; case AAMode.NFAA: returnValue = nfaa; break; case AAMode.SSAA: returnValue = ssaa; break; case AAMode.DLAA: returnValue = dlaa; break; default: returnValue = null; break; } return returnValue; } public override bool CheckResources() { CheckSupport(false); materialFXAAPreset2 = CreateMaterial(shaderFXAAPreset2, materialFXAAPreset2); materialFXAAPreset3 = CreateMaterial(shaderFXAAPreset3, materialFXAAPreset3); materialFXAAII = CreateMaterial(shaderFXAAII, materialFXAAII); materialFXAAIII = CreateMaterial(shaderFXAAIII, materialFXAAIII); nfaa = CreateMaterial(nfaaShader, nfaa); ssaa = CreateMaterial(ssaaShader, ssaa); dlaa = CreateMaterial(dlaaShader, dlaa); if (!ssaaShader.isSupported) { NotSupported(); ReportAutoDisable(); } return isSupported; } public void OnRenderImage(RenderTexture source, RenderTexture destination) { if (CheckResources() == false) { Graphics.Blit(source, destination); return; } // ---------------------------------------------------------------- // FXAA antialiasing modes if (mode == AAMode.FXAA3Console && (materialFXAAIII != null)) { materialFXAAIII.SetFloat("_EdgeThresholdMin", edgeThresholdMin); materialFXAAIII.SetFloat("_EdgeThreshold", edgeThreshold); materialFXAAIII.SetFloat("_EdgeSharpness", edgeSharpness); Graphics.Blit(source, destination, materialFXAAIII); } else if (mode == AAMode.FXAA1PresetB && (materialFXAAPreset3 != null)) { Graphics.Blit(source, destination, materialFXAAPreset3); } else if (mode == AAMode.FXAA1PresetA && materialFXAAPreset2 != null) { source.anisoLevel = 4; Graphics.Blit(source, destination, materialFXAAPreset2); source.anisoLevel = 0; } else if (mode == AAMode.FXAA2 && materialFXAAII != null) { Graphics.Blit(source, destination, materialFXAAII); } else if (mode == AAMode.SSAA && ssaa != null) { // ---------------------------------------------------------------- // SSAA antialiasing Graphics.Blit(source, destination, ssaa); } else if (mode == AAMode.DLAA && dlaa != null) { // ---------------------------------------------------------------- // DLAA antialiasing source.anisoLevel = 0; RenderTexture interim = RenderTexture.GetTemporary(source.width, source.height); Graphics.Blit(source, interim, dlaa, 0); Graphics.Blit(interim, destination, dlaa, dlaaSharp ? 2 : 1); RenderTexture.ReleaseTemporary(interim); } else if (mode == AAMode.NFAA && nfaa != null) { // ---------------------------------------------------------------- // nfaa antialiasing source.anisoLevel = 0; nfaa.SetFloat("_OffsetScale", offsetScale); nfaa.SetFloat("_BlurRadius", blurRadius); Graphics.Blit(source, destination, nfaa, showGeneratedNormals ? 1 : 0); } else { // none of the AA is supported, fallback to a simple blit Graphics.Blit(source, destination); } } } }  dlaaShader>I nfaaShader>I shaderFXAAII>I shaderFXAAIII>IshaderFXAAPreset2>IshaderFXAAPreset3>I ssaaShader>I Antialiasing UnityStandardAssets.ImageEffectsAssembly-CSharp-firstpass.dll