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-rw-r--r--Valheim_r202102_v0.141.2/Valheim/assembly_sunshafts/UnityStandardAssets.ImageEffects/MotionBlur.cs52
1 files changed, 0 insertions, 52 deletions
diff --git a/Valheim_r202102_v0.141.2/Valheim/assembly_sunshafts/UnityStandardAssets.ImageEffects/MotionBlur.cs b/Valheim_r202102_v0.141.2/Valheim/assembly_sunshafts/UnityStandardAssets.ImageEffects/MotionBlur.cs
deleted file mode 100644
index 4f34fc8..0000000
--- a/Valheim_r202102_v0.141.2/Valheim/assembly_sunshafts/UnityStandardAssets.ImageEffects/MotionBlur.cs
+++ /dev/null
@@ -1,52 +0,0 @@
-using UnityEngine;
-
-namespace UnityStandardAssets.ImageEffects;
-
-[ExecuteInEditMode]
-[AddComponentMenu("Image Effects/Blur/Motion Blur (Color Accumulation)")]
-[RequireComponent(typeof(Camera))]
-public class MotionBlur : ImageEffectBase
-{
- [Range(0f, 0.92f)]
- public float blurAmount = 0.8f;
-
- public bool extraBlur;
-
- private RenderTexture accumTexture;
-
- protected override void Start()
- {
- base.Start();
- }
-
- protected override void OnDisable()
- {
- base.OnDisable();
- Object.DestroyImmediate(accumTexture);
- }
-
- private void OnRenderImage(RenderTexture source, RenderTexture destination)
- {
- if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height)
- {
- Object.DestroyImmediate(accumTexture);
- accumTexture = new RenderTexture(source.width, source.height, 0);
- accumTexture.hideFlags = HideFlags.HideAndDontSave;
- Graphics.Blit(source, accumTexture);
- }
- if (extraBlur)
- {
- RenderTexture temporary = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
- accumTexture.MarkRestoreExpected();
- Graphics.Blit(accumTexture, temporary);
- Graphics.Blit(temporary, accumTexture);
- RenderTexture.ReleaseTemporary(temporary);
- }
- blurAmount = Mathf.Clamp(blurAmount, 0f, 0.92f);
- base.material.SetTexture("_MainTex", accumTexture);
- base.material.SetFloat("_AccumOrig", 1f - blurAmount);
- accumTexture.MarkRestoreExpected();
- Graphics.Blit(source, accumTexture, base.material);
- Graphics.Blit(accumTexture, destination);
- }
-}