namespace UnityEngine.PostProcessing; public sealed class DitheringComponent : PostProcessingComponentRenderTexture { private static class Uniforms { internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex"); internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords"); } private Texture2D[] noiseTextures; private int textureIndex; private const int k_TextureCount = 64; public override bool active => base.model.enabled && !context.interrupted; public override void OnDisable() { noiseTextures = null; } private void LoadNoiseTextures() { noiseTextures = new Texture2D[64]; for (int i = 0; i < 64; i++) { noiseTextures[i] = Resources.Load("Bluenoise64/LDR_LLL1_" + i); } } public override void Prepare(Material uberMaterial) { if (++textureIndex >= 64) { textureIndex = 0; } float value = Random.value; float value2 = Random.value; if (noiseTextures == null) { LoadNoiseTextures(); } Texture2D texture2D = noiseTextures[textureIndex]; uberMaterial.EnableKeyword("DITHERING"); uberMaterial.SetTexture(Uniforms._DitheringTex, texture2D); uberMaterial.SetVector(Uniforms._DitheringCoords, new Vector4((float)context.width / (float)texture2D.width, (float)context.height / (float)texture2D.height, value, value2)); } }