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path: root/UnityEngine.PostProcessing/ChromaticAberrationComponent.cs
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namespace UnityEngine.PostProcessing;

public sealed class ChromaticAberrationComponent : PostProcessingComponentRenderTexture<ChromaticAberrationModel>
{
	private static class Uniforms
	{
		internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount");

		internal static readonly int _ChromaticAberration_Spectrum = Shader.PropertyToID("_ChromaticAberration_Spectrum");
	}

	private Texture2D m_SpectrumLut;

	public override bool active => base.model.enabled && base.model.settings.intensity > 0f && !context.interrupted;

	public override void OnDisable()
	{
		GraphicsUtils.Destroy(m_SpectrumLut);
		m_SpectrumLut = null;
	}

	public override void Prepare(Material uberMaterial)
	{
		ChromaticAberrationModel.Settings settings = base.model.settings;
		Texture2D texture2D = settings.spectralTexture;
		if (texture2D == null)
		{
			if (m_SpectrumLut == null)
			{
				m_SpectrumLut = new Texture2D(3, 1, TextureFormat.RGB24, mipmap: false)
				{
					name = "Chromatic Aberration Spectrum Lookup",
					filterMode = FilterMode.Bilinear,
					wrapMode = TextureWrapMode.Clamp,
					anisoLevel = 0,
					hideFlags = HideFlags.DontSave
				};
				Color[] pixels = new Color[3]
				{
					new Color(1f, 0f, 0f),
					new Color(0f, 1f, 0f),
					new Color(0f, 0f, 1f)
				};
				m_SpectrumLut.SetPixels(pixels);
				m_SpectrumLut.Apply();
			}
			texture2D = m_SpectrumLut;
		}
		uberMaterial.EnableKeyword("CHROMATIC_ABERRATION");
		uberMaterial.SetFloat(Uniforms._ChromaticAberration_Amount, settings.intensity * 0.03f);
		uberMaterial.SetTexture(Uniforms._ChromaticAberration_Spectrum, texture2D);
	}
}