using System.Collections.Generic; namespace UnityEditor.VFX.Block { [VFXHelpURL("Block-SubpixelAntiAliasing")] [VFXInfo(name = "Subpixel Anti-Aliasing", category = "Output")] class SubpixelAA : VFXBlock { public override string name { get { return "Subpixel Anti-Aliasing"; } } public override VFXContextType compatibleContexts { get { return VFXContextType.Output; } } public override VFXDataType compatibleData { get { return VFXDataType.Particle; } } public override IEnumerable attributes { get { yield return new VFXAttributeInfo(VFXAttribute.Position, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.Alpha, VFXAttributeMode.ReadWrite); yield return new VFXAttributeInfo(VFXAttribute.Size, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.ScaleX, VFXAttributeMode.ReadWrite); yield return new VFXAttributeInfo(VFXAttribute.ScaleY, VFXAttributeMode.ReadWrite); } } public override string source { get { return @" float2 localSize = size * float2(scaleX, scaleY); float clipPosW = TransformPositionVFXToClip(position).w; float minSize = clipPosW / (0.5f * min(abs(UNITY_MATRIX_P[0][0]) * _ScreenParams.x, abs(UNITY_MATRIX_P[1][1]) * _ScreenParams.y)); // max size in one pixel float2 clampedSize = max(localSize,minSize); float fade = (localSize.x * localSize.y) / (clampedSize.x * clampedSize.y); alpha *= fade; localSize = clampedSize; scaleX = localSize.x / size; scaleY = localSize.y / size;"; } } } }