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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<VFXAttributeInfo> 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;";
}
}
}
}