using System; using UnityEngine; // UnityEngine.Rendering.PostProcessingをusing using UnityEngine.Rendering.PostProcessing; [Serializable] // 必ずSerializableアトリビュートを付ける [PostProcess(typeof(CRTRenderer), PostProcessEvent.AfterStack, "Custom/CRT", true)] public sealed class CRT : PostProcessEffectSettings { [Range(0f, 1f)] public FloatParameter distort = new FloatParameter { value = 0.0f }; [Range(0f, 1f)] public FloatParameter RGBBlend = new FloatParameter { value = 1f }; [Range(0f, 1f)] public FloatParameter BottomCollapse = new FloatParameter { value = 0f }; [Range(0f, 1f)] public FloatParameter NoiseAmount = new FloatParameter { value = 0f }; /*// 有効化する条件はこうやって指定する(ちゃんとやっておいたほうがパフォーマンスにつながりそう) public override bool IsEnabledAndSupported(PostProcessRenderContext context) { //Debug.Log(base.IsEnabledAndSupported(context)); return base.IsEnabledAndSupported(context) || distort != 0; //return true; }*/ }