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using UnityEngine;
namespace UC
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Fade")]
public class ScreenSpaceFade : MonoBehaviour
{
public Color color;
[Range(0.0f, 1.0f)]
public float amount = 0f;
[SerializeField]
private Shader m_Shader;
public Shader shader
{
get
{
if (m_Shader == null)
m_Shader = Shader.Find("Hidden/ScreenSpaceFade");
return m_Shader;
}
}
private Material m_Material;
public Material material
{
get
{
if (m_Material == null)
m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(shader);
return m_Material;
}
}
private void OnEnable()
{
if (!ImageEffectHelper.IsSupported(shader, true, false, this))
enabled = false;
GetComponent<Camera>().depthTextureMode = DepthTextureMode.DepthNormals;
}
private void OnDisable()
{
if (m_Material != null)
DestroyImmediate(m_Material);
m_Material = null;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
material.SetColor("blend_color", color);
material.SetFloat("amount", amount);
Graphics.Blit(source, destination, material);
}
}
}