using UnityEngine; public class NBPostProcessFlags: ShaderFlagsBase { public const string FlagsName = "_NBPostProcessFlags"; public static int FlagsId = Shader.PropertyToID(FlagsName); protected override int GetShaderFlagsId(int index = 0) { return FlagsId; } protected override string GetShaderFlagsName(int index = 0) { return FlagsName; } public NBPostProcessFlags(Material material = null): base(material) { } public const int FLAG_BIT_NB_POSTPROCESS_ON = 1 << 0; public const int FLAG_BIT_DISTORT_SPEED = 1 << 1; public const int FLAG_BIT_OVERLAYTEXTURE = 1 << 2; public const int FLAG_BIT_FLASH = 1 << 3; public const int FLAG_BIT_CHORATICABERRAT = 1 << 4; public const int FLAG_BIT_RADIALBLUR = 1 << 5; public const int FLAG_BIT_VIGNETTE = 1 << 6; public const int FLAG_BIT_OVERLAYTEXTURE_POLLARCOORD = 1 << 7; public const int FLAG_BIT_OVERLAYTEXTURE_MASKMAP = 1 << 8; public const int FLAG_BIT_POST_DISTORT_SCREEN_UV = 1 << 9;//默认来自于PolarUV public const int FLAG_BIT_RADIALBLUR_BY_DISTORT = 1 << 10;//默认来自于PolarUV public const int FLAG_BIT_CHORATICABERRAT_BY_DISTORT = 1 << 11;//默认来自于PolarUV }