18     [RequireComponent(typeof (Camera))]
    19     [AddComponentMenu(
"Image Effects/Other/Antialiasing")]
    24         public bool showGeneratedNormals = 
false;
    25         public float offsetScale = 0.2f;
    26         public float blurRadius = 18.0f;
    28         public float edgeThresholdMin = 0.05f;
    29         public float edgeThreshold = 0.2f;
    30         public float edgeSharpness = 4.0f;
    32         public bool dlaaSharp = 
false;
    52             Material returnValue = null;
    57                     returnValue = materialFXAAIII;
    60                     returnValue = materialFXAAII;
    63                     returnValue = materialFXAAPreset2;
    66                     returnValue = materialFXAAPreset3;
    90             materialFXAAPreset2 = CreateMaterial(shaderFXAAPreset2, materialFXAAPreset2);
    91             materialFXAAPreset3 = CreateMaterial(shaderFXAAPreset3, materialFXAAPreset3);
    92             materialFXAAII = CreateMaterial(shaderFXAAII, materialFXAAII);
    93             materialFXAAIII = CreateMaterial(shaderFXAAIII, materialFXAAIII);
    94             nfaa = CreateMaterial(nfaaShader, nfaa);
    95             ssaa = CreateMaterial(ssaaShader, ssaa);
    96             dlaa = CreateMaterial(dlaaShader, dlaa);
    98             if (!ssaaShader.isSupported)
   110             if (CheckResources() == 
false)
   112                 Graphics.Blit(source, destination);
   119             if (mode == 
AAMode.FXAA3Console && (materialFXAAIII != null))
   121                 materialFXAAIII.SetFloat(
"_EdgeThresholdMin", edgeThresholdMin);
   122                 materialFXAAIII.SetFloat(
"_EdgeThreshold", edgeThreshold);
   123                 materialFXAAIII.SetFloat(
"_EdgeSharpness", edgeSharpness);
   125                 Graphics.Blit(source, destination, materialFXAAIII);
   127             else if (mode == 
AAMode.FXAA1PresetB && (materialFXAAPreset3 != null))
   129                 Graphics.Blit(source, destination, materialFXAAPreset3);
   131             else if (mode == 
AAMode.FXAA1PresetA && materialFXAAPreset2 != null)
   133                 source.anisoLevel = 4;
   134                 Graphics.Blit(source, destination, materialFXAAPreset2);
   135                 source.anisoLevel = 0;
   137             else if (mode == 
AAMode.FXAA2 && materialFXAAII != null)
   139                 Graphics.Blit(source, destination, materialFXAAII);
   141             else if (mode == 
AAMode.SSAA && ssaa != null)
   145                 Graphics.Blit(source, destination, ssaa);
   147             else if (mode == 
AAMode.DLAA && dlaa != null)
   152                 source.anisoLevel = 0;
   153                 RenderTexture interim = RenderTexture.GetTemporary(source.width, source.height);
   154                 Graphics.Blit(source, interim, dlaa, 0);
   155                 Graphics.Blit(interim, destination, dlaa, dlaaSharp ? 2 : 1);
   156                 RenderTexture.ReleaseTemporary(interim);
   158             else if (mode == 
AAMode.NFAA && nfaa != null)
   163                 source.anisoLevel = 0;
   165                 nfaa.SetFloat(
"_OffsetScale", offsetScale);
   166                 nfaa.SetFloat(
"_BlurRadius", blurRadius);
   168                 Graphics.Blit(source, destination, nfaa, showGeneratedNormals ? 1 : 0);
   173                 Graphics.Blit(source, destination);
 Material materialFXAAPreset3
 
A Utility class for performing various image based rendering tasks. 
 
Material materialFXAAPreset2
 
override bool CheckResources()
 
Material CurrentAAMaterial()
 
void OnRenderImage(RenderTexture source, RenderTexture destination)