using RoR2; using UnityEngine.Rendering.PostProcessing; public sealed class SobelRainRenderer : PostProcessEffectRenderer { public override void Render(PostProcessRenderContext context) { PropertySheet propertySheet = context.propertySheets.Get(LegacyShaderAPI.Find("Hidden/PostProcess/SobelRain")); propertySheet.properties.SetFloat("_RainIntensity", base.settings.rainIntensity); propertySheet.properties.SetFloat("_OutlineScale", base.settings.outlineScale); propertySheet.properties.SetFloat("_RainDensity", base.settings.rainDensity); propertySheet.properties.SetTexture("_RainTexture", base.settings.rainTexture); propertySheet.properties.SetColor("_RainColor", base.settings.rainColor); context.command.BlitFullscreenTriangle(context.source, context.destination, propertySheet, 0); } }