init
This commit is contained in:
5
Assets/Spine Examples/Scripts/Sample Components/Ghost/Shaders.meta
Executable file
5
Assets/Spine Examples/Scripts/Sample Components/Ghost/Shaders.meta
Executable file
@@ -0,0 +1,5 @@
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fileFormatVersion: 2
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guid: a0cee0de78cef7440ae0b5aac39ae971
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folderAsset: yes
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DefaultImporter:
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userData:
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@@ -0,0 +1,67 @@
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// - Unlit + no shadow
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// - Premultiplied Alpha Blending (One OneMinusSrcAlpha)
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// - Double-sided, no depth
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Shader "Spine/Special/SkeletonGhost" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_TextureFade ("Texture Fade Out", Range(0,1)) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"IgnoreProjector"="False"
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"RenderType"="Transparent"
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}
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Fog { Mode Off }
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Blend One OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _Color;
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fixed _TextureFade;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.color = v.color;
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return o;
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}
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fixed4 frag (VertexOutput i) : SV_Target {
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fixed4 tc = tex2D(_MainTex, i.uv);
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tc = fixed4(max(_TextureFade, tc.r), max(_TextureFade, tc.g), max(_TextureFade, tc.b), tc.a);
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return tc * ((i.color * _Color) * tc.a);
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 3873d4699ee8a4b4da8fa6b8c229b94d
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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201
Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhost.cs
Executable file
201
Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhost.cs
Executable file
@@ -0,0 +1,201 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
|
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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||||
* include this license and copyright notice.
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||||
*
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||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*****************************************************************************/
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// Contributed by: Mitch Thompson
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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[RequireComponent(typeof(SkeletonRenderer))]
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public class SkeletonGhost : MonoBehaviour {
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// Internal Settings
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const HideFlags GhostHideFlags = HideFlags.HideInHierarchy;
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const string GhostingShaderName = "Spine/Special/SkeletonGhost";
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[Header("Animation")]
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public bool ghostingEnabled = true;
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[Tooltip("The time between invididual ghost pieces being spawned.")]
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[UnityEngine.Serialization.FormerlySerializedAs("spawnRate")]
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public float spawnInterval = 1f / 30f;
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[Tooltip("Maximum number of ghosts that can exist at a time. If the fade speed is not fast enough, the oldest ghost will immediately disappear to enforce the maximum number.")]
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public int maximumGhosts = 10;
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public float fadeSpeed = 10;
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[Header("Rendering")]
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public Shader ghostShader;
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public Color32 color = new Color32(0xFF, 0xFF, 0xFF, 0x00); // default for additive.
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[Tooltip("Remember to set color alpha to 0 if Additive is true")]
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public bool additive = true;
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[Tooltip("0 is Color and Alpha, 1 is Alpha only.")]
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[Range(0, 1)]
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public float textureFade = 1;
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[Header("Sorting")]
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public bool sortWithDistanceOnly;
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public float zOffset = 0f;
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float nextSpawnTime;
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SkeletonGhostRenderer[] pool;
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int poolIndex = 0;
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SkeletonRenderer skeletonRenderer;
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MeshRenderer meshRenderer;
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MeshFilter meshFilter;
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readonly Dictionary<Material, Material> materialTable = new Dictionary<Material, Material>();
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void Start () {
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Initialize(false);
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}
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public void Initialize (bool overwrite) {
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if (pool == null || overwrite) {
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if (ghostShader == null)
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ghostShader = Shader.Find(GhostingShaderName);
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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meshFilter = GetComponent<MeshFilter>();
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meshRenderer = GetComponent<MeshRenderer>();
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nextSpawnTime = Time.time + spawnInterval;
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pool = new SkeletonGhostRenderer[maximumGhosts];
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for (int i = 0; i < maximumGhosts; i++) {
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GameObject go = new GameObject(gameObject.name + " Ghost", typeof(SkeletonGhostRenderer));
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pool[i] = go.GetComponent<SkeletonGhostRenderer>();
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go.SetActive(false);
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go.hideFlags = GhostHideFlags;
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}
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var skeletonAnimation = skeletonRenderer as Spine.Unity.IAnimationStateComponent;
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if (skeletonAnimation != null)
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skeletonAnimation.AnimationState.Event += OnEvent;
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}
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}
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//SkeletonAnimation
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/*
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* Int Value: 0 sets ghostingEnabled to false, 1 sets ghostingEnabled to true
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* Float Value: Values greater than 0 set the spawnRate equal the float value
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* String Value: Pass RGBA hex color values in to set the color property. IE: "A0FF8BFF"
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*/
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void OnEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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if (e.Data.Name.Equals("Ghosting", System.StringComparison.Ordinal)) {
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ghostingEnabled = e.Int > 0;
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if (e.Float > 0)
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spawnInterval = e.Float;
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if (!string.IsNullOrEmpty(e.String))
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this.color = HexToColor(e.String);
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}
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}
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//SkeletonAnimator
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//SkeletonAnimator or Mecanim based animations only support toggling ghostingEnabled. Be sure not to set anything other than the Int param in Spine or String will take priority.
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void Ghosting (float val) {
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ghostingEnabled = val > 0;
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}
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void Update () {
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if (!ghostingEnabled || poolIndex >= pool.Length)
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return;
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if (Time.time >= nextSpawnTime) {
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GameObject go = pool[poolIndex].gameObject;
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Material[] materials = meshRenderer.sharedMaterials;
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for (int i = 0; i < materials.Length; i++) {
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var originalMat = materials[i];
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Material ghostMat;
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if (!materialTable.ContainsKey(originalMat)) {
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ghostMat = new Material(originalMat) {
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shader = ghostShader,
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color = Color.white
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};
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if (ghostMat.HasProperty("_TextureFade"))
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ghostMat.SetFloat("_TextureFade", textureFade);
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materialTable.Add(originalMat, ghostMat);
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} else {
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ghostMat = materialTable[originalMat];
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}
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materials[i] = ghostMat;
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}
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var goTransform = go.transform;
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goTransform.parent = transform;
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pool[poolIndex].Initialize(meshFilter.sharedMesh, materials, color, additive, fadeSpeed, meshRenderer.sortingLayerID, (sortWithDistanceOnly) ? meshRenderer.sortingOrder : meshRenderer.sortingOrder - 1);
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goTransform.localPosition = new Vector3(0f, 0f, zOffset);
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goTransform.localRotation = Quaternion.identity;
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goTransform.localScale = Vector3.one;
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goTransform.parent = null;
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poolIndex++;
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if (poolIndex == pool.Length)
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poolIndex = 0;
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nextSpawnTime = Time.time + spawnInterval;
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}
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}
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void OnDestroy () {
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if (pool != null) {
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for (int i = 0; i < maximumGhosts; i++)
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if (pool[i] != null) pool[i].Cleanup();
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}
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foreach (var mat in materialTable.Values)
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Destroy(mat);
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}
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// based on UnifyWiki http://wiki.unity3d.com/index.php?title=HexConverter
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static Color32 HexToColor (string hex) {
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const System.Globalization.NumberStyles HexNumber = System.Globalization.NumberStyles.HexNumber;
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if (hex.Length < 6)
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return Color.magenta;
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hex = hex.Replace("#", "");
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byte r = byte.Parse(hex.Substring(0, 2), HexNumber);
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byte g = byte.Parse(hex.Substring(2, 2), HexNumber);
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byte b = byte.Parse(hex.Substring(4, 2), HexNumber);
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byte a = 0xFF;
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if (hex.Length == 8)
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a = byte.Parse(hex.Substring(6, 2), HexNumber);
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return new Color32(r, g, b, a);
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}
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}
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}
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13
Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhost.cs.meta
Executable file
13
Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhost.cs.meta
Executable file
@@ -0,0 +1,13 @@
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||||
fileFormatVersion: 2
|
||||
guid: 02f2fa991881c6d419500ccc40ad443f
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||||
timeCreated: 1431858330
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||||
licenseType: Free
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||||
MonoImporter:
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||||
serializedVersion: 2
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||||
defaultReferences:
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||||
- ghostShader: {fileID: 4800000, guid: 3873d4699ee8a4b4da8fa6b8c229b94d, type: 3}
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
128
Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhostRenderer.cs
Executable file
128
Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhostRenderer.cs
Executable file
@@ -0,0 +1,128 @@
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||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using System.Collections;
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using UnityEngine;
|
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namespace Spine.Unity.Examples {
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public class SkeletonGhostRenderer : MonoBehaviour {
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static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
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const string colorPropertyName = "_Color";
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float fadeSpeed = 10;
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Color32 startColor;
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MeshFilter meshFilter;
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MeshRenderer meshRenderer;
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MaterialPropertyBlock mpb;
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int colorId;
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void Awake () {
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meshRenderer = gameObject.AddComponent<MeshRenderer>();
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meshFilter = gameObject.AddComponent<MeshFilter>();
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colorId = Shader.PropertyToID(colorPropertyName);
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mpb = new MaterialPropertyBlock();
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}
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public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
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StopAllCoroutines();
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gameObject.SetActive(true);
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meshRenderer.sharedMaterials = materials;
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meshRenderer.sortingLayerID = sortingLayerID;
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meshRenderer.sortingOrder = sortingOrder;
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meshFilter.sharedMesh = Instantiate(mesh);
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startColor = color;
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mpb.SetColor(colorId, color);
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meshRenderer.SetPropertyBlock(mpb);
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fadeSpeed = speed;
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if (additive)
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StartCoroutine(FadeAdditive());
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else
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StartCoroutine(Fade());
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}
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IEnumerator Fade () {
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Color32 c = startColor;
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Color32 black = SkeletonGhostRenderer.TransparentBlack;
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float t = 1f;
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for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
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c = Color32.Lerp(black, startColor, t);
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mpb.SetColor(colorId, c);
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meshRenderer.SetPropertyBlock(mpb);
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t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
|
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if (t <= 0)
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break;
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yield return null;
|
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}
|
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Destroy(meshFilter.sharedMesh);
|
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gameObject.SetActive(false);
|
||||
}
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IEnumerator FadeAdditive () {
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Color32 c = startColor;
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Color32 black = SkeletonGhostRenderer.TransparentBlack;
|
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|
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float t = 1f;
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for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
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c = Color32.Lerp(black, startColor, t);
|
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mpb.SetColor(colorId, c);
|
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meshRenderer.SetPropertyBlock(mpb);
|
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|
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t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
|
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if (t <= 0)
|
||||
break;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Destroy(meshFilter.sharedMesh);
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Cleanup () {
|
||||
if (meshFilter != null && meshFilter.sharedMesh != null)
|
||||
Destroy(meshFilter.sharedMesh);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58e3a9b80754b7545a1dff4d8475b51f
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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