249 lines
9.7 KiB
C#
Executable File
249 lines
9.7 KiB
C#
Executable File
/******************************************************************************
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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) 2013-2022, 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
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* 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
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* (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
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* (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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#if UNITY_2019_3_OR_NEWER
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#define HAS_FORCE_RENDER_OFF
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#endif
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#if UNITY_2017_2_OR_NEWER
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#define HAS_VECTOR_INT
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Spine.Unity.Examples {
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/// <summary>
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/// When enabled, this component renders a skeleton to a RenderTexture and
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/// then draws this RenderTexture at a quad of the same size.
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/// This allows changing transparency at a single quad, which produces a more
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/// natural fadeout effect.
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/// Note: It is recommended to keep this component disabled as much as possible
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/// because of the additional rendering overhead. Only enable it when alpha blending is required.
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/// </summary>
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[RequireComponent(typeof(SkeletonRenderer))]
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public class SkeletonRenderTexture : MonoBehaviour {
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#if HAS_VECTOR_INT
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public Color color = Color.white;
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public Material quadMaterial;
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public Camera targetCamera;
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public int maxRenderTextureSize = 1024;
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protected SkeletonRenderer skeletonRenderer;
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protected MeshRenderer meshRenderer;
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protected MeshFilter meshFilter;
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public GameObject quad;
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protected MeshRenderer quadMeshRenderer;
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protected MeshFilter quadMeshFilter;
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protected Mesh quadMesh;
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public RenderTexture renderTexture;
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private CommandBuffer commandBuffer;
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private MaterialPropertyBlock propertyBlock;
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private readonly List<Material> materials = new List<Material>();
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protected Vector2Int requiredRenderTextureSize;
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protected Vector2Int allocatedRenderTextureSize;
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void Awake () {
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meshRenderer = this.GetComponent<MeshRenderer>();
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meshFilter = this.GetComponent<MeshFilter>();
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skeletonRenderer = this.GetComponent<SkeletonRenderer>();
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if (targetCamera == null)
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targetCamera = Camera.main;
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commandBuffer = new CommandBuffer();
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propertyBlock = new MaterialPropertyBlock();
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CreateQuadChild();
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}
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void OnDestroy () {
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if (renderTexture)
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RenderTexture.ReleaseTemporary(renderTexture);
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}
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void CreateQuadChild () {
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quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
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quad.transform.SetParent(this.transform.parent, false);
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quadMeshRenderer = quad.GetComponent<MeshRenderer>();
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quadMeshFilter = quad.GetComponent<MeshFilter>();
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quadMesh = new Mesh();
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quadMesh.MarkDynamic();
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quadMesh.name = "RenderTexture Quad";
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quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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if (quadMaterial != null)
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quadMeshRenderer.material = new Material(quadMaterial);
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else
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quadMeshRenderer.material = new Material(Shader.Find("Spine/RenderQuad"));
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}
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void OnEnable () {
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skeletonRenderer.OnMeshAndMaterialsUpdated += RenderOntoQuad;
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#if HAS_FORCE_RENDER_OFF
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meshRenderer.forceRenderingOff = true;
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#else
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Debug.LogError("This component requires Unity 2019.3 or newer for meshRenderer.forceRenderingOff. " +
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"Otherwise you will see the mesh rendered twice.");
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#endif
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if (quadMeshRenderer)
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quadMeshRenderer.gameObject.SetActive(true);
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}
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void OnDisable () {
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skeletonRenderer.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
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#if HAS_FORCE_RENDER_OFF
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meshRenderer.forceRenderingOff = false;
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#endif
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if (quadMeshRenderer)
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quadMeshRenderer.gameObject.SetActive(false);
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if (renderTexture)
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RenderTexture.ReleaseTemporary(renderTexture);
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allocatedRenderTextureSize = Vector2Int.zero;
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}
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void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
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PrepareForMesh();
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RenderToRenderTexture();
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AssignAtQuad();
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}
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protected void PrepareForMesh () {
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Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
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Vector3 meshMinWorldSpace = transform.TransformPoint(boundsLocalSpace.min);
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Vector3 meshMaxWorldSpace = transform.TransformPoint(boundsLocalSpace.max);
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Vector3 meshMinXMaxYWorldSpace = new Vector3(meshMinWorldSpace.x, meshMaxWorldSpace.y);
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Vector3 meshMaxXMinYWorldSpace = new Vector3(meshMaxWorldSpace.x, meshMinWorldSpace.y);
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// We need to get the min/max of all four corners, close position and rotation of the skeleton
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// in combination with perspective projection otherwise might lead to incorrect screen space min/max.
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Vector3 meshMinProjected = targetCamera.WorldToScreenPoint(meshMinWorldSpace);
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Vector3 meshMaxProjected = targetCamera.WorldToScreenPoint(meshMaxWorldSpace);
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Vector3 meshMinXMaxYProjected = targetCamera.WorldToScreenPoint(meshMinXMaxYWorldSpace);
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Vector3 meshMaxXMinYProjected = targetCamera.WorldToScreenPoint(meshMaxXMinYWorldSpace);
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// To handle 180 degree rotation and thus min/max inversion, we get min/max of all four corners
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Vector3 meshMinScreenSpace =
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Vector3.Min(meshMinProjected, Vector3.Min(meshMaxProjected,
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Vector3.Min(meshMinXMaxYProjected, meshMaxXMinYProjected)));
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Vector3 meshMaxScreenSpace =
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Vector3.Max(meshMinProjected, Vector3.Max(meshMaxProjected,
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Vector3.Max(meshMinXMaxYProjected, meshMaxXMinYProjected)));
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requiredRenderTextureSize = new Vector2Int(
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Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.x - meshMinScreenSpace.x))),
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Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.y - meshMinScreenSpace.y))));
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PrepareRenderTexture();
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PrepareCommandBuffer(meshMinWorldSpace, meshMaxWorldSpace);
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}
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protected void PrepareCommandBuffer (Vector3 meshMinWorldSpace, Vector3 meshMaxWorldSpace) {
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commandBuffer.Clear();
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commandBuffer.SetRenderTarget(renderTexture);
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commandBuffer.ClearRenderTarget(true, true, Color.clear);
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Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
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meshMinWorldSpace.x, meshMaxWorldSpace.x,
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meshMinWorldSpace.y, meshMaxWorldSpace.y,
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float.MinValue, float.MaxValue);
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commandBuffer.SetProjectionMatrix(projectionMatrix);
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commandBuffer.SetViewport(new Rect(Vector2.zero, requiredRenderTextureSize));
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}
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protected void RenderToRenderTexture () {
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meshRenderer.GetPropertyBlock(propertyBlock);
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meshRenderer.GetSharedMaterials(materials);
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for (int i = 0; i < materials.Count; i++)
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commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
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materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock);
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Graphics.ExecuteCommandBuffer(commandBuffer);
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}
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protected void AssignAtQuad () {
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Vector2 min = meshFilter.sharedMesh.bounds.min;
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Vector2 max = meshFilter.sharedMesh.bounds.max;
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Vector3[] vertices = new Vector3[4] {
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new Vector3(min.x, min.y, 0),
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new Vector3(max.x, min.y, 0),
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new Vector3(min.x, max.y, 0),
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new Vector3(max.x, max.y, 0)
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};
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quadMesh.vertices = vertices;
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int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 };
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quadMesh.triangles = indices;
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Vector3[] normals = new Vector3[4] {
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-Vector3.forward,
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-Vector3.forward,
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-Vector3.forward,
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-Vector3.forward
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};
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quadMesh.normals = normals;
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float maxU = (float)(requiredRenderTextureSize.x) / allocatedRenderTextureSize.x;
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float maxV = (float)(requiredRenderTextureSize.y) / allocatedRenderTextureSize.y;
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Vector2[] uv = new Vector2[4] {
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new Vector2(0, 0),
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new Vector2(maxU, 0),
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new Vector2(0, maxV),
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new Vector2(maxU, maxV)
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};
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quadMesh.uv = uv;
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quadMeshFilter.mesh = quadMesh;
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quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
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quadMeshRenderer.sharedMaterial.color = color;
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quadMeshRenderer.transform.position = this.transform.position;
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quadMeshRenderer.transform.rotation = this.transform.rotation;
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quadMeshRenderer.transform.localScale = this.transform.localScale;
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}
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protected void PrepareRenderTexture () {
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Vector2Int textureSize = new Vector2Int(
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Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
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Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
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if (textureSize != allocatedRenderTextureSize) {
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if (renderTexture)
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RenderTexture.ReleaseTemporary(renderTexture);
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renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
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allocatedRenderTextureSize = textureSize;
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}
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}
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#endif
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}
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}
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