/// <inheritdoc />
        public async Task FadeInAsync(float fadeInTime)
        {
            using (FadeInAsyncPerfMarker.Auto())
            {
                if (quads.Count == 0)
                {
                    Debug.LogError("No camera targets found - are you trying to fade in before you've faded out?");
                    return;
                }

                switch (State)
                {
                case CameraFaderState.Opaque:
                    break;

                default:
                    Debug.LogWarning("Can't fade in in state " + State + " - not proceeding.");
                    break;
                }

                State = CameraFaderState.FadingIn;

                // Perform our fade
                float fadeAmount = 0;
                while (fadeAmount < 1)
                {
                    fadeAmount  += Time.unscaledDeltaTime;
                    currentColor = Color.Lerp(fadeOutColor, fadeInColor, fadeAmount);

                    foreach (Quad quad in quads.Values)
                    {
                        // Must have been destroyed - just continue
                        if (quad.Renderer == null)
                        {
                            continue;
                        }

                        quad.PropertyBlock.SetColor(QuadMaterialColorName, currentColor);
                        quad.Renderer.SetPropertyBlock(quad.PropertyBlock);
                    }

                    await Task.Yield();
                }

                await Task.Yield();

                DestroyQuads();

                State = CameraFaderState.Clear;
            }
        }
        /// <inheritdoc />
        public async Task FadeOutAsync(float fadeOutTime, Color color, IEnumerable <Camera> targets)
        {
            using (FadeOutAsyncPerfMarker.Auto())
            {
                switch (State)
                {
                case CameraFaderState.Clear:
                    break;

                default:
                    Debug.LogWarning("Can't fade out in state " + State + " - not proceeding.");
                    return;
                }

                State = CameraFaderState.FadingOut;

                fadeOutColor  = color;
                fadeInColor   = fadeOutColor;
                fadeInColor.a = 0;

                if (fadeOutColor.a < 1)
                {
                    Debug.LogWarning("Target color is not fully opaque.");
                }

                // Create our material
                if (quadMaterial == null)
                {
                    try
                    {
                        if (quadMaterialTemplate != null)
                        {   // If we have a template, use the template
                            quadMaterial = new Material(quadMaterialTemplate);
                        }
                        else
                        {   // Otherwise, create a material from scratch
                            // These keyword variants may not be available depending on what materials were included in the build
                            // If quad material does not display correctly, try setting the profile's CameraFaderMaterial with a template material
                            quadMaterial = new Material(Shader.Find(QuadMaterialShaderName));
                            // Set to fade
                            quadMaterial.SetInt("_Mode", 2);
                            quadMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
                            quadMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
                            quadMaterial.SetInt("_ZWrite", 0);
                            quadMaterial.DisableKeyword("_ALPHATEST_ON");
                            quadMaterial.EnableKeyword("_ALPHABLEND_ON");
                            quadMaterial.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                            quadMaterial.renderQueue = 3000;
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogError("Error when trying to create quad material in CameraFaderQuad");
                        Debug.LogException(e);
                        return;
                    }
                }

                quadMaterial.enableInstancing = true;
                quadMaterial.SetColor(QuadMaterialColorName, currentColor);

                // Create our quads
                foreach (Camera camera in targets)
                {
                    // Can't target the same camera twice
                    if (quads.ContainsKey(camera))
                    {
                        continue;
                    }

                    Quad quad = new Quad();
                    quad.PropertyBlock           = new MaterialPropertyBlock();
                    quad.Renderer                = GameObject.CreatePrimitive(PrimitiveType.Quad).GetComponent <Renderer>();
                    quad.Renderer.sharedMaterial = quadMaterial;
                    // Parent the quad under the camera
                    quad.Renderer.transform.parent        = camera.transform;
                    quad.Renderer.transform.localScale    = camera.orthographic ? Vector3.one * camera.orthographicSize : Vector3.one * camera.fieldOfView;
                    quad.Renderer.transform.localPosition = Vector3.forward * camera.nearClipPlane * 1.01f;
                    quad.Renderer.transform.localRotation = Quaternion.identity;

                    // Set the quad's layer to something the camera sees
                    for (int layer = 0; layer < 32; layer++)
                    {
                        if (camera.cullingMask == (camera.cullingMask | (1 << layer)))
                        {
                            quad.Renderer.gameObject.layer = layer;
                            break;
                        }
                    }

                    quads.Add(camera, quad);
                }

                // Perform our fade
                float fadeAmount = 0;
                while (fadeAmount < 1)
                {
                    fadeAmount  += Time.unscaledDeltaTime;
                    currentColor = Color.Lerp(fadeInColor, fadeOutColor, fadeAmount);

                    foreach (Quad quad in quads.Values)
                    {
                        // Must have been destroyed - just continue
                        if (quad.Renderer == null)
                        {
                            continue;
                        }

                        quad.PropertyBlock.SetColor(QuadMaterialColorName, currentColor);
                        quad.Renderer.SetPropertyBlock(quad.PropertyBlock);
                    }

                    await Task.Yield();
                }

                await Task.Yield();

                State = CameraFaderState.Opaque;
            }
        }
Exemple #3
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        /// <inheritdoc />
        public async Task FadeOutAsync(float fadeOutTime, Color color, IEnumerable <Camera> targets)
        {
            switch (State)
            {
            case CameraFaderState.Clear:
                break;

            default:
                Debug.LogWarning("Can't fade out in state " + State + " - not proceeding.");
                return;
            }

            State = CameraFaderState.FadingOut;

            fadeOutColor  = color;
            fadeInColor   = fadeOutColor;
            fadeInColor.a = 0;

            if (fadeOutColor.a < 1)
            {
                Debug.LogWarning("Target color is not fully opaque.");
            }

            // Create our material
            if (quadMaterial == null)
            {
                try
                {
                    quadMaterial = new Material(Shader.Find(QuadMaterialShaderName));
                }
                catch (Exception e)
                {
                    Debug.LogError("Error when trying to create quad material in CameraFaderQuad");
                    Debug.LogException(e);
                    return;
                }
            }

            quadMaterial.SetColor(QuadMaterialColorName, currentColor);

            // Create our quads
            foreach (Camera camera in targets)
            {
                // Can't target the same camera twice
                if (quads.ContainsKey(camera))
                {
                    continue;
                }

                Quad quad = new Quad();
                quad.PropertyBlock           = new MaterialPropertyBlock();
                quad.Renderer                = GameObject.CreatePrimitive(PrimitiveType.Quad).GetComponent <Renderer>();
                quad.Renderer.sharedMaterial = quadMaterial;
                // Parent the quad under the camera
                quad.Renderer.transform.parent        = camera.transform;
                quad.Renderer.transform.localScale    = camera.orthographic ? Vector3.one * camera.orthographicSize : Vector3.one * camera.fieldOfView;
                quad.Renderer.transform.localPosition = Vector3.forward * camera.nearClipPlane * 1.01f;
                quad.Renderer.transform.localRotation = Quaternion.identity;

                // Set the quad's layer to something the camera sees
                for (int layer = 0; layer < 32; layer++)
                {
                    if (camera.cullingMask == (camera.cullingMask | (1 << layer)))
                    {
                        quad.Renderer.gameObject.layer = layer;
                        break;
                    }
                }

                quads.Add(camera, quad);
            }

            // Perform our fade
            float fadeAmount = 0;

            while (fadeAmount < 1)
            {
                fadeAmount  += Time.unscaledDeltaTime;
                currentColor = Color.Lerp(fadeInColor, fadeOutColor, fadeAmount);

                foreach (Quad quad in quads.Values)
                {
                    // Must have been destroyed - just continue
                    if (quad.Renderer == null)
                    {
                        continue;
                    }

                    quad.PropertyBlock.SetColor(QuadMaterialColorName, currentColor);
                    quad.Renderer.SetPropertyBlock(quad.PropertyBlock);
                }

                await Task.Yield();
            }

            await Task.Yield();

            State = CameraFaderState.Opaque;
        }