protected RendererBase( DebugRendererAsset asset, MeshRenderer meshRenderer, MeshFilter meshFilter, int capacity = DefaultTriangleCapacity) { textShader = asset.TextShader; texturedShader = asset.TexturedShader; font = asset.Font; this.meshRenderer = meshRenderer; this.meshFilter = meshFilter; Color = new Color32(255, 255, 255, 255); mesh = new Mesh(); mesh.MarkDynamic(); this.meshFilter.mesh = mesh; textMaterial = new Material(textShader); texturedMaterial = new Material(texturedShader); materialPropertyBlock = new MaterialPropertyBlock(); textureShaderPropertyId = Shader.PropertyToID("_MainTex"); Font.textureRebuilt += OnFontTextureRebuilt; font.RequestCharactersInTexture(whiteString); SetCapacity(capacity); // 初回は手動 OnFontTextureRebuilt(font); }
public Renderer2D( DebugRendererAsset asset, MeshRenderer meshRenderer, MeshFilter meshFilter, int capacity = DefaultTriangleCapacity) : base(asset, meshRenderer, meshFilter, capacity) { }
public Renderer3D( DebugRendererAsset asset, Camera camera, MeshRenderer meshRenderer, MeshFilter meshFilter, int capacity = DefaultTriangleCapacity) : base(asset, meshRenderer, meshFilter, capacity) { this.camera = camera; }