Exemple #1
0
        static CanvasShader()
        {
            var convexFillShader  = GetShader("UIWidgets/canvas_convexFill");
            var fill0Shader       = GetShader("UIWidgets/canvas_fill0");
            var fill1Shader       = GetShader("UIWidgets/canvas_fill1");
            var stroke0Shader     = GetShader("UIWidgets/canvas_stroke0");
            var stroke1Shader     = GetShader("UIWidgets/canvas_stroke1");
            var texShader         = GetShader("UIWidgets/canvas_tex");
            var stencilShader     = GetShader("UIWidgets/canvas_stencil");
            var filterShader      = GetShader("UIWidgets/canvas_filter");
            var shadowBoxShader   = GetShader("UIWidgets/ShadowBox");
            var shadowRBoxShader  = GetShader("UIWidgets/ShadowRBox");
            var strokeAlphaShader = GetShader("UIWidgets/canvas_strokeAlpha");

            _convexFillMat = new MaterialByBlendModeStencilComp(convexFillShader);
            _fill0Mat      = new MaterialByStencilComp(fill0Shader);
            _fill1Mat      = new MaterialByBlendMode(fill1Shader);
            _stroke0Mat    = new MaterialByBlendModeStencilComp(stroke0Shader);
            _stroke1Mat    = new Material(stroke1Shader)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
            _strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShader);
            _texMat         = new MaterialByBlendModeStencilComp(texShader);
            _stencilMat     = new Material(stencilShader)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
            _filterMat = new Material(filterShader)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
            _shadowBox = new Material(shadowBoxShader)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
            _shadowRBox = new Material(shadowRBoxShader)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
        }
Exemple #2
0
        static CanvasShader()
        {
            var convexFillShader = Shader.Find("UIWidgets/canvas_convexFill");

            if (convexFillShader == null)
            {
                throw new Exception("UIWidgets/canvas_convexFill not found");
            }

            var fill0Shader = Shader.Find("UIWidgets/canvas_fill0");

            if (fill0Shader == null)
            {
                throw new Exception("UIWidgets/canvas_fill0 not found");
            }

            var fill1Shader = Shader.Find("UIWidgets/canvas_fill1");

            if (fill1Shader == null)
            {
                throw new Exception("UIWidgets/canvas_fill1 not found");
            }

            var stroke0Shader = Shader.Find("UIWidgets/canvas_stroke0");

            if (stroke0Shader == null)
            {
                throw new Exception("UIWidgets/canvas_stroke0 not found");
            }

            var stroke1Shader = Shader.Find("UIWidgets/canvas_stroke1");

            if (stroke1Shader == null)
            {
                throw new Exception("UIWidgets/canvas_stroke1 not found");
            }

            var texShader = Shader.Find("UIWidgets/canvas_tex");

            if (texShader == null)
            {
                throw new Exception("UIWidgets/canvas_tex not found");
            }

            var stencilShader = Shader.Find("UIWidgets/canvas_stencil");

            if (stencilShader == null)
            {
                throw new Exception("UIWidgets/canvas_stencil not found");
            }

            var filterShader = Shader.Find("UIWidgets/canvas_filter");

            if (filterShader == null)
            {
                throw new Exception("UIWidgets/canvas_filter not found");
            }

            _convexFillMat = new MaterialByBlendModeStencilComp(convexFillShader);
            _fill0Mat      = new MaterialByStencilComp(fill0Shader);
            _fill1Mat      = new MaterialByBlendMode(fill1Shader);
            _stroke0Mat    = new MaterialByBlendModeStencilComp(stroke0Shader);
            _stroke1Mat    = new Material(stroke1Shader)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
            _texMat     = new MaterialByBlendModeStencilComp(texShader);
            _stencilMat = new Material(stencilShader)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
            _filterMat = new Material(filterShader)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
        }
        static void InitShaders()
        {
            supportComputeBuffer = !WindowConfig.disableComputeBuffer && SystemInfo.supportsComputeShaders && IsShaderSupported();

            if (!supportComputeBuffer)
            {
                DebugAssert(false, "init default shaders");
                var convexFillShader  = GetShader("UIWidgets/canvas_convexFill");
                var fill0Shader       = GetShader("UIWidgets/canvas_fill0");
                var fill1Shader       = GetShader("UIWidgets/canvas_fill1");
                var stroke0Shader     = GetShader("UIWidgets/canvas_stroke0");
                var stroke1Shader     = GetShader("UIWidgets/canvas_stroke1");
                var texShader         = GetShader("UIWidgets/canvas_tex");
                var stencilShader     = GetShader("UIWidgets/canvas_stencil");
                var filterShader      = GetShader("UIWidgets/canvas_filter");
                var shadowBoxShader   = GetShader("UIWidgets/ShadowBox");
                var shadowRBoxShader  = GetShader("UIWidgets/ShadowRBox");
                var strokeAlphaShader = GetShader("UIWidgets/canvas_strokeAlpha");

                _convexFillMat = new MaterialByBlendModeStencilComp(convexFillShader);
                _fill0Mat      = new MaterialByStencilComp(fill0Shader);
                _fill1Mat      = new MaterialByBlendMode(fill1Shader);
                _stroke0Mat    = new MaterialByBlendModeStencilComp(stroke0Shader);
                _stroke1Mat    = new Material(stroke1Shader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShader);
                _texMat         = new MaterialByBlendModeStencilComp(texShader);
                _stencilMat     = new Material(stencilShader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _filterMat = new Material(filterShader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _shadowBox = new Material(shadowBoxShader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _shadowRBox = new Material(shadowRBoxShader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
            }
            else
            {
                DebugAssert(false, "init computebuffer shaders");
                var convexFillShaderCompute  = GetShader("UIWidgets/canvas_convexFill_cb");
                var fill0ShaderCompute       = GetShader("UIWidgets/canvas_fill0_cb");
                var fill1ShaderCompute       = GetShader("UIWidgets/canvas_fill1_cb");
                var stroke0ShaderCompute     = GetShader("UIWidgets/canvas_stroke0_cb");
                var stroke1ShaderCompute     = GetShader("UIWidgets/canvas_stroke1_cb");
                var texShaderCompute         = GetShader("UIWidgets/canvas_tex_cb");
                var stencilShaderCompute     = GetShader("UIWidgets/canvas_stencil_cb");
                var filterShaderCompute      = GetShader("UIWidgets/canvas_filter_cb");
                var shadowBoxShaderCompute   = GetShader("UIWidgets/ShadowBox_cb");
                var shadowRBoxShaderCompute  = GetShader("UIWidgets/ShadowRBox_cb");
                var strokeAlphaShaderCompute = GetShader("UIWidgets/canvas_strokeAlpha_cb");

                _convexFillMat = new MaterialByBlendModeStencilComp(convexFillShaderCompute);
                _fill0Mat      = new MaterialByStencilComp(fill0ShaderCompute);
                _fill1Mat      = new MaterialByBlendMode(fill1ShaderCompute);
                _stroke0Mat    = new MaterialByBlendModeStencilComp(stroke0ShaderCompute);
                _stroke1Mat    = new Material(stroke1ShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShaderCompute);
                _texMat         = new MaterialByBlendModeStencilComp(texShaderCompute);
                _stencilMat     = new Material(stencilShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _filterMat = new Material(filterShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _shadowBox = new Material(shadowBoxShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _shadowRBox = new Material(shadowRBoxShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
            }
        }
        static void DoPrepare()
        {
            D.assert(testShader != null);
            var isShaderSupported = testShader.isSupported;

            testShader           = null;
            supportComputeBuffer = enableComputeBuffer && SystemInfo.supportsComputeShaders && isShaderSupported;

            if (!supportComputeBuffer)
            {
                var convexFillShader  = GetShader("UIWidgets/canvas_convexFill");
                var fill0Shader       = GetShader("UIWidgets/canvas_fill0");
                var fill1Shader       = GetShader("UIWidgets/canvas_fill1");
                var stroke0Shader     = GetShader("UIWidgets/canvas_stroke0");
                var stroke1Shader     = GetShader("UIWidgets/canvas_stroke1");
                var texShader         = GetShader("UIWidgets/canvas_tex");
                var stencilShader     = GetShader("UIWidgets/canvas_stencil");
                var filterShader      = GetShader("UIWidgets/canvas_filter");
                var shadowBoxShader   = GetShader("UIWidgets/ShadowBox");
                var shadowRBoxShader  = GetShader("UIWidgets/ShadowRBox");
                var strokeAlphaShader = GetShader("UIWidgets/canvas_strokeAlpha");

                _convexFillMat = new MaterialByBlendModeStencilComp(convexFillShader);
                _fill0Mat      = new MaterialByStencilComp(fill0Shader);
                _fill1Mat      = new MaterialByBlendMode(fill1Shader);
                _stroke0Mat    = new MaterialByBlendModeStencilComp(stroke0Shader);
                _stroke1Mat    = new Material(stroke1Shader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShader);
                _texMat         = new MaterialByBlendModeStencilComp(texShader);
                _stencilMat     = new Material(stencilShader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _filterMat = new Material(filterShader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _shadowBox = new Material(shadowBoxShader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _shadowRBox = new Material(shadowRBoxShader)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
            }
            else
            {
                var convexFillShaderCompute  = GetShader("UIWidgets/canvas_convexFill_cb");
                var fill0ShaderCompute       = GetShader("UIWidgets/canvas_fill0_cb");
                var fill1ShaderCompute       = GetShader("UIWidgets/canvas_fill1_cb");
                var stroke0ShaderCompute     = GetShader("UIWidgets/canvas_stroke0_cb");
                var stroke1ShaderCompute     = GetShader("UIWidgets/canvas_stroke1_cb");
                var texShaderCompute         = GetShader("UIWidgets/canvas_tex_cb");
                var stencilShaderCompute     = GetShader("UIWidgets/canvas_stencil_cb");
                var filterShaderCompute      = GetShader("UIWidgets/canvas_filter_cb");
                var shadowBoxShaderCompute   = GetShader("UIWidgets/ShadowBox_cb");
                var shadowRBoxShaderCompute  = GetShader("UIWidgets/ShadowRBox_cb");
                var strokeAlphaShaderCompute = GetShader("UIWidgets/canvas_strokeAlpha_cb");

                _convexFillMat = new MaterialByBlendModeStencilComp(convexFillShaderCompute);
                _fill0Mat      = new MaterialByStencilComp(fill0ShaderCompute);
                _fill1Mat      = new MaterialByBlendMode(fill1ShaderCompute);
                _stroke0Mat    = new MaterialByBlendModeStencilComp(stroke0ShaderCompute);
                _stroke1Mat    = new Material(stroke1ShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _strokeAlphaMat = new MaterialByBlendModeStencilComp(strokeAlphaShaderCompute);
                _texMat         = new MaterialByBlendModeStencilComp(texShaderCompute);
                _stencilMat     = new Material(stencilShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _filterMat = new Material(filterShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _shadowBox = new Material(shadowBoxShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
                _shadowRBox = new Material(shadowRBoxShaderCompute)
                {
                    hideFlags = HideFlags.HideAndDontSave
                };
            }
        }