Esempio n. 1
0
        // --------------------------------------------------------------------
        protected virtual void UpdateMaterialParameters()
        {
            // Even though the material property block stuff isn't working for instancing we should still use it to avoid creating a new material for every object
            // It might break batching and cause a bunch of problems but there doesn't seem to be a better alternative, at least that I know of right now
            // Once instancing is 'fixed' this should allow it to render all objects with the same sprite together in one call so bit of a future investment

            L2DLRenderer.GetPropertyBlock(WorkingMaterialPropertyBlock);
            WorkingMaterialPropertyBlock.SetFloat("_Emission", Emission);
            WorkingMaterialPropertyBlock.SetFloat("_Occlusion", Occlusion);
            WorkingMaterialPropertyBlock.SetFloat("_Reflectance", Reflectance);
            WorkingMaterialPropertyBlock.SetFloat("_LightBleed", LightBleed);
            if (LightingTexture)
            {
                WorkingMaterialPropertyBlock.SetTexture("_Lighting", LightingTexture);
            }

            if (lightingFrame != null)
            {
                WorkingMaterialPropertyBlock.SetTexture("_Lighting", lightingFrame.texture);

                Vector2 textureSize = new Vector2(lightingFrame.texture.width, lightingFrame.texture.height);
                WorkingMaterialPropertyBlock.SetVector("_LightingStartUV", lightingFrame.rect.min / textureSize);
                WorkingMaterialPropertyBlock.SetVector("_LightingEndUV", lightingFrame.rect.max / textureSize);
            }
            else
            {
                WorkingMaterialPropertyBlock.SetVector("_LightingStartUV", new Vector2(0f, 0f));
                WorkingMaterialPropertyBlock.SetVector("_LightingEndUV", new Vector2(1f, 1f));
            }

            UpdateMaterialPropertyBlockParameters(WorkingMaterialPropertyBlock);

            l2DLRenderer.SetPropertyBlock(WorkingMaterialPropertyBlock);
        }
        protected override void UpdateMaterialParameters()
        {
            base.UpdateMaterialParameters();

            L2DLRenderer.GetPropertyBlock(WorkingMaterialPropertyBlock, 1);
            WorkingMaterialPropertyBlock.SetFloat("_Emission", EdgeEmissivePower);
            WorkingMaterialPropertyBlock.SetFloat("_Occlusion", EdgeOcclusion);
            WorkingMaterialPropertyBlock.SetFloat("_Reflectance", EdgeReflectance);
            WorkingMaterialPropertyBlock.SetFloat("_LightBleed", EdgeLightBleed);
            if (EdgeLightingTexture)
            {
                WorkingMaterialPropertyBlock.SetTexture("_Lighting", EdgeLightingTexture);
            }

            UpdateMaterialPropertyBlockParameters(WorkingMaterialPropertyBlock);

            l2DLRenderer.SetPropertyBlock(WorkingMaterialPropertyBlock, 1);
        }