コード例 #1
0
 // Token: 0x06001F91 RID: 8081 RVA: 0x00184E7C File Offset: 0x0018307C
 protected MotionState.MaterialDesc[] ProcessSharedMaterials(Material[] mats)
 {
     MotionState.MaterialDesc[] array = new MotionState.MaterialDesc[mats.Length];
     for (int i = 0; i < mats.Length; i++)
     {
         array[i].material = mats[i];
         bool flag = mats[i].GetTag("RenderType", false) == "TransparentCutout" || mats[i].IsKeywordEnabled("_ALPHATEST_ON");
         array[i].propertyBlock = new MaterialPropertyBlock();
         array[i].coverage      = (mats[i].HasProperty("_MainTex") && flag);
         array[i].cutoff        = mats[i].HasProperty("_Cutoff");
         if (flag && !array[i].coverage && !MotionState.m_materialWarnings.Contains(array[i].material))
         {
             Debug.LogWarning(string.Concat(new string[]
             {
                 "[AmplifyMotion] TransparentCutout material \"",
                 array[i].material.name,
                 "\" {",
                 array[i].material.shader.name,
                 "} not using _MainTex standard property."
             }));
             MotionState.m_materialWarnings.Add(array[i].material);
         }
     }
     return(array);
 }
コード例 #2
0
 internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
 {
     if (this.m_initialized && !this.m_error && this.m_renderer.isVisible)
     {
         bool      flag     = (this.m_owner.Instance.CullingMask & 1 << this.m_obj.gameObject.layer) != 0;
         int       num      = (!flag) ? 255 : this.m_owner.Instance.GenerateObjectId(this.m_obj.gameObject);
         Vector3[] vertices = this.m_cloth.vertices;
         for (int i = 0; i < this.m_targetVertexCount; i++)
         {
             this.m_currVertices[i] = vertices[this.m_targetRemap[i]];
         }
         if (this.m_starting || !this.m_wasVisible)
         {
             Array.Copy(this.m_currVertices, this.m_prevVertices, this.m_targetVertexCount);
         }
         this.m_clonedMesh.vertices = this.m_currVertices;
         this.m_clonedMesh.normals  = this.m_prevVertices;
         Matrix4x4 value;
         if (this.m_obj.FixedStep)
         {
             value = this.m_owner.PrevViewProjMatrixRT * this.m_currLocalToWorld;
         }
         else
         {
             value = this.m_owner.PrevViewProjMatrixRT * this.m_prevLocalToWorld;
         }
         renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
         renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
         renderCB.SetGlobalFloat("_AM_MOTION_SCALE", (!flag) ? 0f : scale);
         int num2 = (quality != Quality.Mobile) ? 2 : 0;
         for (int j = 0; j < this.m_sharedMaterials.Length; j++)
         {
             MotionState.MaterialDesc materialDesc = this.m_sharedMaterials[j];
             int shaderPass = num2 + ((!materialDesc.coverage) ? 0 : 1);
             if (materialDesc.coverage)
             {
                 Texture mainTexture = materialDesc.material.mainTexture;
                 if (mainTexture != null)
                 {
                     materialDesc.propertyBlock.SetTexture("_MainTex", mainTexture);
                 }
                 if (materialDesc.cutoff)
                 {
                     materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
                 }
             }
             renderCB.DrawMesh(this.m_clonedMesh, this.m_currLocalToWorld, this.m_owner.Instance.ClothVectorsMaterial, j, shaderPass, materialDesc.propertyBlock);
         }
     }
 }
コード例 #3
0
 internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
 {
     if (this.m_initialized && !this.m_error && this.m_meshRenderer.isVisible)
     {
         bool flag = (this.m_owner.Instance.CullingMask & 1 << this.m_obj.gameObject.layer) != 0;
         if (!flag || (flag && this.m_moved))
         {
             int       num = (!flag) ? 255 : this.m_owner.Instance.GenerateObjectId(this.m_obj.gameObject);
             Matrix4x4 value;
             if (this.m_obj.FixedStep)
             {
                 value = this.m_owner.PrevViewProjMatrixRT * this.m_currLocalToWorld;
             }
             else
             {
                 value = this.m_owner.PrevViewProjMatrixRT * this.m_prevLocalToWorld;
             }
             renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
             renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
             renderCB.SetGlobalFloat("_AM_MOTION_SCALE", (!flag) ? 0f : scale);
             int num2 = (quality != Quality.Mobile) ? 2 : 0;
             for (int i = 0; i < this.m_sharedMaterials.Length; i++)
             {
                 MotionState.MaterialDesc materialDesc = this.m_sharedMaterials[i];
                 int shaderPass = num2 + ((!materialDesc.coverage) ? 0 : 1);
                 if (materialDesc.coverage)
                 {
                     Texture mainTexture = materialDesc.material.mainTexture;
                     if (mainTexture != null)
                     {
                         materialDesc.propertyBlock.SetTexture("_MainTex", mainTexture);
                     }
                     if (materialDesc.cutoff)
                     {
                         materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
                     }
                 }
                 renderCB.DrawMesh(this.m_mesh, this.m_transform.localToWorldMatrix, this.m_owner.Instance.SolidVectorsMaterial, i, shaderPass, materialDesc.propertyBlock);
             }
         }
     }
 }
コード例 #4
0
 // Token: 0x06001FA5 RID: 8101 RVA: 0x001860B8 File Offset: 0x001842B8
 internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
 {
     if (this.m_initialized && !this.m_error && this.m_renderer.isVisible)
     {
         bool flag = (this.m_owner.Instance.CullingMask & 1 << this.m_obj.gameObject.layer) != 0;
         if (!flag || (flag && this.m_moved))
         {
             int num = flag ? this.m_owner.Instance.GenerateObjectId(this.m_obj.gameObject) : 255;
             renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
             renderCB.SetGlobalFloat("_AM_MOTION_SCALE", flag ? scale : 0f);
             int num2 = (quality == Quality.Mobile) ? 0 : 2;
             for (int i = 0; i < this.m_sharedMaterials.Length; i++)
             {
                 MotionState.MaterialDesc materialDesc = this.m_sharedMaterials[i];
                 int shaderPass = num2 + (materialDesc.coverage ? 1 : 0);
                 if (materialDesc.coverage)
                 {
                     Texture mainTexture = materialDesc.material.mainTexture;
                     if (mainTexture != null)
                     {
                         materialDesc.propertyBlock.SetTexture("_MainTex", mainTexture);
                     }
                     if (materialDesc.cutoff)
                     {
                         materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
                     }
                 }
                 foreach (KeyValuePair <uint, ParticleState.Particle> keyValuePair in this.m_particleDict)
                 {
                     Matrix4x4 value = this.m_owner.PrevViewProjMatrixRT * keyValuePair.Value.prevLocalToWorld;
                     renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
                     renderCB.DrawMesh(this.m_mesh, keyValuePair.Value.currLocalToWorld, this.m_owner.Instance.SolidVectorsMaterial, i, shaderPass, materialDesc.propertyBlock);
                 }
             }
         }
     }
 }
コード例 #5
0
 // Token: 0x06001FC4 RID: 8132 RVA: 0x001879B0 File Offset: 0x00185BB0
 internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
 {
     if (this.m_initialized && !this.m_error && this.m_renderer.isVisible)
     {
         if (!this.m_useFallback && !this.m_useGPU)
         {
             this.WaitForAsyncUpdate();
         }
         if (!this.m_useGPU)
         {
             if (!this.m_useFallback)
             {
                 this.m_clonedMesh.vertices = this.m_currVertices;
             }
             this.m_clonedMesh.normals = this.m_prevVertices;
         }
         bool      flag = (this.m_owner.Instance.CullingMask & 1 << this.m_obj.gameObject.layer) != 0;
         int       num  = flag ? this.m_owner.Instance.GenerateObjectId(this.m_obj.gameObject) : 255;
         Matrix4x4 value;
         if (this.m_obj.FixedStep)
         {
             value = this.m_owner.PrevViewProjMatrixRT * this.m_currLocalToWorld;
         }
         else
         {
             value = this.m_owner.PrevViewProjMatrixRT * this.m_prevLocalToWorld;
         }
         renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
         renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
         renderCB.SetGlobalFloat("_AM_MOTION_SCALE", flag ? scale : 0f);
         if (this.m_useGPU)
         {
             Vector4 vector = new Vector4(1f / (float)this.m_gpuVertexTexWidth, 1f / (float)this.m_gpuVertexTexHeight, (float)this.m_gpuVertexTexWidth, (float)this.m_gpuVertexTexHeight);
             renderCB.SetGlobalVector("_AM_VERTEX_TEXEL_SIZE", vector);
             renderCB.SetGlobalVector("_AM_VERTEX_TEXEL_HALFSIZE", vector * 0.5f);
             renderCB.SetGlobalTexture("_AM_PREV_VERTEX_TEX", this.m_gpuPrevVertices);
             renderCB.SetGlobalTexture("_AM_CURR_VERTEX_TEX", this.m_gpuCurrVertices);
         }
         int num2 = this.m_useGPU ? 4 : 0;
         int num3 = (quality == Quality.Mobile) ? 0 : 2;
         int num4 = num2 + num3;
         for (int i = 0; i < this.m_sharedMaterials.Length; i++)
         {
             MotionState.MaterialDesc materialDesc = this.m_sharedMaterials[i];
             int shaderPass = num4 + (materialDesc.coverage ? 1 : 0);
             if (materialDesc.coverage)
             {
                 Texture mainTexture = materialDesc.material.mainTexture;
                 if (mainTexture != null)
                 {
                     materialDesc.propertyBlock.SetTexture("_MainTex", mainTexture);
                 }
                 if (materialDesc.cutoff)
                 {
                     materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
                 }
             }
             renderCB.DrawMesh(this.m_clonedMesh, this.m_currLocalToWorld, this.m_owner.Instance.SkinnedVectorsMaterial, i, shaderPass, materialDesc.propertyBlock);
         }
     }
 }