コード例 #1
0
        public void Generate(RenderTexture targetRt)
        {
            GBlendMapGeneratorParams param = GTextureToolParams.Instance.Blend;

            RenderTexture bg = new RenderTexture(targetRt);

            GCommon.CopyToRT(targetRt, bg);

            GCommon.FillTexture(targetRt, Color.black);
            for (int i = 0; i < param.Layers.Count; ++i)
            {
                GBlendLayer l = param.Layers[i];
                Mat.SetTexture("_Background", bg);
                Mat.SetTexture("_Foreground", l.Texture);
                Mat.SetFloat("_Number", l.Number);
                Mat.SetVector("_Vector", l.Vector);
                Mat.SetInt("_Ops", (int)l.BlendOps);
                Mat.SetFloat("_LerpFactor", l.LerpFactor);
                Mat.SetTexture("_LerpMask", l.LerpMask);
                Mat.SetInt("_Saturate", l.Saturate ? 1 : 0);

                GCommon.DrawQuad(targetRt, GCommon.FullRectUvPoints, Mat, (int)l.DataSource);
                GCommon.CopyToRT(targetRt, bg);
            }

            bg.Release();
            GUtilities.DestroyObject(bg);
        }
コード例 #2
0
        private void DrawBlendMapParams()
        {
            GBlendMapGeneratorParams param = GTextureToolParams.Instance.Blend;

            List <GBlendLayer> layers = param.Layers;

            for (int i = 0; i < layers.Count; ++i)
            {
                DrawBlendLayer(layers[i], i);
                GEditorCommon.Separator();
            }

            if (GUILayout.Button("Add Layer"))
            {
                layers.Add(GBlendLayer.Create());
            }

            GTextureToolParams.Instance.Blend = param;
        }