コード例 #1
0
        private void DrawSprite()
        {
            var matBlock = new MaterialPropertyBlock();

            matBlock.SetTexture(_shaderPropertyTexture, _sprite.texture);
            matBlock.SetColor(_shaderPropertyColor, Color.white);
            matBlock.SetVector(_shaderPropertyUv, SpriteRenderingSystem.GetUv(_sprite));
            Graphics.DrawMesh(_mesh, GetMatrix(), _mat, 0, null, 0, matBlock, ShadowCastingMode.On);
        }
コード例 #2
0
        private void DrawWithCamera(Camera cam)
        {
            if (!cam)
            {
                return;
            }
            if (_animation == null || _sprite == null)
            {
                return;
            }
            if (_mesh == null)
            {
                _mesh = ProceduralMeshUtility.GenerateQuad(new Vector2(20.48f, 10.24f), new Vector2(0.5f, 0));
            }
            if (_sprite != null)
            {
                DrawSprite();
                return;
            }
            if (!_drawTimer.IsActive)
            {
                _frame++;
                if (_frame >= _animation.Frames.Length)
                {
                    _frame = 0;
                }
                _drawTimer.StartNewTime(_animation.FrameTime * _animation.GetFrame(_frame).Length);
            }
            var sprite   = _animation.GetSprite(_frame);
            var matBlock = new MaterialPropertyBlock();

            matBlock.SetTexture(_shaderPropertyTexture, sprite.texture);
            matBlock.SetTexture(_shaderPropertyNormal, _animation.NormalMap);
            matBlock.SetFloat(_shaderPropertyEmissivePower, _animation.EmissiveMap != null ? 1 : 0);
            if (_animation.EmissiveMap != null)
            {
                matBlock.SetTexture(_shaderPropertyEmissive, _animation.EmissiveMap);
            }
            matBlock.SetColor(_shaderPropertyColor, Color.white);
            matBlock.SetVector(_shaderPropertyUv, SpriteRenderingSystem.GetUv(sprite));
            Graphics.DrawMesh(_mesh, GetMatrix(), _mat, 0, null, 0, matBlock, ShadowCastingMode.On);
        }