GetTexTiling() public method

public GetTexTiling ( string name ) : Vector2
name string
return Vector2
コード例 #1
0
ファイル: TreeData.cs プロジェクト: guozanhua/UnityDecompiled
		public bool OptimizeMaterial(List<TreeMaterial> materials, List<TreeVertex> vertices, List<TreeTriangle> triangles)
		{
			if (!this.optimizedSolidMaterial || !this.optimizedCutoutMaterial)
			{
				Debug.LogError("Optimized materials haven't been assigned");
				return false;
			}
			Shader shader;
			Shader shader2;
			TreeData.ExtractOptimizedShaders(materials, out shader, out shader2);
			this.optimizedSolidMaterial.shader = shader;
			this.optimizedCutoutMaterial.shader = shader2;
			int num = 1024;
			int num2 = 1024;
			int padding = 32;
			Profiler.BeginSample("OptimizeMaterial");
			float[] array = new float[materials.Count];
			float num3 = 0f;
			float num4 = 0f;
			for (int i = 0; i < materials.Count; i++)
			{
				if (!materials[i].tileV)
				{
					num4 += 1f;
				}
				else
				{
					num3 += 1f;
				}
			}
			for (int j = 0; j < materials.Count; j++)
			{
				if (materials[j].tileV)
				{
					array[j] = 1f;
				}
				else
				{
					array[j] = 1f / num4;
				}
			}
			TextureAtlas textureAtlas = new TextureAtlas();
			for (int k = 0; k < materials.Count; k++)
			{
				Texture2D texture2D = null;
				Texture2D normal = null;
				Texture2D gloss = null;
				Texture2D transtex = null;
				Texture2D shadowOffsetTex = null;
				Color color = new Color(1f, 1f, 1f, 1f);
				float num5 = 0.03f;
				Vector2 textureScale = new Vector2(1f, 1f);
				Material material = materials[k].material;
				if (material)
				{
					if (material.HasProperty("_Color"))
					{
						color = material.GetColor("_Color");
					}
					if (material.HasProperty("_MainTex"))
					{
						texture2D = (material.mainTexture as Texture2D);
						textureScale = material.GetTextureScale("_MainTex");
					}
					if (material.HasProperty("_BumpMap"))
					{
						normal = (material.GetTexture("_BumpMap") as Texture2D);
					}
					if (material.HasProperty("_GlossMap"))
					{
						gloss = (material.GetTexture("_GlossMap") as Texture2D);
					}
					if (material.HasProperty("_TranslucencyMap"))
					{
						transtex = (material.GetTexture("_TranslucencyMap") as Texture2D);
					}
					if (material.HasProperty("_Shininess"))
					{
						num5 = material.GetFloat("_Shininess");
					}
					if (material.HasProperty("_ShadowOffset"))
					{
						shadowOffsetTex = (material.GetTexture("_ShadowOffset") as Texture2D);
					}
				}
				num5 = Mathf.Clamp(num5, 0.03f, 1f);
				Vector2 scale = new Vector2(array[k], array[k]);
				if (texture2D)
				{
					scale.x *= (float)num / (float)texture2D.width;
					scale.y *= (float)num2 / (float)texture2D.height;
				}
				bool tileV = materials[k].tileV;
				if (!tileV)
				{
					textureScale = new Vector2(1f, 1f);
				}
				textureAtlas.AddTexture("tex" + k, texture2D, color, normal, gloss, transtex, shadowOffsetTex, num5, scale, tileV, textureScale);
			}
			textureAtlas.Pack(ref num, num2, padding, true);
			this.UpdateTextures(textureAtlas, materials);
			Rect rect = default(Rect);
			Vector2 texTiling = new Vector2(1f, 1f);
			int num6 = -1;
			for (int l = 0; l < triangles.Count; l++)
			{
				TreeTriangle treeTriangle = triangles[l];
				if (treeTriangle.materialIndex != num6)
				{
					num6 = treeTriangle.materialIndex;
					rect = textureAtlas.GetUVRect("tex" + treeTriangle.materialIndex);
					texTiling = textureAtlas.GetTexTiling("tex" + treeTriangle.materialIndex);
				}
				for (int m = 0; m < 3; m++)
				{
					TreeVertex treeVertex = vertices[treeTriangle.v[m]];
					if (!treeVertex.flag)
					{
						treeVertex.uv0.x = rect.x + treeVertex.uv0.x * rect.width;
						treeVertex.uv0.y = (rect.y + treeVertex.uv0.y * rect.height) * texTiling.y;
						treeVertex.flag = true;
					}
				}
				if (treeTriangle.isCutout)
				{
					treeTriangle.materialIndex = 1;
				}
				else
				{
					treeTriangle.materialIndex = 0;
				}
			}
			Profiler.EndSample();
			return true;
		}
コード例 #2
0
ファイル: TreeData.cs プロジェクト: zhkuang/UnityDecompiled
        public bool OptimizeMaterial(List <TreeMaterial> materials, List <TreeVertex> vertices, List <TreeTriangle> triangles)
        {
            if (!this.optimizedSolidMaterial || !this.optimizedCutoutMaterial)
            {
                Debug.LogError("Optimized materials haven't been assigned");
                return(false);
            }
            Shader shader;
            Shader shader2;

            TreeData.ExtractOptimizedShaders(materials, out shader, out shader2);
            this.optimizedSolidMaterial.shader  = shader;
            this.optimizedCutoutMaterial.shader = shader2;
            int num     = 1024;
            int num2    = 1024;
            int padding = 32;

            Profiler.BeginSample("OptimizeMaterial");
            float[] array = new float[materials.Count];
            float   num3  = 0f;
            float   num4  = 0f;

            for (int i = 0; i < materials.Count; i++)
            {
                if (!materials[i].tileV)
                {
                    num4 += 1f;
                }
                else
                {
                    num3 += 1f;
                }
            }
            for (int j = 0; j < materials.Count; j++)
            {
                if (materials[j].tileV)
                {
                    array[j] = 1f;
                }
                else
                {
                    array[j] = 1f / num4;
                }
            }
            TextureAtlas textureAtlas = new TextureAtlas();

            for (int k = 0; k < materials.Count; k++)
            {
                Texture2D texture2D       = null;
                Texture2D normal          = null;
                Texture2D gloss           = null;
                Texture2D transtex        = null;
                Texture2D shadowOffsetTex = null;
                Color     color           = new Color(1f, 1f, 1f, 1f);
                float     num5            = 0.03f;
                Vector2   textureScale    = new Vector2(1f, 1f);
                Material  material        = materials[k].material;
                if (material)
                {
                    if (material.HasProperty("_Color"))
                    {
                        color = material.GetColor("_Color");
                    }
                    if (material.HasProperty("_MainTex"))
                    {
                        texture2D    = (material.mainTexture as Texture2D);
                        textureScale = material.GetTextureScale("_MainTex");
                    }
                    if (material.HasProperty("_BumpMap"))
                    {
                        normal = (material.GetTexture("_BumpMap") as Texture2D);
                    }
                    if (material.HasProperty("_GlossMap"))
                    {
                        gloss = (material.GetTexture("_GlossMap") as Texture2D);
                    }
                    if (material.HasProperty("_TranslucencyMap"))
                    {
                        transtex = (material.GetTexture("_TranslucencyMap") as Texture2D);
                    }
                    if (material.HasProperty("_Shininess"))
                    {
                        num5 = material.GetFloat("_Shininess");
                    }
                    if (material.HasProperty("_ShadowOffset"))
                    {
                        shadowOffsetTex = (material.GetTexture("_ShadowOffset") as Texture2D);
                    }
                }
                num5 = Mathf.Clamp(num5, 0.03f, 1f);
                Vector2 scale = new Vector2(array[k], array[k]);
                if (texture2D)
                {
                    scale.x *= (float)num / (float)texture2D.width;
                    scale.y *= (float)num2 / (float)texture2D.height;
                }
                bool tileV = materials[k].tileV;
                if (!tileV)
                {
                    textureScale = new Vector2(1f, 1f);
                }
                textureAtlas.AddTexture("tex" + k, texture2D, color, normal, gloss, transtex, shadowOffsetTex, num5, scale, tileV, textureScale);
            }
            textureAtlas.Pack(ref num, num2, padding, true);
            this.UpdateTextures(textureAtlas, materials);
            Rect    rect      = default(Rect);
            Vector2 texTiling = new Vector2(1f, 1f);
            int     num6      = -1;

            for (int l = 0; l < triangles.Count; l++)
            {
                TreeTriangle treeTriangle = triangles[l];
                if (treeTriangle.materialIndex != num6)
                {
                    num6      = treeTriangle.materialIndex;
                    rect      = textureAtlas.GetUVRect("tex" + treeTriangle.materialIndex);
                    texTiling = textureAtlas.GetTexTiling("tex" + treeTriangle.materialIndex);
                }
                for (int m = 0; m < 3; m++)
                {
                    TreeVertex treeVertex = vertices[treeTriangle.v[m]];
                    if (!treeVertex.flag)
                    {
                        treeVertex.uv0.x = rect.x + treeVertex.uv0.x * rect.width;
                        treeVertex.uv0.y = (rect.y + treeVertex.uv0.y * rect.height) * texTiling.y;
                        treeVertex.flag  = true;
                    }
                }
                if (treeTriangle.isCutout)
                {
                    treeTriangle.materialIndex = 1;
                }
                else
                {
                    treeTriangle.materialIndex = 0;
                }
            }
            Profiler.EndSample();
            return(true);
        }
コード例 #3
0
ファイル: TreeData.cs プロジェクト: demelev/projectHL
 public bool OptimizeMaterial(List<TreeMaterial> materials, List<TreeVertex> vertices, List<TreeTriangle> triangles)
 {
     Shader shader;
     Shader shader2;
     if ((this.optimizedSolidMaterial == null) || (this.optimizedCutoutMaterial == null))
     {
         Debug.LogError("Optimized materials haven't been assigned");
         return false;
     }
     ExtractOptimizedShaders(materials, out shader, out shader2);
     this.optimizedSolidMaterial.shader = shader;
     this.optimizedCutoutMaterial.shader = shader2;
     int targetWidth = 0x400;
     int targetHeight = 0x400;
     int padding = 0x20;
     Profiler.BeginSample("OptimizeMaterial");
     float[] numArray = new float[materials.Count];
     float num4 = 0f;
     float num5 = 0f;
     for (int i = 0; i < materials.Count; i++)
     {
         if (!materials[i].tileV)
         {
             num5++;
         }
         else
         {
             num4++;
         }
     }
     for (int j = 0; j < materials.Count; j++)
     {
         if (materials[j].tileV)
         {
             numArray[j] = 1f;
         }
         else
         {
             numArray[j] = 1f / num5;
         }
     }
     TextureAtlas atlas = new TextureAtlas();
     for (int k = 0; k < materials.Count; k++)
     {
         Texture2D diffuse = null;
         Texture2D normal = null;
         Texture2D gloss = null;
         Texture2D transtex = null;
         Texture2D shadowOffsetTex = null;
         Color diffuseColor = new Color(1f, 1f, 1f, 1f);
         float @float = 0.03f;
         Vector2 uvTiling = new Vector2(1f, 1f);
         Material material = materials[k].material;
         if (material != null)
         {
             if (material.HasProperty("_Color"))
             {
                 diffuseColor = material.GetColor("_Color");
             }
             if (material.HasProperty("_MainTex"))
             {
                 diffuse = material.mainTexture as Texture2D;
                 uvTiling = material.GetTextureScale("_MainTex");
             }
             if (material.HasProperty("_BumpMap"))
             {
                 normal = material.GetTexture("_BumpMap") as Texture2D;
             }
             if (material.HasProperty("_GlossMap"))
             {
                 gloss = material.GetTexture("_GlossMap") as Texture2D;
             }
             if (material.HasProperty("_TranslucencyMap"))
             {
                 transtex = material.GetTexture("_TranslucencyMap") as Texture2D;
             }
             if (material.HasProperty("_Shininess"))
             {
                 @float = material.GetFloat("_Shininess");
             }
             if (material.HasProperty("_ShadowOffset"))
             {
                 shadowOffsetTex = material.GetTexture("_ShadowOffset") as Texture2D;
             }
         }
         @float = Mathf.Clamp(@float, 0.03f, 1f);
         Vector2 scale = new Vector2(numArray[k], numArray[k]);
         if (diffuse != null)
         {
             scale.x *= ((float) targetWidth) / ((float) diffuse.width);
             scale.y *= ((float) targetHeight) / ((float) diffuse.height);
         }
         bool tileV = materials[k].tileV;
         if (!tileV)
         {
             uvTiling = new Vector2(1f, 1f);
         }
         atlas.AddTexture("tex" + k, diffuse, diffuseColor, normal, gloss, transtex, shadowOffsetTex, @float, scale, tileV, uvTiling);
     }
     atlas.Pack(ref targetWidth, targetHeight, padding, true);
     this.UpdateTextures(atlas, materials);
     Rect uVRect = new Rect();
     Vector2 texTiling = new Vector2(1f, 1f);
     int materialIndex = -1;
     for (int m = 0; m < triangles.Count; m++)
     {
         TreeTriangle triangle = triangles[m];
         if (triangle.materialIndex != materialIndex)
         {
             materialIndex = triangle.materialIndex;
             uVRect = atlas.GetUVRect("tex" + triangle.materialIndex);
             texTiling = atlas.GetTexTiling("tex" + triangle.materialIndex);
         }
         for (int n = 0; n < 3; n++)
         {
             TreeVertex vertex = vertices[triangle.v[n]];
             if (!vertex.flag)
             {
                 vertex.uv0.x = uVRect.x + (vertex.uv0.x * uVRect.width);
                 vertex.uv0.y = (uVRect.y + (vertex.uv0.y * uVRect.height)) * texTiling.y;
                 vertex.flag = true;
             }
         }
         if (triangle.isCutout)
         {
             triangle.materialIndex = 1;
         }
         else
         {
             triangle.materialIndex = 0;
         }
     }
     Profiler.EndSample();
     return true;
 }