static public void MaskSprite(LightTile tile, LayerSetting layerSetting, Material material, LightTilemapCollider2D tilemap, float lightSizeSquared) { virtualSpriteRenderer.sprite = tile.GetOriginalSprite(); if (virtualSpriteRenderer.sprite == null) { return; } LightTilemapCollider.Base tilemapBase = tilemap.GetCurrentTilemap(); Vector2 tilePosition = tile.GetWorldPosition(tilemapBase) - ShadowEngine.light.transform2D.position; material.color = LayerSettingColor.Get(tilePosition, layerSetting, MaskEffect.Lit, 1); // 1? material.mainTexture = virtualSpriteRenderer.sprite.texture; Vector2 scale = tile.worldScale * tile.scale; GLExtended.SetColor(Color.white); tilePosition += ShadowEngine.drawOffset; Universal.Sprite.FullRect.Simple.Draw(tile.spriteMeshObject, material, virtualSpriteRenderer, tilePosition, scale, tile.worldRotation); material.mainTexture = null; }
static public void BumpedSprite(Light2D light, LightTilemapCollider2D id, Material material, LayerSetting layerSetting) { Texture bumpTexture = id.bumpMapMode.GetBumpTexture(); if (bumpTexture == null) { return; } material.SetTexture("_Bump", bumpTexture); Vector2 lightPosition = -light.transform.position; LightTilemapCollider.Base tilemap = id.GetCurrentTilemap(); Vector2 scale = tilemap.TileWorldScale(); Texture2D currentTexture = null; GL.Begin(GL.QUADS); foreach (LightTile tile in tilemap.mapTiles) { if (tile.GetOriginalSprite() == null) { return; } Vector2 tilePosition = tilemap.TileWorldPosition(tile); tilePosition += lightPosition; if (tile.NotInRange(tilePosition, light.size)) { continue; } virtualSpriteRenderer.sprite = tile.GetOriginalSprite(); if (virtualSpriteRenderer.sprite.texture == null) { continue; } if (currentTexture != virtualSpriteRenderer.sprite.texture) { currentTexture = virtualSpriteRenderer.sprite.texture; material.mainTexture = currentTexture; material.SetPass(0); } Color color = LayerSettingColor.Get(tilePosition, layerSetting, MaskEffect.Lit, 1); // 1 GLExtended.SetColor(color); Universal.Sprite.FullRect.Simple.DrawPass(tile.spriteMeshObject, virtualSpriteRenderer, tilePosition, scale, tile.worldRotation); } GL.End(); material.mainTexture = null; }