Exemplo n.º 1
0
        public static void initializeAnAnyUi(AnyUiMesh anyui)
        {
            DestroyImmediate(anyui.GetComponent <Collider>());
            anyui.gameObject.AddComponent <MeshCollider>();

            createCameraAndRendertextureFor(anyui);
            createMaterialInMaterialsList(anyui);
        }
Exemplo n.º 2
0
        public static void deleteMaterialListEntry(AnyUiMesh tTarget, Material toDelete)
        {
            Material[] newMaterialsList = new Material[tTarget.GetComponent <Renderer>().sharedMaterials.Length - 1];
            var        renderer         = tTarget.GetComponent <Renderer>();

            int i = 0;
            int j = 0;

            while (j < newMaterialsList.Length && i < renderer.sharedMaterials.Length)
            {
                if (renderer.sharedMaterials[i] != toDelete)
                {
                    newMaterialsList[j] = renderer.sharedMaterials[i];
                    j++;
                }
                i++; //go through the old materials
            }
            renderer.sharedMaterials = newMaterialsList;
        }
Exemplo n.º 3
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            EditorGUILayout.BeginVertical();
            EditorGUILayout.PropertyField(canvasToProject, new GUIContent("Canvas To Project"), GUILayout.Height(20));
            EditorGUILayout.PropertyField(projectionResolution, new GUIContent("Projection Resolution"), GUILayout.Height(20));

            EditorGUILayout.PropertyField(useMaterialLayering, new GUIContent("Use Material Layering"), GUILayout.Height(20));
            EditorGUILayout.PropertyField(useMaterial, new GUIContent("Use Material"), GUILayout.Height(20));
            EditorGUILayout.PropertyField(camera, new GUIContent("Use Camera"), GUILayout.Height(20));



            EditorGUILayout.EndVertical();

            serializedObject.ApplyModifiedProperties();
            AnyUiMesh anyUiMesh = (AnyUiMesh)serializedObject.targetObject;

            //currentMaterialLayeringEnabled changed
            if (currentMaterialLayeringEnabled != useMaterialLayering.boolValue)
            {
                Debug.Log("change material layering");
                AnyUiSceneViewLiveEditing.createMaterialInMaterialsList(anyUiMesh);
            }

            //currentUseMaterial changed
            if (currentUseMaterial != useMaterial.objectReferenceValue)
            {
                Debug.Log("change material");
                if (useMaterialLayering.boolValue)
                {
                    AnyUiSceneViewLiveEditing.deleteMaterialListEntry(anyUiMesh, anyUiMesh.UseMaterial);
                }
                AnyUiSceneViewLiveEditing.createMaterialInMaterialsList(anyUiMesh);
            }
            currentMaterialLayeringEnabled = useMaterialLayering.boolValue;
            currentUseMaterial             = useMaterial.objectReferenceValue;
        }
Exemplo n.º 4
0
        private static void createCameraAndRendertextureFor(AnyUiMesh tTarget)
        {
            //configure canvas
            Canvas canvasToProject = tTarget.CanvasToProject;

            canvasToProject.renderMode = RenderMode.WorldSpace;
            RectTransform canvasRectangle = canvasToProject.GetComponent <RectTransform>();
            //replace Graphic raycaster
            AnyUiCanvas currentReceiver = canvasToProject.GetComponent <AnyUiCanvas>();

            if (currentReceiver == null)
            {
                GraphicRaycaster oldReceiver          = canvasToProject.GetComponent <GraphicRaycaster>();
                AnyUiCanvas      newReceiverRayCaster = canvasToProject.gameObject.AddComponent <AnyUiCanvas>();
                newReceiverRayCaster.ignoreReversedGraphics = oldReceiver.ignoreReversedGraphics;
                newReceiverRayCaster.blockingObjects        = oldReceiver.blockingObjects;
                DestroyImmediate(oldReceiver);
            }

            RenderTexture canvasToTexture = null;
            Camera        canvasCam       = null;

            //create camera and render texture if necessary
            if (canvasToProject.worldCamera == null)
            {
                //create camera looking at canvas
                canvasCam = new GameObject().AddComponent <Camera>();
                //editor: make camera invisible
                canvasCam.transform.parent = canvasToProject.transform;
                //if canvasToProject is scaled, adapt!
                canvasCam.transform.localScale = Vector3.one;

                canvasCam.name            = "AnyUI_CanvasCam" + canvasToProject.gameObject.name + System.Guid.NewGuid().ToString();
                canvasCam.clearFlags      = CameraClearFlags.SolidColor;
                canvasCam.backgroundColor = Color.clear;
                canvasCam.cullingMask     = 1 << canvasToProject.gameObject.layer;
                canvasCam.depth           = -1;

                canvasCam.orthographic     = true;
                canvasCam.orthographicSize = canvasRectangle.rect.height * canvasRectangle.localScale.y / 2.0f; //vertical
                canvasCam.nearClipPlane    = 0.9f;
                canvasCam.farClipPlane     = 1.1f;
                canvasCam.projectionMatrix = Matrix4x4.Ortho(-canvasRectangle.rect.width * canvasRectangle.localScale.x / 2.0f,
                                                             canvasRectangle.rect.width * canvasRectangle.localScale.x / 2.0f,
                                                             -canvasRectangle.rect.height * canvasRectangle.localScale.y / 2.0f,
                                                             canvasRectangle.rect.height * canvasRectangle.localScale.y / 2.0f,
                                                             0.5f, 1.5f);

                canvasCam.transform.localPosition = Vector3.zero;
                canvasCam.transform.Translate(-canvasRectangle.forward, Space.World);
                canvasCam.transform.rotation = canvasRectangle.rotation;

                canvasToProject.worldCamera = canvasCam;
            }
            else
            {
                canvasCam = canvasToProject.worldCamera;
            }

            if (canvasToProject.worldCamera.targetTexture == null)
            {
                //new RenderTexture
                canvasToTexture      = new RenderTexture((int)tTarget.ProjectionResolution, (int)((float)tTarget.ProjectionResolution * (canvasRectangle.rect.height / canvasRectangle.rect.width)), 0);
                canvasToTexture.name = "AnyUI_RenderTexture" + canvasToProject.gameObject.name + System.Guid.NewGuid().ToString();
                if (!AssetDatabase.IsValidFolder("Assets/AnyUI/AnyUIRenderTexturesAndMaterials"))
                {
                    AssetDatabase.CreateFolder("Assets/AnyUI", "AnyUIRenderTexturesAndMaterials");
                }
                AssetDatabase.CreateAsset(canvasToTexture, "Assets/AnyUI/AnyUIRenderTexturesAndMaterials/" + canvasToTexture.name + ".renderTexture");
                canvasCam.targetTexture = canvasToTexture;
            }
            else
            {
                canvasToTexture = canvasCam.targetTexture;
            }
        }
Exemplo n.º 5
0
        public static Material createMaterialInMaterialsList(AnyUiMesh tTarget)
        {
            Material mat;
            var      renderer = tTarget.GetComponent <Renderer>();

            if (tTarget.UseMaterial == null)
            {
                //new Material
                mat             = new Material(Shader.Find("Unlit/Transparent"));
                mat.mainTexture = tTarget.CanvasToProject.worldCamera.targetTexture;
                mat.SetFloat("_Mode", 2);
                mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
                mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
                mat.SetInt("_ZWrite", 0);
                mat.DisableKeyword("_ALPHATEST_ON");
                mat.EnableKeyword("_ALPHABLEND_ON");
                mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                mat.renderQueue     = 3000;
                mat.name            = "AnyUI_Material" + tTarget.gameObject.name + System.Guid.NewGuid().ToString();
                tTarget.UseMaterial = mat;
                if (!AssetDatabase.IsValidFolder("Assets/AnyUI/AnyUIRenderTexturesAndMaterials"))
                {
                    AssetDatabase.CreateFolder("Assets/AnyUI", "AnyUIRenderTexturesAndMaterials");
                }
                AssetDatabase.CreateAsset(mat, "Assets/AnyUI/AnyUIRenderTexturesAndMaterials/" + mat.name + ".mat");
            }
            else
            {
                mat = tTarget.UseMaterial;
            }

            //new materials array

            if (tTarget.UseMaterialLayering)
            {
                Material[] tNewMaterials;
                //search for already existent rendertexture material, assign updated material, else add as new material
                bool isAlreadyAdded = false;
                int  j = 0;
                foreach (var t in renderer.sharedMaterials)
                {
                    if (t == mat)
                    {
                        //Debug.Log("already added render texture");
                        isAlreadyAdded = true;
                        break;
                    }
                    j++;
                }
                if (isAlreadyAdded)
                {
                    tNewMaterials    = renderer.sharedMaterials;
                    tNewMaterials[j] = mat;
                }
                else
                {
                    tNewMaterials = new Material[renderer.sharedMaterials.Length + 1];
                    int i = 0;
                    foreach (var t in renderer.sharedMaterials)
                    {
                        tNewMaterials[i] = t;
                        i++;
                    }
                    tNewMaterials[i] = mat;
                }
                //assign new materials array
                renderer.sharedMaterials = tNewMaterials;
            }
            else
            {
                Material[] tNewMaterials = new Material[1];
                tNewMaterials[0]         = mat;
                renderer.sharedMaterials = tNewMaterials;
            }

            return(mat);
        }