void Start() { _fontImage = new Texture2D(128, 128); _fontImage.LoadImage(_fontImageData); _fontImage.filterMode = 0; _fontImage.wrapMode = (TextureWrapMode)1; _fontImage.hideFlags = (HideFlags)13; var material = new Material("Shader \"hDebug/Text\"\r\n {\r\n Properties\r\n {\r\n _MainTex (\"Main\", 2D) = \"white\" {}\r\n }\r\n \r\n Category\r\n {\r\n Tags\r\n {\r\n \"Queue\" = \"Transparent\"\r\n }\r\n \r\n Blend SrcAlpha OneMinusSrcAlpha\r\n AlphaTest Greater .01\r\n ColorMask RGB\r\n Cull Off\r\n Lighting Off\r\n ZWrite On\r\n \r\n Fog\r\n {\r\n Color(0, 0, 0, 0)\r\n }\r\n \r\n BindChannels\r\n {\r\n Bind \"Color\", color\r\n Bind \"Vertex\", vertex\r\n Bind \"TexCoord\", texcoord\r\n }\r\n \r\n SubShader\r\n {\r\n Pass\r\n {\r\n SetTexture [_MainTex]\r\n {\r\n combine texture * primary\r\n }\r\n }\r\n }\r\n }\r\n }"); material.mainTexture = _fontImage; material.hideFlags = (HideFlags)13; material.shader.hideFlags = (HideFlags)13; _fontMaterial = material; _fontCamera = gameObject.AddComponent <Camera> () as Camera; _fontCamera.nearClipPlane = 0.1f; _fontCamera.farClipPlane = 1f; _fontCamera.clearFlags = (CameraClearFlags)4; _fontCamera.depth = 99f; _fontCamera.cullingMask = 0; _fontCamera.useOcclusionCulling = false; _fontCamera.orthographic = true; _glyphLeft = new float[94]; _glyphTop = new float[94]; _glyphRight = new float[94]; _glyphBottom = new float[94]; int num = 0; int num2 = 0; int width = _fontImage.width; float num3 = 1f / (float)_fontImage.width; float num4 = 1f / (float)_fontImage.height; for (int i = 0; i < 94; i++) { _glyphLeft [i] = (float)num; _glyphTop [i] = (float)num2; _glyphRight [i] = (float)(num + 8); _glyphBottom [i] = (float)(num2 + 15); _glyphLeft [i] *= num3; _glyphRight [i] *= num3; _glyphTop [i] *= num4; _glyphBottom [i] *= num4; _glyphTop [i] = 1f - _glyphTop [i]; _glyphBottom [i] = 1f - _glyphBottom [i]; num += 8; if (num == width) { num = 0; num2 += 15; } } _whiteUV = hDebug.UVRectangle.CreateFromTexture(3, 5, 1, 1, _fontImage.width, _fontImage.height); }
void Start() { _fontImage = new Texture2D (128, 128); _fontImage.LoadImage (_fontImageData); _fontImage.filterMode = 0; _fontImage.wrapMode = (TextureWrapMode)1; _fontImage.hideFlags = (HideFlags)13; var material = new Material ("Shader \"hDebug/Text\"\r\n {\r\n Properties\r\n {\r\n _MainTex (\"Main\", 2D) = \"white\" {}\r\n }\r\n \r\n Category\r\n {\r\n Tags\r\n {\r\n \"Queue\" = \"Transparent\"\r\n }\r\n \r\n Blend SrcAlpha OneMinusSrcAlpha\r\n AlphaTest Greater .01\r\n ColorMask RGB\r\n Cull Off\r\n Lighting Off\r\n ZWrite On\r\n \r\n Fog\r\n {\r\n Color(0, 0, 0, 0)\r\n }\r\n \r\n BindChannels\r\n {\r\n Bind \"Color\", color\r\n Bind \"Vertex\", vertex\r\n Bind \"TexCoord\", texcoord\r\n }\r\n \r\n SubShader\r\n {\r\n Pass\r\n {\r\n SetTexture [_MainTex]\r\n {\r\n combine texture * primary\r\n }\r\n }\r\n }\r\n }\r\n }"); material.mainTexture = _fontImage; material.hideFlags = (HideFlags)13; material.shader.hideFlags = (HideFlags)13; _fontMaterial = material; _fontCamera = gameObject.AddComponent<Camera> () as Camera; _fontCamera.nearClipPlane = 0.1f; _fontCamera.farClipPlane = 1f; _fontCamera.clearFlags = (CameraClearFlags)4; _fontCamera.depth = 99f; _fontCamera.cullingMask = 0; _fontCamera.useOcclusionCulling = false; _fontCamera.orthographic = true; _glyphLeft = new float[94]; _glyphTop = new float[94]; _glyphRight = new float[94]; _glyphBottom = new float[94]; int num = 0; int num2 = 0; int width = _fontImage.width; float num3 = 1f / (float)_fontImage.width; float num4 = 1f / (float)_fontImage.height; for (int i = 0; i < 94; i++) { _glyphLeft [i] = (float)num; _glyphTop [i] = (float)num2; _glyphRight [i] = (float)(num + 8); _glyphBottom [i] = (float)(num2 + 15); _glyphLeft [i] *= num3; _glyphRight [i] *= num3; _glyphTop [i] *= num4; _glyphBottom [i] *= num4; _glyphTop [i] = 1f - _glyphTop [i]; _glyphBottom [i] = 1f - _glyphBottom [i]; num += 8; if (num == width) { num = 0; num2 += 15; } } _whiteUV = hDebug.UVRectangle.CreateFromTexture (3, 5, 1, 1, _fontImage.width, _fontImage.height); }