Пример #1
0
        public override void UpdateExternalObject(GameObject externalObject, Sprite baseSprite, Sprite dummySprite, TextureInfo textureInfo, SpriteConfigData data)
        {
            PrefabUtil.UpdateMeshPrefab(textureInfo, false, externalObject);

            baseSprite.GetVertexAndTriangle3D(data, out var vertices3D, out var triangles3D, MeshRenderType.Transparent);
            PrefabUtil.AddComponentsAssets(baseSprite, externalObject, vertices3D, triangles3D, textureInfo, RENDER_TYPE_TRANSPARENT, data.transparentShaderName, data);
        }
Пример #2
0
        public override void UpdateExternalObject(GameObject externalObject, Sprite baseSprite, Sprite dummySprite, TextureInfo textureInfo, SpriteConfigData data)
        {
            PrefabUtil.UpdateMeshPrefab(textureInfo, false, externalObject);

            dummySprite.GetVertexAndTriangle3D(data, out var vertices, out var triangles, MeshRenderType.Opaque);
            PrefabUtil.AddComponentsAssets(baseSprite, externalObject, vertices, triangles, textureInfo, RENDER_TYPE_OPAQUE, data.opaqueShaderName, data);
        }
        public override void UpdateExternalObject(GameObject externalObject, Sprite baseSprite, Sprite dummySprite, TextureInfo textureInfo, SpriteConfigData data)
        {
            PrefabUtil.UpdateMeshPrefab(textureInfo, true, externalObject);

            GameObject root = externalObject;
            GameObject sub  = root.transform.GetChild(0).gameObject;

            dummySprite.GetVertexAndTriangle3D(data, out var transparentVertices, out var transparentTriangles, MeshRenderType.SeparatedTransparent);
            dummySprite.GetVertexAndTriangle3D(data, out var opaqueVertices, out var opaqueTriangles, MeshRenderType.Opaque);
            PrefabUtil.AddComponentsAssets(baseSprite, root, transparentVertices, transparentTriangles, textureInfo, RENDER_TYPE_TRANSPARENT, data.transparentShaderName, data);
            PrefabUtil.AddComponentsAssets(baseSprite, sub, opaqueVertices, opaqueTriangles, textureInfo, RENDER_TYPE_OPAQUE, data.opaqueShaderName, data);
        }