示例#1
0
 static public int constructor(IntPtr l)
 {
     try {
         FairyGUI.BlendModeUtils o;
         o = new FairyGUI.BlendModeUtils();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#2
0
文件: NGraphics.cs 项目: mengtest/u1
        public void UpdateMaterial(UpdateContext context)
        {
            NMaterial nm = null;

            if (_manager != null && !_customMatarial)
            {
                nm        = _manager.GetMaterial(this, context);
                _material = nm.material;
                if ((object)_material != (object)meshRenderer.sharedMaterial && (object)_material.mainTexture != null)
                {
                    meshRenderer.sharedMaterial = _material;
                }

                if (nm.combined)
                {
                    _material.SetTexture("_AlphaTex", _manager.texture.alphaTexture.nativeTexture);
                }
            }

            if (maskFrameId != 0 && maskFrameId != UpdateContext.frameId)
            {
                //曾经是遮罩对象,现在不是了
                if (_stencilEraser != null)
                {
                    _stencilEraser.enabled = false;
                }
            }

            if (_material != null)
            {
                if (blendMode != BlendMode.Normal)                 //GetMateria已经保证了不同的blendMode会返回不同的共享材质,所以这里可以放心设置
                {
                    BlendModeUtils.Apply(_material, blendMode);
                }

                if (context.clipped)
                {
                    if (maskFrameId != UpdateContext.frameId && context.rectMaskDepth > 0)                     //在矩形剪裁下,且不是遮罩对象
                    {
                        _material.SetVector("_ClipBox", context.clipInfo.clipBox);
                        if (context.clipInfo.soft)
                        {
                            _material.SetVector("_ClipSoftness", context.clipInfo.softness);
                        }
                    }

                    if (context.stencilReferenceValue > 0)
                    {
                        if (maskFrameId == UpdateContext.frameId)                         //是遮罩
                        {
                            if (context.stencilReferenceValue == 1)
                            {
                                _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Always);
                                _material.SetInt("_Stencil", 1);
                                _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Replace);
                                _material.SetInt("_StencilReadMask", 255);
                                _material.SetInt("_ColorMask", 0);
                            }
                            else
                            {
                                _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Equal);
                                _material.SetInt("_Stencil", context.stencilReferenceValue | (context.stencilReferenceValue - 1));
                                _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Replace);
                                _material.SetInt("_StencilReadMask", context.stencilReferenceValue - 1);
                                _material.SetInt("_ColorMask", 0);
                            }

                            //设置擦除stencil的drawcall
                            if (_stencilEraser == null)
                            {
                                _stencilEraser = new StencilEraser(gameObject.transform);
                                _stencilEraser.meshFilter.mesh = mesh;
                            }
                            else
                            {
                                _stencilEraser.enabled = true;
                            }

                            if (nm != null)
                            {
                                NMaterial eraserNm = _manager.GetMaterial(this, context);
                                eraserNm.stencilSet = true;
                                Material eraserMat = eraserNm.material;
                                if ((object)eraserMat != (object)_stencilEraser.meshRenderer.sharedMaterial)
                                {
                                    _stencilEraser.meshRenderer.sharedMaterial = eraserMat;
                                }

                                int refValue = context.stencilReferenceValue - 1;
                                eraserMat.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Equal);
                                eraserMat.SetInt("_Stencil", refValue);
                                eraserMat.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Replace);
                                eraserMat.SetInt("_StencilReadMask", refValue);
                                eraserMat.SetInt("_ColorMask", 0);
                            }
                        }
                        else
                        {
                            int refValue = context.stencilReferenceValue | (context.stencilReferenceValue - 1);
                            _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Equal);
                            _material.SetInt("_Stencil", refValue);
                            _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Keep);
                            _material.SetInt("_StencilReadMask", refValue);
                            _material.SetInt("_ColorMask", 15);
                        }
                        if (nm != null)
                        {
                            nm.stencilSet = true;
                        }
                    }
                    else if (nm != null && nm.stencilSet)
                    {
                        _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Always);
                        _material.SetInt("_Stencil", 0);
                        _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Keep);
                        _material.SetInt("_StencilReadMask", 255);
                        _material.SetInt("_ColorMask", 15);

                        nm.stencilSet = false;
                    }
                    else
                    {
                        _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Always);
                        _material.SetInt("_Stencil", 0);
                        _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Keep);
                        _material.SetInt("_StencilReadMask", 255);
                        _material.SetInt("_ColorMask", 15);
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="context"></param>
        public void UpdateMaterial(UpdateContext context)
        {
            Stats.GraphicsCount++;

            NMaterial nm            = null;
            bool      firstInstance = true;

            if (!_customMatarial)
            {
                if (_manager != null)
                {
                    nm        = _manager.GetMaterial(this, context, out firstInstance);
                    _material = nm.material;
                    if ((object)_material != (object)meshRenderer.sharedMaterial)
                    {
                        meshRenderer.sharedMaterial = _material;
                    }
                }
                else
                {
                    _material = null;
                    if ((object)meshRenderer.sharedMaterial != null)
                    {
                        meshRenderer.sharedMaterial = null;
                    }
                }
            }

            if (maskFrameId != 0 && maskFrameId != UpdateContext.frameId)
            {
                //曾经是遮罩对象,现在不是了
                if (_stencilEraser != null)
                {
                    _stencilEraser.enabled = false;
                }
            }

            if (firstInstance && (object)_material != null)
            {
                if (blendMode != BlendMode.Normal)                 //GetMateria已经保证了不同的blendMode会返回不同的共享材质,所以这里可以放心设置
                {
                    BlendModeUtils.Apply(_material, blendMode);
                }

                bool clearStencil = false;
                if (context.clipped)
                {
                    if (maskFrameId != UpdateContext.frameId && context.rectMaskDepth > 0)                     //在矩形剪裁下,且不是遮罩对象
                    {
                        _material.SetVector(ShaderConfig._properyIDs._ClipBox, context.clipInfo.clipBox);
                        if (context.clipInfo.soft)
                        {
                            _material.SetVector(ShaderConfig._properyIDs._ClipSoftness, context.clipInfo.softness);
                        }
                    }

                    if (context.stencilReferenceValue > 0)
                    {
                        if (maskFrameId == UpdateContext.frameId)                         //是遮罩
                        {
                            if (context.stencilReferenceValue == 1)
                            {
                                _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Always);
                                _material.SetInt(ShaderConfig._properyIDs._Stencil, 1);
                                _material.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Replace);
                                _material.SetInt(ShaderConfig._properyIDs._StencilReadMask, 255);
                                _material.SetInt(ShaderConfig._properyIDs._ColorMask, 0);
                            }
                            else
                            {
                                _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Equal);
                                _material.SetInt(ShaderConfig._properyIDs._Stencil, context.stencilReferenceValue | (context.stencilReferenceValue - 1));
                                _material.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Replace);
                                _material.SetInt(ShaderConfig._properyIDs._StencilReadMask, context.stencilReferenceValue - 1);
                                _material.SetInt(ShaderConfig._properyIDs._ColorMask, 0);
                            }

                            //设置擦除stencil的drawcall
                            if (_stencilEraser == null)
                            {
                                _stencilEraser = new StencilEraser(gameObject.transform);
                                _stencilEraser.meshFilter.mesh = mesh;
                            }
                            else
                            {
                                _stencilEraser.enabled = true;
                            }

                            if (nm != null)
                            {
                                NMaterial eraserNm = _manager.GetMaterial(this, context, out firstInstance);
                                eraserNm.stencilSet = true;
                                Material eraserMat = eraserNm.material;
                                if ((object)eraserMat != (object)_stencilEraser.meshRenderer.sharedMaterial)
                                {
                                    _stencilEraser.meshRenderer.sharedMaterial = eraserMat;
                                }

                                int refValue = context.stencilReferenceValue - 1;
                                eraserMat.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Equal);
                                eraserMat.SetInt(ShaderConfig._properyIDs._Stencil, refValue);
                                eraserMat.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Replace);
                                eraserMat.SetInt(ShaderConfig._properyIDs._StencilReadMask, refValue);
                                eraserMat.SetInt(ShaderConfig._properyIDs._ColorMask, 0);
                            }
                        }
                        else
                        {
                            int refValue = context.stencilReferenceValue | (context.stencilReferenceValue - 1);
                            if (context.clipInfo.reversedMask)
                            {
                                _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.NotEqual);
                            }
                            else
                            {
                                _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Equal);
                            }
                            _material.SetInt(ShaderConfig._properyIDs._Stencil, refValue);
                            _material.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Keep);
                            _material.SetInt(ShaderConfig._properyIDs._StencilReadMask, refValue);
                            _material.SetInt(ShaderConfig._properyIDs._ColorMask, 15);
                        }
                        if (nm != null)
                        {
                            nm.stencilSet = true;
                        }
                    }
                    else
                    {
                        clearStencil = nm == null || nm.stencilSet;
                    }
                }
                else
                {
                    clearStencil = nm == null || nm.stencilSet;
                }

                if (clearStencil)
                {
                    _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Always);
                    _material.SetInt(ShaderConfig._properyIDs._Stencil, 0);
                    _material.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Keep);
                    _material.SetInt(ShaderConfig._properyIDs._StencilReadMask, 255);
                    _material.SetInt(ShaderConfig._properyIDs._ColorMask, 15);
                }
            }
        }
示例#4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="context"></param>
        /// <param name="alpha"></param>
        /// <param name="grayed"></param>
        public void Update(UpdateContext context, float alpha, bool grayed)
        {
            Stats.GraphicsCount++;

            if (_meshDirty)
            {
                _alpha = alpha;
                UpdateMeshNow();
            }
            else if (_alpha != alpha)
            {
                ChangeAlpha(alpha);
            }

            uint      clipId  = context.clipInfo.clipId;
            int       matType = 0;
            NMaterial nm      = null;

            if (!_customMatarial)
            {
                if (_manager != null)
                {
                    if (context.clipped && !dontClip)
                    {
                        if (_maskFlag == 1)
                        {
                            matType = 6;
                        }
                        else if (context.rectMaskDepth == 0)
                        {
                            matType = grayed ? 1 : 0;
                        }
                        else if (context.clipInfo.soft)
                        {
                            matType = grayed ? 5 : 4;
                        }
                        else
                        {
                            matType = grayed ? 3 : 2;
                        }
                    }
                    else
                    {
                        clipId  = 0;
                        matType = grayed ? 1 : 0;
                    }

                    nm        = _manager.GetMaterial(matType, blendMode, clipId);
                    _material = nm.material;
                    if ((object)_material != (object)meshRenderer.sharedMaterial)
                    {
                        meshRenderer.sharedMaterial = _material;
                    }
                }
                else
                {
                    _material = null;
                    if ((object)meshRenderer.sharedMaterial != null)
                    {
                        meshRenderer.sharedMaterial = null;
                    }
                }
            }

            if ((nm == null || nm._firstInstance) && (object)_material != null)
            {
                if (blendMode != BlendMode.Normal) //GetMateria已经保证了不同的blendMode会返回不同的共享材质,所以这里可以放心设置
                {
                    BlendModeUtils.Apply(_material, blendMode);
                }

                bool clearStencil = nm == null || nm.stencilSet;
                if (context.clipped)
                {
                    if (_maskFlag != 1 && context.rectMaskDepth > 0) //在矩形剪裁下,且不是遮罩对象
                    {
                        _material.SetVector(ShaderConfig._properyIDs._ClipBox, context.clipInfo.clipBox);
                        if (context.clipInfo.soft)
                        {
                            _material.SetVector(ShaderConfig._properyIDs._ClipSoftness, context.clipInfo.softness);
                        }
                    }

                    if (context.stencilReferenceValue > 0)
                    {
                        if (_maskFlag == 1) //是遮罩
                        {
                            if (context.stencilReferenceValue == 1)
                            {
                                _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Always);
                                _material.SetInt(ShaderConfig._properyIDs._Stencil, 1);
                                _material.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Replace);
                                _material.SetInt(ShaderConfig._properyIDs._StencilReadMask, 255);
                                _material.SetInt(ShaderConfig._properyIDs._ColorMask, 0);
                            }
                            else
                            {
                                if (context.isStencilReversing)
                                {
                                    _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.NotEqual);
                                }
                                else
                                {
                                    _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Equal);
                                }
                                _material.SetInt(ShaderConfig._properyIDs._Stencil, context.stencilReferenceValue | (context.stencilReferenceValue - 1));
                                _material.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Replace);
                                _material.SetInt(ShaderConfig._properyIDs._StencilReadMask, context.stencilReferenceValue - 1);
                                _material.SetInt(ShaderConfig._properyIDs._ColorMask, 0);
                            }
                        }
                        else
                        {
                            _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Equal);
                            _material.SetInt(ShaderConfig._properyIDs._Stencil, context.stencilCompareValue);
                            _material.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Keep);
                            _material.SetInt(ShaderConfig._properyIDs._StencilReadMask, context.stencilReferenceValue | (context.stencilReferenceValue - 1));
                            _material.SetInt(ShaderConfig._properyIDs._ColorMask, 15);
                        }
                        if (nm != null)
                        {
                            nm.stencilSet = true;
                        }
                        clearStencil = false;
                    }
                }

                if (clearStencil)
                {
                    if (nm != null)
                    {
                        nm.stencilSet = false;
                    }

                    _material.SetInt(ShaderConfig._properyIDs._StencilComp, (int)UnityEngine.Rendering.CompareFunction.Always);
                    _material.SetInt(ShaderConfig._properyIDs._Stencil, 0);
                    _material.SetInt(ShaderConfig._properyIDs._StencilOp, (int)UnityEngine.Rendering.StencilOp.Keep);
                    _material.SetInt(ShaderConfig._properyIDs._StencilReadMask, 255);
                    _material.SetInt(ShaderConfig._properyIDs._ColorMask, 15);
                }
            }

            if (_maskFlag != 0)
            {
                if (_maskFlag == 1)
                {
                    _maskFlag = 2;
                }
                else
                {
                    if (_stencilEraser != null)
                    {
                        _stencilEraser.enabled = false;
                    }

                    _maskFlag = 0;
                }
            }
        }
示例#5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="flags"></param>
        /// <param name="blendMode"></param>
        /// <param name="group"></param>
        /// <returns></returns>
        public Material GetMaterial(int flags, BlendMode blendMode, uint group)
        {
            if (blendMode != BlendMode.Normal && BlendModeUtils.Factors[(int)blendMode].pma)
            {
                flags |= (int)MaterialFlags.ColorFilter;
            }

            List <MaterialRef> items;

            if (!_materials.TryGetValue(flags, out items))
            {
                items             = new List <MaterialRef>();
                _materials[flags] = items;
            }

            int         frameId = Time.frameCount;
            int         cnt     = items.Count;
            MaterialRef result  = null;

            for (int i = 0; i < cnt; i++)
            {
                MaterialRef item = items[i];

                if (item.group == group && item.blendMode == blendMode)
                {
                    if (item.frame != frameId)
                    {
                        firstMaterialInFrame = true;
                        item.frame           = frameId;
                    }
                    else
                    {
                        firstMaterialInFrame = false;
                    }

                    if (_combineTexture)
                    {
                        item.material.SetTexture(ShaderConfig.ID_AlphaTex, _texture.alphaTexture);
                    }

                    return(item.material);
                }
                else if (result == null && (item.frame > frameId || item.frame < frameId - 1)) //collect materials if it is unused in last frame
                {
                    result = item;
                }
            }

            if (result == null)
            {
                result = new MaterialRef()
                {
                    material = CreateMaterial(flags)
                };
                items.Add(result);
            }
            else if (_combineTexture)
            {
                result.material.SetTexture(ShaderConfig.ID_AlphaTex, _texture.alphaTexture);
            }

            if (result.blendMode != blendMode)
            {
                BlendModeUtils.Apply(result.material, blendMode);
                result.blendMode = blendMode;
            }

            result.group         = group;
            result.frame         = frameId;
            firstMaterialInFrame = true;
            return(result.material);
        }
示例#6
0
        public void Render(Rect rect, Vector2 scale, float rotation, float alpha, UpdateContext context)
        {
            if (_texture == null || !enabled)
            {
                return;
            }

            if (skipMask && UpdateContext.current.clipped)
            {
                UpdateContext.current.SkipMask(true);
            }

            if (rotation != 0)
            {
                sHelperMatrix = MatrixHelper.RotateZ(rotation);
            }

            alpha *= context.alpha;
            RenderTarget renderTarget = context.renderTarget;

            if (context.blendMode != blendMode)
            {
                context.blendMode = blendMode;
                BlendModeUtils.Apply(blendMode);
            }

            for (int i = 0; i < _quadCount; i++)
            {
                Quad  quad = _quads[i];
                float x, y, w, h;
                x = quad.drawRect.x * scale.x;
                y = quad.drawRect.y * scale.y;
                w = quad.drawRect.Width * scale.x;
                h = quad.drawRect.Height * scale.y;
                if (quad.drawRect.Width >= 1 && w < 1)
                {
                    w = 1;
                }
                if (quad.drawRect.Height >= 1 && h < 1)
                {
                    h = 1;
                }
                Vector2 uv0 = quad.uv[0];
                Vector2 uv2 = quad.uv[2];

                if (rotation != 0)
                {
                    //底层选装的轴心在中间,要转换一下
                    Vector3 cePivot = new Vector3(w * 0.5f, h * 0.5f, 0);
                    Vector3 pos     = sHelperMatrix.TransformPoint(new Vector3(x, y, 0)) + sHelperMatrix.TransformPoint(cePivot) - cePivot;
                    x = pos.x;
                    y = pos.y;
                }

                if (renderTarget == null)
                {
                    if (pixelSnapping)
                    {
                        x = (float)Math.Floor(rect.x + x) * viewportReverseScale.x;
                        y = (float)Math.Floor(rect.y + y) * viewportReverseScale.y;
                    }
                    else
                    {
                        x = (rect.x + x) * viewportReverseScale.x;
                        y = (rect.y + y) * viewportReverseScale.y;
                    }

                    w *= viewportReverseScale.x;
                    h *= viewportReverseScale.y;
#if CE_5_5
                    IRenderAuxImage.Draw2dImage(x, y, w, h
                                                _texture.ID,
                                                uv0.x, uv0.y, uv2.x, uv2.y,
                                                rotation,
                                                quad.color.R, quad.color.G, quad.color.B, quad.color.A * alpha);
#else
                    Global.gEnv.pRenderer.Draw2dImage(x, y, w, h,
                                                      _texture.ID,
                                                      uv0.x, uv0.y, uv2.x, uv2.y,
                                                      rotation,
                                                      quad.color.R, quad.color.G, quad.color.B, quad.color.A * alpha);
#endif
                }
                else
                {
#if CE_5_5
#else
                    Global.gEnv.pRenderer.PushUITexture(_texture.ID, renderTarget.texture.ID,
                                                        (rect.x + x - renderTarget.origin.x) / renderTarget.texture.width, (rect.y + y - renderTarget.origin.y) / renderTarget.texture.height,
                                                        w / renderTarget.texture.width, h / renderTarget.texture.height,
                                                        uv0.x, uv0.y, uv2.x, uv2.y,
                                                        quad.color.R, quad.color.G, quad.color.B, quad.color.A * alpha);
#endif
                }
            }

            if (skipMask && UpdateContext.current.clipped)
            {
                UpdateContext.current.SkipMask(true);
            }
        }
示例#7
0
        public void UpdateMaterial(UpdateContext context)
        {
            if (_manager != null && !_customMatarial)
            {
                _material = _manager.GetMaterial(this, context);
                if ((object)_material != (object)meshRenderer.sharedMaterial && (object)_material.mainTexture != null)
                {
                    meshRenderer.sharedMaterial = _material;
                }
            }

            if (_material != null)
            {
                if (blendMode != BlendMode.Normal)                 //GetMateria已经保证了不同的blendMode会返回不同的共享材质,所以这里可以放心设置
                {
                    BlendModeUtils.Apply(_material, blendMode);
                }

                if (context.clipped)
                {
                    if (maskFrameId != UpdateContext.frameId && context.rectMaskDepth > 0)
                    {
                        _material.SetVector("_ClipBox", context.clipInfo.clipBox);
                        if (context.clipInfo.soft)
                        {
                            _material.SetVector("_ClipSoftness", context.clipInfo.softness);
                        }
                    }

                    if (context.stencilReferenceValue > 0)
                    {
                        if (maskFrameId == UpdateContext.frameId)
                        {
                            if (context.stencilReferenceValue == 1)
                            {
                                _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Always);
                                _material.SetInt("_Stencil", 1);
                                _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Replace);
                                _material.SetInt("_StencilReadMask", 255);
                                _material.SetInt("_ColorMask", 0);
                            }
                            else
                            {
                                _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Equal);
                                _material.SetInt("_Stencil", context.stencilReferenceValue | (context.stencilReferenceValue - 1));
                                _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Replace);
                                _material.SetInt("_StencilReadMask", context.stencilReferenceValue - 1);
                                _material.SetInt("_ColorMask", 0);
                            }
                        }
                        else
                        {
                            _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Equal);
                            _material.SetInt("_Stencil", context.stencilReferenceValue | (context.stencilReferenceValue - 1));
                            _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Keep);
                            _material.SetInt("_StencilReadMask", context.stencilReferenceValue | (context.stencilReferenceValue - 1));
                            _material.SetInt("_ColorMask", 15);
                        }
                        if (_material is NMaterial)
                        {
                            ((NMaterial)_material).stencilSet = true;
                        }
                    }
                    else if ((_material is NMaterial) && ((NMaterial)_material).stencilSet)
                    {
                        _material.SetInt("_StencilComp", (int)UnityEngine.Rendering.CompareFunction.Always);
                        _material.SetInt("_Stencil", 0);
                        _material.SetInt("_StencilOp", (int)UnityEngine.Rendering.StencilOp.Keep);
                        _material.SetInt("_StencilReadMask", 255);
                        _material.SetInt("_ColorMask", 15);

                        ((NMaterial)_material).stencilSet = false;
                    }
                }
            }
        }