296 lines
12 KiB
C#
296 lines
12 KiB
C#
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2017_2_OR_NEWER
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#define HAS_VECTOR2INT
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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namespace Spine.Unity.Examples {
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/// <summary>
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/// When enabled, this component renders a skeleton to a RenderTexture and
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/// then draws this RenderTexture at a UI SkeletonSubmeshGraphic quad of the same size.
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/// This allows changing transparency at a single quad, which produces a more
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/// natural fadeout effect.
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/// Note: It is recommended to keep this component disabled as much as possible
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/// because of the additional rendering overhead. Only enable it when alpha blending is required.
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/// </summary>
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[RequireComponent(typeof(SkeletonGraphic))]
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public class SkeletonGraphicRenderTexture : SkeletonRenderTextureBase {
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#if HAS_VECTOR2INT
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[System.Serializable]
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public struct TextureMaterialPair {
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public Texture texture;
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public Material material;
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public TextureMaterialPair (Texture texture, Material material) {
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this.texture = texture;
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this.material = material;
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}
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}
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public RectTransform customRenderRect;
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protected SkeletonGraphic skeletonGraphic;
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public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
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protected CanvasRenderer quadCanvasRenderer;
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protected SkeletonSubmeshGraphic quadMaskableGraphic;
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protected readonly Vector3[] worldCorners = new Vector3[4];
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public void ResetMeshRendererMaterials () {
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meshRendererMaterialForTexture.Clear();
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AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
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for (int i = 0; i < atlasAssets.Length; ++i) {
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foreach (Material material in atlasAssets[i].Materials) {
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if (material.mainTexture != null) {
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meshRendererMaterialForTexture.Add(
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new TextureMaterialPair(material.mainTexture, material));
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}
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}
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}
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}
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protected override void Awake () {
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base.Awake();
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skeletonGraphic = this.GetComponent<SkeletonGraphic>();
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if (targetCamera == null) {
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targetCamera = skeletonGraphic.canvas.worldCamera;
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if (targetCamera == null)
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targetCamera = Camera.main;
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}
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CreateQuadChild();
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}
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void CreateQuadChild () {
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quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(SkeletonSubmeshGraphic));
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quad.transform.SetParent(this.transform.parent, false);
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quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
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quadMaskableGraphic = quad.GetComponent<SkeletonSubmeshGraphic>();
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quadMesh = new Mesh();
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quadMesh.MarkDynamic();
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quadMesh.name = "RenderTexture Quad";
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quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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if (quadMaterial == null) {
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quadMaterial = new Material(Shader.Find("Spine/SkeletonGraphic"));
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quadMaterial.EnableKeyword("_CANVAS_GROUP_COMPATIBLE");
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}
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}
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void Reset () {
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skeletonGraphic = this.GetComponent<SkeletonGraphic>();
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ResetMeshRendererMaterials();
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#if UNITY_EDITOR
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string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadGraphicMaterial");
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if (assets.Length > 0) {
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string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
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quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
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}
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#endif
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}
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void OnEnable () {
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skeletonGraphic.OnInstructionsPrepared += PrepareQuad;
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skeletonGraphic.AssignMeshOverrideSingleRenderer += RenderSingleMeshToRenderTexture;
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skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
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skeletonGraphic.disableMeshAssignmentOnOverride = true;
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skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
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skeletonGraphic.OnAnimationRebuild += OnRebuild;
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List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
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for (int i = 0; i < canvasRenderers.Count; ++i)
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canvasRenderers[i].cull = true;
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if (quadCanvasRenderer)
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quadCanvasRenderer.gameObject.SetActive(true);
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}
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void OnDisable () {
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skeletonGraphic.OnInstructionsPrepared -= PrepareQuad;
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skeletonGraphic.AssignMeshOverrideSingleRenderer -= RenderSingleMeshToRenderTexture;
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skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
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skeletonGraphic.disableMeshAssignmentOnOverride = false;
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skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
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skeletonGraphic.OnAnimationRebuild -= OnRebuild;
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List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
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for (int i = 0; i < canvasRenderers.Count; ++i)
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canvasRenderers[i].cull = false;
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if (quadCanvasRenderer)
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quadCanvasRenderer.gameObject.SetActive(false);
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if (renderTexture)
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RenderTexture.ReleaseTemporary(renderTexture);
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allocatedRenderTextureSize = Vector2Int.zero;
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}
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void PrepareQuad (SkeletonRendererInstruction instruction) {
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PrepareForMesh();
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SetupQuad();
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}
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void RenderOntoQuad (SkeletonGraphic skeletonRenderer) {
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AssignAtQuad();
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}
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void OnRebuild (ISkeletonAnimation skeletonGraphic) {
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ResetMeshRendererMaterials();
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}
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protected void PrepareForMesh () {
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// We need to get the min/max of all four corners, rotation of the skeleton
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// in combination with perspective projection otherwise might lead to incorrect
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// screen space min/max.
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RectTransform rectTransform = customRenderRect ? customRenderRect : skeletonGraphic.rectTransform;
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rectTransform.GetWorldCorners(worldCorners);
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RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
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Vector3 screenCorner0, screenCorner1, screenCorner2, screenCorner3;
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// note: world corners are ordered bottom left, top left, top right, bottom right.
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// This corresponds to 0, 3, 1, 2 in our desired order.
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if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
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screenCorner0 = worldCorners[0];
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screenCorner1 = worldCorners[3];
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screenCorner2 = worldCorners[1];
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screenCorner3 = worldCorners[2];
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} else {
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screenCorner0 = targetCamera.WorldToScreenPoint(worldCorners[0]);
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screenCorner1 = targetCamera.WorldToScreenPoint(worldCorners[3]);
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screenCorner2 = targetCamera.WorldToScreenPoint(worldCorners[1]);
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screenCorner3 = targetCamera.WorldToScreenPoint(worldCorners[2]);
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}
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// To avoid perspective distortion when rotated, we project all vertices
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// onto a plane parallel to the view frustum near plane.
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// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
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float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
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screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
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if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
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worldCornerNoDistortion0 = screenCorner0;
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worldCornerNoDistortion1 = screenCorner1;
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worldCornerNoDistortion2 = screenCorner2;
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worldCornerNoDistortion3 = screenCorner3;
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} else {
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worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
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worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
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worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
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worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
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}
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Vector3 screenSpaceMin, screenSpaceMax;
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PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
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screenCorner0, screenCorner1, screenCorner2, screenCorner3);
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PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
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}
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protected Material MeshRendererMaterialForTexture (Texture texture) {
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return meshRendererMaterialForTexture.Find(x => x.texture == texture).material;
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}
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protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
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if (mesh.subMeshCount == 0) return;
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Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
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foreach (int shaderPass in shaderPasses)
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commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
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Graphics.ExecuteCommandBuffer(commandBuffer);
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}
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protected void RenderMultipleMeshesToRenderTexture (int meshCount,
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Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
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for (int i = 0; i < meshCount; ++i) {
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Mesh mesh = meshes[i];
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if (mesh.subMeshCount == 0) continue;
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Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
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foreach (int shaderPass in shaderPasses)
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commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
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}
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Graphics.ExecuteCommandBuffer(commandBuffer);
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}
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protected void SetupQuad () {
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quadCanvasRenderer.SetMaterial(quadMaterial, this.renderTexture);
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quadMaskableGraphic.color = color;
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quadCanvasRenderer.SetColor(color);
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RectTransform srcRectTransform = skeletonGraphic.rectTransform;
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RectTransform dstRectTransform = quadMaskableGraphic.rectTransform;
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dstRectTransform.anchorMin = srcRectTransform.anchorMin;
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dstRectTransform.anchorMax = srcRectTransform.anchorMax;
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dstRectTransform.anchoredPosition = srcRectTransform.anchoredPosition;
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dstRectTransform.pivot = srcRectTransform.pivot;
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dstRectTransform.localScale = srcRectTransform.localScale;
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dstRectTransform.sizeDelta = srcRectTransform.sizeDelta;
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dstRectTransform.rotation = srcRectTransform.rotation;
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}
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protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
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commandBuffer.Clear();
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commandBuffer.SetRenderTarget(renderTexture);
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commandBuffer.ClearRenderTarget(true, true, Color.clear);
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Vector2 targetViewportSize = new Vector2(
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screenSpaceMax.x - screenSpaceMin.x,
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screenSpaceMax.y - screenSpaceMin.y);
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RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
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if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
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Rect canvasRect = skeletonGraphic.canvas.pixelRect;
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canvasRect.x += screenSpaceMin.x;
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canvasRect.y += screenSpaceMin.y;
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canvasRect.width = targetViewportSize.x;
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canvasRect.height = targetViewportSize.y;
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Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
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canvasRect.x, canvasRect.x + canvasRect.width,
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canvasRect.y, canvasRect.y + canvasRect.height,
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float.MinValue, float.MaxValue);
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commandBuffer.SetViewMatrix(Matrix4x4.identity);
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commandBuffer.SetProjectionMatrix(projectionMatrix);
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} else {
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commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
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Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
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screenSpaceMin, screenSpaceMax, skeletonGraphic.canvas.pixelRect.size);
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commandBuffer.SetProjectionMatrix(projectionMatrix);
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}
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Rect viewportRect = new Rect(Vector2.zero, targetViewportSize * downScaleFactor);
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commandBuffer.SetViewport(viewportRect);
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}
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protected override void AssignMeshAtRenderer () {
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quadCanvasRenderer.SetMesh(quadMesh);
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}
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#endif // HAS_VECTOR2INT
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}
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}
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