209 lines
8.7 KiB
C#
209 lines
8.7 KiB
C#
/******************************************************************************
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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;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Spine.Unity.Examples {
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public abstract class SkeletonRenderTextureBase : MonoBehaviour {
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#if HAS_VECTOR2INT
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public Color color = Color.white;
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public int maxRenderTextureSize = 1024;
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public GameObject quad;
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public Material quadMaterial;
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protected Mesh quadMesh;
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public RenderTexture renderTexture;
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public Camera targetCamera;
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[Tooltip("Shader passes to render to the RenderTexture. E.g. set the first element " +
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"to -1 to render all shader passes, or set it to 0 to only render the first " +
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"shader pass, which may be required when using URP or shadow-casting shaders.")]
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public int[] shaderPasses = new int[1] { 0 };
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protected CommandBuffer commandBuffer;
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protected Vector2Int screenSize;
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protected Vector2Int usedRenderTextureSize;
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protected Vector2Int allocatedRenderTextureSize;
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protected Vector2 downScaleFactor = Vector2.one;
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protected Vector3 worldCornerNoDistortion0;
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protected Vector3 worldCornerNoDistortion1;
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protected Vector3 worldCornerNoDistortion2;
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protected Vector3 worldCornerNoDistortion3;
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protected Vector2 uvCorner0;
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protected Vector2 uvCorner1;
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protected Vector2 uvCorner2;
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protected Vector2 uvCorner3;
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protected virtual void Awake () {
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commandBuffer = new CommandBuffer();
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}
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void OnDestroy () {
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if (renderTexture)
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RenderTexture.ReleaseTemporary(renderTexture);
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}
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protected void PrepareTextureMapping (out Vector3 screenSpaceMin, out Vector3 screenSpaceMax,
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Vector3 screenCorner0, Vector3 screenCorner1, Vector3 screenCorner2, Vector3 screenCorner3) {
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screenSpaceMin =
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Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
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Vector3.Min(screenCorner2, screenCorner3)));
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screenSpaceMax =
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Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
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Vector3.Max(screenCorner2, screenCorner3)));
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// ensure we are on whole pixel borders
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screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
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screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
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screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
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screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
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// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
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uvCorner0 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
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uvCorner1 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
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uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
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uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
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screenSize = new Vector2Int(Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x),
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Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y));
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usedRenderTextureSize = new Vector2Int(
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Math.Min(maxRenderTextureSize, screenSize.x),
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Math.Min(maxRenderTextureSize, screenSize.y));
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downScaleFactor = new Vector2(
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(float)usedRenderTextureSize.x / (float)screenSize.x,
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(float)usedRenderTextureSize.y / (float)screenSize.y);
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PrepareRenderTexture();
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}
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protected void PrepareRenderTexture () {
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Vector2Int textureSize = new Vector2Int(
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Mathf.NextPowerOfTwo(usedRenderTextureSize.x),
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Mathf.NextPowerOfTwo(usedRenderTextureSize.y));
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if (textureSize != allocatedRenderTextureSize) {
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if (renderTexture)
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RenderTexture.ReleaseTemporary(renderTexture);
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renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
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renderTexture.filterMode = FilterMode.Point;
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allocatedRenderTextureSize = textureSize;
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}
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}
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protected Matrix4x4 CalculateProjectionMatrix (Camera targetCamera,
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Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
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if (targetCamera.orthographic)
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return CalculateOrthoMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
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else
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return CalculatePerspectiveMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
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}
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protected Matrix4x4 CalculateOrthoMatrix (Camera targetCamera,
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Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
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Vector2 cameraSize = new Vector2(
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targetCamera.orthographicSize * 2.0f * targetCamera.aspect,
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targetCamera.orthographicSize * 2.0f);
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Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels;
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Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels;
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Vector2 centerOffset = new Vector2(-0.5f, -0.5f);
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min = (min + centerOffset) * cameraSize;
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max = (max + centerOffset) * cameraSize;
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return Matrix4x4.Ortho(min.x, max.x, min.y, max.y, float.MinValue, float.MaxValue);
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}
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protected Matrix4x4 CalculatePerspectiveMatrix (Camera targetCamera,
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Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
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FrustumPlanes frustumPlanes = targetCamera.projectionMatrix.decomposeProjection;
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Vector2 planesSize = new Vector2(
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frustumPlanes.right - frustumPlanes.left,
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frustumPlanes.top - frustumPlanes.bottom);
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Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels * planesSize;
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Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels * planesSize;
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frustumPlanes.right = frustumPlanes.left + max.x;
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frustumPlanes.top = frustumPlanes.bottom + max.y;
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frustumPlanes.left += min.x;
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frustumPlanes.bottom += min.y;
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return Matrix4x4.Frustum(frustumPlanes);
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}
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protected void AssignAtQuad () {
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Transform quadTransform = quad.transform;
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quadTransform.position = this.transform.position;
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quadTransform.rotation = this.transform.rotation;
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quadTransform.localScale = this.transform.localScale;
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Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
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Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
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Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
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Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
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Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
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quadMesh.vertices = vertices;
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int[] indices = new int[6] { 0, 1, 2, 2, 1, 3 };
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quadMesh.triangles = indices;
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Vector3[] normals = new Vector3[4] {
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-Vector3.forward,
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-Vector3.forward,
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-Vector3.forward,
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-Vector3.forward
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};
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quadMesh.normals = normals;
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float maxU = (float)usedRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
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float maxV = (float)usedRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
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if (downScaleFactor.x < 1 || downScaleFactor.y < 1) {
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maxU = downScaleFactor.x * (float)screenSize.x / (float)allocatedRenderTextureSize.x;
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maxV = downScaleFactor.y * (float)screenSize.y / (float)allocatedRenderTextureSize.y;
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}
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Vector2[] uv = new Vector2[4] {
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new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
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new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
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new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
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new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
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};
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quadMesh.uv = uv;
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AssignMeshAtRenderer();
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}
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protected abstract void AssignMeshAtRenderer ();
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#endif // HAS_VECTOR2INT
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}
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}
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