mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 06:17:58 +01:00
170 lines
No EOL
4.3 KiB
C#
170 lines
No EOL
4.3 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using System.Collections;
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using System.Collections.Generic;
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namespace HighlightingSystem
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{
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public partial class Highlighter : MonoBehaviour
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{
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// Internal class for renderers caching
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private class RendererCache
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{
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private static readonly string sRenderType = "RenderType";
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private static readonly string sOpaque = "Opaque";
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private static readonly string sTransparent = "Transparent";
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private static readonly string sTransparentCutout = "TransparentCutout";
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private static readonly string sMainTex = "_MainTex";
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private struct Data
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{
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public Material material;
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public int submeshIndex;
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public bool transparent;
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}
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private const int opaquePassID = 0;
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private const int transparentPassID = 1;
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public bool visible { get; private set; }
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private GameObject go;
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private Renderer renderer;
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private List<Data> data;
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// Constructor
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public RendererCache(Renderer r, Material sharedOpaqueMaterial, float zTest, float stencilRef)
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{
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data = new List<Data>();
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renderer = r;
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go = r.gameObject;
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Material[] materials = r.sharedMaterials;
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if (materials != null)
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{
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for (int i = 0; i < materials.Length; i++)
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{
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Material sourceMat = materials[i];
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if (sourceMat == null) { continue; }
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Data d = new Data();
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string tag = sourceMat.GetTag(sRenderType, true, sOpaque);
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if (tag == sTransparent || tag == sTransparentCutout)
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{
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Material replacementMat = new Material(transparentShader);
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replacementMat.SetFloat(ShaderPropertyID._ZTest, zTest);
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replacementMat.SetFloat(ShaderPropertyID._StencilRef, stencilRef);
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if (r is SpriteRenderer) { replacementMat.SetFloat(ShaderPropertyID._Cull, cullOff); }
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if (sourceMat.HasProperty(ShaderPropertyID._MainTex))
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{
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replacementMat.SetTexture(ShaderPropertyID._MainTex, sourceMat.mainTexture);
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replacementMat.SetTextureOffset(sMainTex, sourceMat.mainTextureOffset);
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replacementMat.SetTextureScale(sMainTex, sourceMat.mainTextureScale);
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}
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int cutoff = ShaderPropertyID._Cutoff;
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replacementMat.SetFloat(cutoff, sourceMat.HasProperty(cutoff) ? sourceMat.GetFloat(cutoff) : transparentCutoff);
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d.material = replacementMat;
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d.transparent = true;
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}
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else
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{
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d.material = sharedOpaqueMaterial;
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d.transparent = false;
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}
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d.submeshIndex = i;
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data.Add(d);
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}
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}
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visible = !IsDestroyed() && IsVisible();
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}
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//
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public bool UpdateVisibility()
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{
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bool visibleNow = !IsDestroyed() && IsVisible();
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if (visible != visibleNow)
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{
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visible = visibleNow;
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return true;
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}
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return false;
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}
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// Fills given command buffer with this highlighter rendering commands
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public bool FillBuffer(CommandBuffer buffer)
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{
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if (IsDestroyed()) { return false; }
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if (IsVisible())
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{
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for (int i = 0, imax = data.Count; i < imax; i++)
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{
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Data d = data[i];
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buffer.DrawRenderer(renderer, d.material, d.submeshIndex);
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}
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}
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return true;
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}
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// Sets given color as highlighting color on all transparent materials of this renderer
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public void SetColorForTransparent(Color clr)
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{
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for (int i = 0, imax = data.Count; i < imax; i++)
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{
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Data d = data[i];
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if (d.transparent)
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{
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d.material.SetColor(ShaderPropertyID._Outline, clr);
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}
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}
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}
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// Sets ZTest parameter on all transparent materials of this renderer
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public void SetZTestForTransparent(float zTest)
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{
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for (int i = 0, imax = data.Count; i < imax; i++)
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{
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Data d = data[i];
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if (d.transparent)
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{
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d.material.SetFloat(ShaderPropertyID._ZTest, zTest);
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}
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}
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}
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// Sets Stencil Ref parameter on all transparent materials of this renderer
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public void SetStencilRefForTransparent(float stencilRef)
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{
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for (int i = 0, imax = data.Count; i < imax; i++)
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{
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Data d = data[i];
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if (d.transparent)
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{
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d.material.SetFloat(ShaderPropertyID._StencilRef, stencilRef);
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}
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}
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}
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//
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private bool IsVisible()
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{
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return renderer.enabled && renderer.isVisible;
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}
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//
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public bool IsDestroyed()
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{
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return go == null || renderer == null;
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}
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}
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}
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} |