Import AllIn1SpriteShader
This commit is contained in:
parent
73557e3bbe
commit
4d817ea88a
87 changed files with 8553 additions and 0 deletions
141
Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs
Normal file
141
Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs
Normal file
|
|
@ -0,0 +1,141 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class SetAtlasUvs : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private bool updateEveryFrame = false;
|
||||
private Renderer render;
|
||||
private SpriteRenderer spriteRender;
|
||||
private Image uiImage;
|
||||
private bool isUI = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (GetRendererReferencesIfNeeded()) GetAndSetUVs();
|
||||
|
||||
if (!updateEveryFrame && Application.isPlaying) this.enabled = false;
|
||||
}
|
||||
|
||||
void OnWillRenderObject()
|
||||
{
|
||||
if (updateEveryFrame)
|
||||
{
|
||||
GetAndSetUVs();
|
||||
}
|
||||
}
|
||||
|
||||
public void GetAndSetUVs()
|
||||
{
|
||||
if (!GetRendererReferencesIfNeeded()) return;
|
||||
|
||||
if (!isUI)
|
||||
{
|
||||
Rect r = spriteRender.sprite.rect;
|
||||
r.x /= spriteRender.sprite.texture.width;
|
||||
r.width /= spriteRender.sprite.texture.width;
|
||||
r.y /= spriteRender.sprite.texture.height;
|
||||
r.height /= spriteRender.sprite.texture.height;
|
||||
|
||||
render.sharedMaterial.SetFloat("_MinXUV", r.xMin);
|
||||
render.sharedMaterial.SetFloat("_MaxXUV", r.xMax);
|
||||
render.sharedMaterial.SetFloat("_MinYUV", r.yMin);
|
||||
render.sharedMaterial.SetFloat("_MaxYUV", r.yMax);
|
||||
}
|
||||
else
|
||||
{
|
||||
Rect r = uiImage.sprite.rect;
|
||||
r.x /= uiImage.sprite.texture.width;
|
||||
r.width /= uiImage.sprite.texture.width;
|
||||
r.y /= uiImage.sprite.texture.height;
|
||||
r.height /= uiImage.sprite.texture.height;
|
||||
|
||||
uiImage.material.SetFloat("_MinXUV", r.xMin);
|
||||
uiImage.material.SetFloat("_MaxXUV", r.xMax);
|
||||
uiImage.material.SetFloat("_MinYUV", r.yMin);
|
||||
uiImage.material.SetFloat("_MaxYUV", r.yMax);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetAtlasUvs()
|
||||
{
|
||||
if (!GetRendererReferencesIfNeeded()) return;
|
||||
|
||||
if (!isUI)
|
||||
{
|
||||
render.sharedMaterial.SetFloat("_MinXUV", 0f);
|
||||
render.sharedMaterial.SetFloat("_MaxXUV", 1f);
|
||||
render.sharedMaterial.SetFloat("_MinYUV", 0f);
|
||||
render.sharedMaterial.SetFloat("_MaxYUV", 1f);
|
||||
}
|
||||
else
|
||||
{
|
||||
uiImage.material.SetFloat("_MinXUV", 0f);
|
||||
uiImage.material.SetFloat("_MaxXUV", 1f);
|
||||
uiImage.material.SetFloat("_MinYUV", 0f);
|
||||
uiImage.material.SetFloat("_MaxYUV", 1f);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateEveryFrame(bool everyFrame)
|
||||
{
|
||||
updateEveryFrame = everyFrame;
|
||||
}
|
||||
|
||||
private bool GetRendererReferencesIfNeeded()
|
||||
{
|
||||
if (spriteRender == null) spriteRender = GetComponent<SpriteRenderer>();
|
||||
if (spriteRender != null)
|
||||
{
|
||||
if (spriteRender.sprite == null)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
EditorUtility.DisplayDialog("No sprite found", "The object: " + gameObject.name + ",has Sprite Renderer but no sprite", "Ok");
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
if (render == null) render = GetComponent<Renderer>();
|
||||
isUI = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (uiImage == null)
|
||||
{
|
||||
uiImage = GetComponent<Image>();
|
||||
if (uiImage != null)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
Debug.Log("You added the SetAtlasUv component to: " + gameObject.name + " that has a UI Image\n " +
|
||||
"This SetAtlasUV component will only work properly on UI Images if each Image has a DIFFERENT material instance (See Documentation Sprite Atlases section for more info)");
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
EditorUtility.DisplayDialog("No Valid Renderer Component Found", "Looks like you have no Sprite Renderer or UI Image on: '"
|
||||
+ gameObject.name + "'\n This SetAtlasUV component will now get destroyed", "Ok");
|
||||
#endif
|
||||
DestroyImmediate(this);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (render == null) render = GetComponent<Renderer>();
|
||||
isUI = true;
|
||||
}
|
||||
|
||||
if (spriteRender == null && uiImage == null)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
EditorUtility.DisplayDialog("No Sprite Renderer", "Looks like you are missing a Sprite Renderer on: '"
|
||||
+ gameObject.name + "'\n SetAtlasUvs only works with Sprite Renderers since it needs a 'sharedMaterial' property that UI images lack." +
|
||||
" This SetAtlasUV component will now get destroyed", "Ok");
|
||||
#endif
|
||||
DestroyImmediate(this);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue