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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] SkeletonRenderTexture components now support automatic down-scaling when required size on screen exceeds max render texture size.
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@ -92,6 +92,7 @@
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* Added Spine Preferences setting `Reload SkeletonData after Play`. When enabled, the shared `SkeletonData` of all skeletons in the active scene is reloaded (from the `.json` or `.skel.bytes` file) after exiting play-mode. You can disable this setting to avoid the reloading delay if you can ensure that there are no (accidental) modifications to the shared `SkeletonData` during play-mode (otherwise it would carry over its effect into subsequent plays). Defaults to `true` (the safe setting), which maintains existing behaviour.
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* Added `SkeletonAnimationMulti` sample component methods `SetActiveSkeleton(int index)` and getter property `SkeletonAnimations` to more easily apply changes at all SkeletonAnimation instances instead of only the active one.
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* PMA textures now have `sRGB (Color Texture)` disabled by default, the preset template `PMATexturePreset.preset` has been adjusted accordingly. As PMA textures are only allowed with Gamma color space, `sRGB (Color Texture)` shall be disabled to prevent border artifacts when mipmaps are enabled. In Gamma color space having this setting disabled has no drawbacks, only benefits.
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* `SkeletonRenderTexture` and `SkeletonGraphicRenderTexture` components now support automatic down-scaling when required size on screen exceeds `Max Render Texture Size`.
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* **Breaking changes**
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* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
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@ -248,7 +248,8 @@ namespace Spine.Unity.Examples {
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}
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Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
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commandBuffer.SetViewport(new Rect(-screenSpaceMin, targetCameraViewportSize));
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Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
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commandBuffer.SetViewport(viewportRect);
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}
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protected override void AssignMeshAtRenderer () {
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@ -167,7 +167,8 @@ namespace Spine.Unity.Examples {
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commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
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commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
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Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
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commandBuffer.SetViewport(new Rect(-screenSpaceMin, targetCameraViewportSize));
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Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
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commandBuffer.SetViewport(viewportRect);
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}
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protected void RenderToRenderTexture () {
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@ -47,8 +47,10 @@ namespace Spine.Unity.Examples {
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public Camera targetCamera;
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protected CommandBuffer commandBuffer;
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protected Vector2Int requiredRenderTextureSize;
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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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@ -89,17 +91,22 @@ namespace Spine.Unity.Examples {
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uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
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uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
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requiredRenderTextureSize = new Vector2Int(
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Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
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Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
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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(requiredRenderTextureSize.x),
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Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
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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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@ -135,8 +142,12 @@ namespace Spine.Unity.Examples {
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};
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quadMesh.normals = normals;
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float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
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float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
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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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