[unity] Fixed SkeletonRenderTexture and SkeletonGraphicRenderTexture issues when mesh is empty. Closes #2529.

This commit is contained in:
Harald Csaszar 2024-05-17 12:30:46 +02:00
parent e39ed25240
commit 98a9deb5df
4 changed files with 36 additions and 13 deletions

View File

@ -67,6 +67,19 @@ namespace Spine.Unity.Examples {
protected SkeletonSubmeshGraphic quadMaskableGraphic;
protected readonly Vector3[] worldCorners = new Vector3[4];
public void ResetMeshRendererMaterials () {
meshRendererMaterialForTexture.Clear();
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
for (int i = 0; i < atlasAssets.Length; ++i) {
foreach (Material material in atlasAssets[i].Materials) {
if (material.mainTexture != null) {
meshRendererMaterialForTexture.Add(
new TextureMaterialPair(material.mainTexture, material));
}
}
}
}
protected override void Awake () {
base.Awake();
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
@ -97,16 +110,7 @@ namespace Spine.Unity.Examples {
void Reset () {
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
for (int i = 0; i < atlasAssets.Length; ++i) {
foreach (Material material in atlasAssets[i].Materials) {
if (material.mainTexture != null) {
meshRendererMaterialForTexture.Add(
new TextureMaterialPair(material.mainTexture, material));
}
}
}
ResetMeshRendererMaterials();
#if UNITY_EDITOR
string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadGraphicMaterial");
if (assets.Length > 0) {
@ -122,6 +126,7 @@ namespace Spine.Unity.Examples {
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
skeletonGraphic.disableMeshAssignmentOnOverride = true;
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
skeletonGraphic.OnAnimationRebuild += OnRebuild;
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].cull = true;
@ -136,6 +141,7 @@ namespace Spine.Unity.Examples {
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
skeletonGraphic.disableMeshAssignmentOnOverride = false;
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
skeletonGraphic.OnAnimationRebuild -= OnRebuild;
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].cull = false;
@ -156,6 +162,10 @@ namespace Spine.Unity.Examples {
AssignAtQuad();
}
void OnRebuild (ISkeletonAnimation skeletonGraphic) {
ResetMeshRendererMaterials();
}
protected void PrepareForMesh () {
// We need to get the min/max of all four corners, rotation of the skeleton
// in combination with perspective projection otherwise might lead to incorrect
@ -207,6 +217,7 @@ namespace Spine.Unity.Examples {
}
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
if (mesh.subMeshCount == 0) return;
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
foreach (int shaderPass in shaderPasses)
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
@ -217,9 +228,12 @@ namespace Spine.Unity.Examples {
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
for (int i = 0; i < meshCount; ++i) {
Mesh mesh = meshes[i];
if (mesh.subMeshCount == 0) continue;
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
foreach (int shaderPass in shaderPasses)
commandBuffer.DrawMesh(meshes[i], transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
}
Graphics.ExecuteCommandBuffer(commandBuffer);
}

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@ -128,6 +128,11 @@ namespace Spine.Unity.Examples {
}
void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
Vector3 size = meshFilter.sharedMesh.bounds.size;
if (size.x == 0f || size.y == 0f) {
AssignNullMeshAtQuad();
return;
}
PrepareForMesh();
RenderToRenderTexture();
AssignAtQuad();
@ -198,6 +203,10 @@ namespace Spine.Unity.Examples {
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
quadMeshRenderer.sharedMaterial.color = color;
}
protected void AssignNullMeshAtQuad () {
quadMeshFilter.mesh = null;
}
#endif
}
}

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity-examples",
"displayName": "spine-unity Runtime Examples",
"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
"version": "4.2.30",
"version": "4.2.31",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity",
"displayName": "spine-unity Runtime",
"description": "This plugin provides the spine-unity runtime core.",
"version": "4.2.63",
"version": "4.2.64",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",