/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2022, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2019_3_OR_NEWER
#define HAS_FORCE_RENDER_OFF
#endif
#if UNITY_2018_2_OR_NEWER
#define HAS_GET_SHARED_MATERIALS
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace Spine.Unity.Examples {
///
/// When enabled, this component renders a skeleton to a RenderTexture and
/// then draws this RenderTexture at a quad of the same size.
/// This allows changing transparency at a single quad, which produces a more
/// natural fadeout effect.
/// Note: It is recommended to keep this component disabled as much as possible
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
///
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
#if HAS_GET_SHARED_MATERIALS
public Material quadMaterial;
public Camera targetCamera;
protected SkeletonRenderer skeletonRenderer;
protected MeshRenderer meshRenderer;
protected MeshFilter meshFilter;
protected MeshRenderer quadMeshRenderer;
protected MeshFilter quadMeshFilter;
protected Vector3 worldCornerNoDistortion0;
protected Vector3 worldCornerNoDistortion1;
protected Vector3 worldCornerNoDistortion2;
protected Vector3 worldCornerNoDistortion3;
protected Vector2 uvCorner0;
protected Vector2 uvCorner1;
protected Vector2 uvCorner2;
protected Vector2 uvCorner3;
private MaterialPropertyBlock propertyBlock;
private readonly List materials = new List();
protected override void Awake () {
base.Awake();
meshRenderer = this.GetComponent();
meshFilter = this.GetComponent();
skeletonRenderer = this.GetComponent();
if (targetCamera == null)
targetCamera = Camera.main;
propertyBlock = new MaterialPropertyBlock();
CreateQuadChild();
}
void CreateQuadChild () {
quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
quad.transform.SetParent(this.transform.parent, false);
quadMeshRenderer = quad.GetComponent();
quadMeshFilter = quad.GetComponent();
quadMesh = new Mesh();
quadMesh.MarkDynamic();
quadMesh.name = "RenderTexture Quad";
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
if (quadMaterial != null)
quadMeshRenderer.material = new Material(quadMaterial);
else
quadMeshRenderer.material = new Material(Shader.Find("Spine/RenderQuad"));
}
void OnEnable () {
skeletonRenderer.OnMeshAndMaterialsUpdated += RenderOntoQuad;
#if HAS_FORCE_RENDER_OFF
meshRenderer.forceRenderingOff = true;
#else
Debug.LogError("This component requires Unity 2019.3 or newer for meshRenderer.forceRenderingOff. " +
"Otherwise you will see the mesh rendered twice.");
#endif
if (quadMeshRenderer)
quadMeshRenderer.gameObject.SetActive(true);
}
void OnDisable () {
skeletonRenderer.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
#if HAS_FORCE_RENDER_OFF
meshRenderer.forceRenderingOff = false;
#endif
if (quadMeshRenderer)
quadMeshRenderer.gameObject.SetActive(false);
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
allocatedRenderTextureSize = Vector2Int.zero;
}
void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
PrepareForMesh();
RenderToRenderTexture();
AssignAtQuad();
}
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
// screen space min/max.
Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
Vector3 localCorner0 = boundsLocalSpace.min;
Vector3 localCorner3 = boundsLocalSpace.max;
Vector3 localCorner1 = new Vector3(localCorner0.x, localCorner3.y, localCorner0.z);
Vector3 localCorner2 = new Vector3(localCorner3.x, localCorner0.y, localCorner3.z);
Vector3 worldCorner0 = transform.TransformPoint(localCorner0);
Vector3 worldCorner1 = transform.TransformPoint(localCorner1);
Vector3 worldCorner2 = transform.TransformPoint(localCorner2);
Vector3 worldCorner3 = transform.TransformPoint(localCorner3);
Vector3 screenCorner0 = targetCamera.WorldToScreenPoint(worldCorner0);
Vector3 screenCorner1 = targetCamera.WorldToScreenPoint(worldCorner1);
Vector3 screenCorner2 = targetCamera.WorldToScreenPoint(worldCorner2);
Vector3 screenCorner3 = targetCamera.WorldToScreenPoint(worldCorner3);
// To avoid perspective distortion when rotated, we project all vertices
// onto a plane parallel to the view frustum near plane.
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
Vector3 screenSpaceMin =
Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
Vector3.Min(screenCorner2, screenCorner3)));
Vector3 screenSpaceMax =
Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
Vector3.Max(screenCorner2, screenCorner3)));
// ensure we are on whole pixel borders
screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
uvCorner0 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
uvCorner1 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
uvCorner2 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
uvCorner3 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
requiredRenderTextureSize = new Vector2Int(
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
PrepareRenderTexture();
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
}
protected Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
return new Vector2(
(value.x - a.x) / (b.x - a.x),
(value.y - a.y) / (b.y - a.y));
}
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
commandBuffer.Clear();
commandBuffer.SetRenderTarget(renderTexture);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
commandBuffer.SetViewport(new Rect(-screenSpaceMin, targetCameraViewportSize));
}
protected void RenderToRenderTexture () {
meshRenderer.GetPropertyBlock(propertyBlock);
meshRenderer.GetSharedMaterials(materials);
for (int i = 0; i < materials.Count; i++)
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock);
Graphics.ExecuteCommandBuffer(commandBuffer);
}
protected void AssignAtQuad () {
Transform quadTransform = quadMeshRenderer.transform;
quadTransform.position = this.transform.position;
quadTransform.rotation = this.transform.rotation;
quadTransform.localScale = this.transform.localScale;
Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
quadMesh.vertices = vertices;
int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 };
quadMesh.triangles = indices;
Vector3[] normals = new Vector3[4] {
-Vector3.forward,
-Vector3.forward,
-Vector3.forward,
-Vector3.forward
};
quadMesh.normals = normals;
float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
Vector2[] uv = new Vector2[4] {
new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
};
quadMesh.uv = uv;
quadMeshFilter.mesh = quadMesh;
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
quadMeshRenderer.sharedMaterial.color = color;
}
#endif
}
}