/****************************************************************************** * 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 } }