/****************************************************************************** * 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 UnityEngine; using UnityEngine.Rendering; namespace Spine.Unity.Examples { public abstract class SkeletonRenderTextureBase : MonoBehaviour { #if HAS_GET_SHARED_MATERIALS public Color color = Color.white; public int maxRenderTextureSize = 1024; public GameObject quad; protected Mesh quadMesh; public RenderTexture renderTexture; protected CommandBuffer commandBuffer; protected Vector2Int requiredRenderTextureSize; protected Vector2Int allocatedRenderTextureSize; protected virtual void Awake () { commandBuffer = new CommandBuffer(); } void OnDestroy () { if (renderTexture) RenderTexture.ReleaseTemporary(renderTexture); } protected void PrepareRenderTexture () { Vector2Int textureSize = new Vector2Int( Mathf.NextPowerOfTwo(requiredRenderTextureSize.x), Mathf.NextPowerOfTwo(requiredRenderTextureSize.y)); if (textureSize != allocatedRenderTextureSize) { if (renderTexture) RenderTexture.ReleaseTemporary(renderTexture); renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y); renderTexture.filterMode = FilterMode.Point; allocatedRenderTextureSize = textureSize; } } #endif } }