2017-06-22 11:21:06 +08:00

86 lines
3.5 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
// This is a sample component for C# vertex effects for Spine rendering components.
// Using shaders and materials to control vertex properties is still more performant
// than using this API, but in cases where your vertex effect logic cannot be
// expressed as shader code, these vertex effects can be useful.
public class JitterEffectExample : MonoBehaviour {
[Range(0f, 0.8f)]
public float jitterMagnitude = 0.2f;
SkeletonRenderer skeletonRenderer;
void OnEnable () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
if (skeletonRenderer == null) return;
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
Debug.Log("Jitter Effect Enabled.");
}
void ProcessVertices (MeshGeneratorBuffers buffers) {
if (!this.enabled) return;
// For efficiency, limit your effect to the actual mesh vertex count using vertexCount
int vertexCount = buffers.vertexCount;
// Modify vertex positions by accessing Vector3[] vertexBuffer
var vertices = buffers.vertexBuffer;
for (int i = 0; i < vertexCount; i++)
vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
// You can also modify uvs and colors.
//var uvs = buffers.uvBuffer;
//var colors = buffers.colorBuffer;
//
}
void OnDisable () {
if (skeletonRenderer == null) return;
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
Debug.Log("Jitter Effect Disabled.");
}
}
}