MOD!
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using System;
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using UnityEngine;
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namespace AllIn1VfxToolkit
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{
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public class AllIn1VfxScrollShaderTexture : MonoBehaviour
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{
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[SerializeField] private string texturePropertyName = "_MainTex";
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[SerializeField] private Vector2 scrollSpeed = Vector2.zero;
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[Space, Header("True changes tex offset, false to change tex scale")] [SerializeField]
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private bool textureOffset = true;
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[Header("There are 3 modifiers, just pick 1")]
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[Space, SerializeField] private bool backAndForth;
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[SerializeField] private Vector2 maxValue = Vector2.one;
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private Vector2 iniValue = Vector2.zero;
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private bool goingUpX, goingUpY;
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[Space, SerializeField] private bool applyModulo;
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[SerializeField] private Vector2 modulo = Vector2.one;
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[Space, SerializeField] private bool stopAtValue;
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[SerializeField] private Vector2 stopValue = Vector2.zero;
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[Space, SerializeField, Header("If missing uses an instance of the currently used Material")]
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private Material mat;
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private Material originalMat;
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private bool restoreMaterialOnDisable = false;
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private int propertyShaderID;
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private Vector2 currValue = Vector2.zero;
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private void Start()
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{
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//Get material if missing
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if(mat == null) mat = GetComponent<Renderer>().material;
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else
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{
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originalMat = new Material(mat);
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restoreMaterialOnDisable = true;
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}
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//Show error message if material or numericPropertyName property error
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//Otherwise cache shader property ID
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if (mat == null) DestroyComponentAndLogError(gameObject.name + " has no valid Material, deleting AllIn1VfxScrollShaderTexture component");
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else
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{
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if (mat.HasProperty(texturePropertyName)) propertyShaderID = Shader.PropertyToID(texturePropertyName);
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else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + texturePropertyName + " texture property");
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if(textureOffset) currValue = mat.GetTextureOffset(texturePropertyName);
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else currValue = mat.GetTextureScale(texturePropertyName);
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if(backAndForth || stopAtValue)
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{
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iniValue = currValue;
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goingUpX = iniValue.x < maxValue.x;
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if(!goingUpX && scrollSpeed.x > 0) scrollSpeed *= -1f;
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if(goingUpX && scrollSpeed.x < 0) scrollSpeed *= -1f;
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goingUpY = iniValue.y < maxValue.y;
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if(!goingUpY && scrollSpeed.y > 0) scrollSpeed *= -1f;
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if(goingUpY && scrollSpeed.y < 0) scrollSpeed *= -1f;
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}
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}
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}
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private bool isValid = true;
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private void Update()
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{
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if(mat == null)
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{
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if(isValid)
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{
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Debug.LogError("The object " + gameObject.name + " has no Material and you are trying to access it. Please take a look");
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isValid = false;
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}
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return;
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}
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currValue += scrollSpeed * Time.deltaTime;
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if(backAndForth)
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{
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if(goingUpX && currValue.x >= maxValue.x) FlipGoingUp(true);
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else if(!goingUpX && currValue.x <= iniValue.x) FlipGoingUp(true);
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if(goingUpY && currValue.y >= maxValue.y) FlipGoingUp(false);
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else if(!goingUpY && currValue.y <= iniValue.y) FlipGoingUp(false);
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}
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if(applyModulo)
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{
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currValue.x %= modulo.x;
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currValue.y %= modulo.y;
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}
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if(stopAtValue)
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{
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if(goingUpX && currValue.x >= stopValue.x) scrollSpeed.x = 0f;
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else if(!goingUpX && currValue.x <= stopValue.x) scrollSpeed.x = 0f;
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if(goingUpY && currValue.y >= stopValue.y) scrollSpeed.y = 0f;
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else if(!goingUpY && currValue.y <= stopValue.y) scrollSpeed.y = 0f;
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}
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if(textureOffset) mat.SetTextureOffset(propertyShaderID, currValue);
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else mat.SetTextureScale(propertyShaderID, currValue);
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}
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private void FlipGoingUp(bool isXComponent)
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{
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if(isXComponent)
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{
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goingUpX = !goingUpX;
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scrollSpeed.x *= -1f;
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}
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else
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{
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goingUpY = !goingUpY;
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scrollSpeed.y *= -1f;
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}
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}
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private void DestroyComponentAndLogError(string logError)
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{
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Debug.LogError(logError);
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Destroy(this);
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}
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private void OnDisable()
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{
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if(restoreMaterialOnDisable) mat.CopyPropertiesFromMaterial(originalMat);
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}
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}
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}
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