This commit is contained in:
SoulliesOfficial
2026-07-17 17:46:16 -04:00
parent b00ac27e3a
commit 40fa80cd70
1178 changed files with 51090 additions and 0 deletions

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using System;
using UnityEngine;
// using Sirenix.OdinInspector;
// using Unity.Mathematics;
using UnityEngine.UI;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class AnimationSheetHelper : MonoBehaviour,IMaterialModifier
{
public bool isParticleBaseShader = true;
public string propertyName = "_BaseMap_ST";
private int _propertyID;
private int _particleBaseAniBlendStPropertyID = Shader.PropertyToID("_BaseMap_AnimationSheetBlend_ST");
private int _particleBaseAniBlendIntensityPropertyID = Shader.PropertyToID("_AnimationSheetHelperBlendIntensity");
private static readonly int ParticleShaderFlagsId = Shader.PropertyToID("_W9ParticleShaderFlags");
private static readonly int ParticleShaderFlags1Id = Shader.PropertyToID("_W9ParticleShaderFlags1");
private static readonly int NBShaderFlagsId = Shader.PropertyToID("_NBShaderFlags");
private static readonly int NBShaderFlags1Id = Shader.PropertyToID("_NBShaderFlags1");
private const int FlagBitUIEffectOn = 1 << 14;
private const int FlagBitAnimationSheetHelper = 1 << 15;
private const int FlagBitUIEffectBaseMapMode = 1 << 22;
// [LabelText("序列帧图横向帧数量")]
// [OnValueChanged("Init")]
public int xSize = 4;
// [LabelText("序列帧图纵向帧数量")]
// [OnValueChanged("Init")]
public int ySize = 4;
// [LabelText("手动控制播放")]
public bool manualPlay = false;
// [ShowIf("manualPlay")]
// [LabelText("手动播放位置")] [Range(0, 1)]
public float manualPlayePos = 0;
// [LabelText("播放速度fps")]
// [HideIf("manualPlay")]
public float speed = 16;
// [ReadOnly]
// [LabelText("TillingOffset")]
public Vector4 scaleOffset;
// [ReadOnly]
public Material mat;
// [ReadOnly]
public int frameIndex;
// [ReadOnly]
public int frameCount;
private float _time;
private float _xScale;
private float _yScale;
private static List<Material> usedMaterialList = new List<Material>();
// // Start is called before the first frame update
// void Start()
// {
// Debug.Log( "ASUpadate_Start");
// Init();
// }
private void OnEnable()
{
// Debug.Log( "ASUpadate_OnEnable");
Init();
#if UNITY_EDITOR
EditorApplication.update += EditorUpdate;
#endif
}
private void OnDisable()
{
Init();
//清掉,避免参数保留。
if (isParticleBaseShader)
{
if (mat)
{
GetShaderFlagIds(mat, out _, out int flags1Id);
ClearFlagBits(mat, flags1Id, FlagBitAnimationSheetHelper);
}
}
if (usedMaterialList.Contains(mat))
{
usedMaterialList.Remove(mat);
}
#if UNITY_EDITOR
EditorApplication.update -= EditorUpdate;
#endif
}
// [Button("初始化")]
public void Init()
{
_time = 0;
if (xSize <= 0)
{
xSize = 1;
}
if (ySize <= 0)
{
ySize = 1;
}
frameCount = xSize * ySize;
_xScale = 1 / (float)xSize;
_yScale = 1 / (float)ySize;
// if (frameCount <= 0)
// {
// frameCount = 1;
// }
// scaleOffset = new Vector4(1f/(float)xSize,1f/ (float)ySize, 0, 0);
if (gameObject.TryGetComponent(out Graphic g))
{
if (Application.isPlaying)
{
mat = g.materialForRendering;
}
else
{
mat = g.material;
}
}
else if (gameObject.TryGetComponent(out Renderer r))
{
if (Application.isPlaying)
{
mat = r.material;
}
else
{
mat = r.sharedMaterial;
}
// Debug.Log("AS_GetRenderer:Mat--"+mat.name);
}
else
{
mat = null;
}
InitParticleBaseShaderToggle();
// InitPostProcessToggle();
_propertyID = Shader.PropertyToID(propertyName);
if (mat != null)
{
mat.SetVector(_propertyID,CalSt(0));
}
}
public void InitParticleBaseShaderToggle()
{
if (isParticleBaseShader)
{
GetShaderFlagIds(mat, out int flagsId, out int flags1Id);
// Debug.Log(CheckFlagBits(mat, ParticleShaderFlags1Id, FlagBitUIEffectBaseMapMode));
if(CheckFlagBits(mat, flagsId, FlagBitUIEffectOn) && !CheckFlagBits(mat, flags1Id, FlagBitUIEffectBaseMapMode))
{
propertyName = "_UI_MainTex_ST";
}
else
{
propertyName = "_BaseMap_ST";
}
if (mat)
{
SetFlagBits(mat, flags1Id, FlagBitAnimationSheetHelper);
}
}
// else
// {
// if (mat)
// {
// if (mat.shader.name == "Mh2/Effects/Particle_NiuBi")
// {
// _flags.SetMaterial(mat);
// _flags.ClearFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_1_ANIMATION_SHEET_HELPER,index:1);
// }
// }
// }
}
// public void InitPostProcessToggle()
// {
// if (isPostProcessShader)
// {
// TryGetComponent<PostProcessingController>(out postProcessingController);
// }
// else
// {
// postProcessingController = null;
// }
// }
// Update is called once per frame
private int _lastIndex;
private int _nextIndex = 1;
private float _blendLerp;
private void Update()
{
// if (!isPostProcessShader)//后处理控制不通过才知。
// {
// if(!mat || _propertyID==0) return;
// }
float frameIndexFloat;
if (manualPlay)
{
float playPos = Mathf.Repeat(manualPlayePos, 1f);
frameIndexFloat = playPos * frameCount;
}
else
{
if (!Application.isPlaying)
{
#if UNITY_EDITOR
_time += (float)editorDeltaTime * speed;
#endif
}
else
{
_time += Time.deltaTime * speed;
}
frameIndexFloat = _time % frameCount;
}
frameIndex = (int) frameIndexFloat;
if (frameIndex == frameCount)
{
frameIndex = frameCount - 1;
}
if (_lastIndex != frameIndex)
{
// if (isPostProcessShader)
// {
// postProcessingController.distortSpeedTexSt = CalSt(frameIndex);
// }
// else
// {
mat.SetVector(_propertyID,CalSt(frameIndex));
// }
_lastIndex = frameIndex;
_nextIndex = frameIndex + 1;
if (isParticleBaseShader)
{
mat.SetVector(_particleBaseAniBlendStPropertyID,CalSt(_nextIndex));
}
}
if (isParticleBaseShader)
{
_blendLerp = Mathf.Repeat(frameIndexFloat,1f);
mat.SetFloat(_particleBaseAniBlendIntensityPropertyID,_blendLerp);
}
}
public Material GetModifiedMaterial(Material baseMaterial)
{
if (usedMaterialList.Contains(baseMaterial))
{
//有可能打断UI合批烦请客户端判断
Material newMat = Instantiate(baseMaterial);
mat = newMat;
usedMaterialList.Add(newMat);
}
else
{
mat = baseMaterial;
usedMaterialList.Add(baseMaterial);
}
return mat;
}
private Vector4 CalSt(int index)
{
float xOffset = (index % xSize)*_xScale;
float yOffset = (ySize - index / xSize -1)*_yScale;
return new Vector4(_xScale, _yScale, xOffset, yOffset);
}
private static void SetFlagBits(Material material, int propertyId, int bits)
{
if (!material)
{
return;
}
material.SetInteger(propertyId, material.GetInteger(propertyId) | bits);
}
private static void ClearFlagBits(Material material, int propertyId, int bits)
{
if (!material)
{
return;
}
material.SetInteger(propertyId, material.GetInteger(propertyId) & ~bits);
}
private static bool CheckFlagBits(Material material, int propertyId, int bits)
{
return material && (material.GetInteger(propertyId) & bits) != 0;
}
private static void GetShaderFlagIds(Material material, out int flagsId, out int flags1Id)
{
if (material && (material.HasProperty(NBShaderFlagsId) || material.HasProperty(NBShaderFlags1Id)))
{
flagsId = NBShaderFlagsId;
flags1Id = NBShaderFlags1Id;
return;
}
flagsId = ParticleShaderFlagsId;
flags1Id = ParticleShaderFlags1Id;
}
#if UNITY_EDITOR
private double editorDeltaTime = 0;
private double lastEditorTime = 0;
void EditorUpdate()
{
if (lastEditorTime == 0)
{
lastEditorTime = EditorApplication.timeSinceStartup;
}
editorDeltaTime = EditorApplication.timeSinceStartup - lastEditorTime;
lastEditorTime = EditorApplication.timeSinceStartup;
if (!Application.isPlaying)
{
Update();
}
}
#endif
}

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fileFormatVersion: 2
guid: cf793623f3ea13b4db35460280cb6ded
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Reflection;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace NBShader
{
public class InspectorButtonAttribute : PropertyAttribute
{
public string Label;
public string MethodName;
public InspectorButtonAttribute(string label, string methodName)
{
this.Label = label;
this.MethodName = methodName;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(InspectorButtonAttribute))]
public class InspectorButtonPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
InspectorButtonAttribute buttonAttribute = (InspectorButtonAttribute)attribute;
// 绘制按钮
if (GUI.Button(position, buttonAttribute.Label))
{
// 获取包含该方法的对象
var targetObject = property.serializedObject.targetObject;
// 获取方法信息
var methodInfo = targetObject.GetType().GetMethod(buttonAttribute.MethodName,
BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);
if (methodInfo != null)
{
// 调用方法
methodInfo.Invoke(targetObject, null);
}
else
{
Debug.LogError($"Method '{buttonAttribute.MethodName}' not found in {targetObject.name}.");
}
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.singleLineHeight; // 返回按钮的高度
}
}
#endif
}

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fileFormatVersion: 2
guid: 45f557806bb54c4dbeaec7a2ded5be83
timeCreated: 1737792133

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
namespace NBShader
{
//TODO增加一键去重功能。测试排查BUG
[ExecuteInEditMode]
public class MaterialPropertyAgent : MonoBehaviour, IMaterialModifier
{
[System.Serializable]
public struct PropertyData
{
[HideInInspector] public int dataIndexInAgent;
[HideInInspector] public MaterialPropertyAgent agent;
[HideInInspector] public int id;
public int index;
[HideInInspector] public string propName;
public shaderPropertyType type;
public string descripName;
public Color colorValue;
public Vector4 vecValue;
public float floatValue;
[SerializeField] public IEnumerable propNameList;
[HideInInspector] public bool isActive;
[HideInInspector] public Shader shader;
[HideInInspector] public Material mat;
#if UNITY_EDITOR
public float rangMin { get; set; }
public float rangMax { get; set; }
public void setValueByPropChange()
{
agent.refreshShderPropNameList();
if (!agent.isCanUsedIndex(index))
{
index = agent.getCanUsedIndex();
}
string propertyName = shader.GetPropertyName(index);
id = Shader.PropertyToID(propertyName);
descripName = shader.GetPropertyDescription(index);
type = (shaderPropertyType)shader.GetPropertyType(index);
if (type == shaderPropertyType.TexEnv)
{
propName = propertyName + "_ST";
}
else
{
propName = propertyName;
}
switch (type)
{
case shaderPropertyType.Color:
colorValue = mat.GetColor(id);
break;
case shaderPropertyType.Float:
floatValue = mat.GetFloat(id);
break;
case shaderPropertyType.Range:
Vector2 rangeLimits = shader.GetPropertyRangeLimits(index);
rangMin = rangeLimits.x;
rangMax = rangeLimits.y;
floatValue = mat.GetFloat(id);
break;
case shaderPropertyType.Vector:
vecValue = mat.GetVector(id);
break;
case shaderPropertyType.TexEnv:
string stName = propertyName + "_ST";
vecValue = mat.GetVector(stName);
break;
}
}
public void inActivateThis()
{
isActive = false;
}
#endif
}
//因为ShaderUtil只是用于Editor所以复制一个枚举对属性类型进行识别。
public enum shaderPropertyType
{
//
// 摘要:
// Color Property.
Color = 0,
//
// 摘要:
// Vector Property.
Vector = 1,
//
// 摘要:
// Float Property.
Float = 2,
//
// 摘要:
// Range Property.
Range = 3,
//
// 摘要:
// Texture Property.
TexEnv = 4
}
public PropertyData data0 = new PropertyData();
public PropertyData data1 = new PropertyData();
public PropertyData data2 = new PropertyData();
public PropertyData data3 = new PropertyData();
public PropertyData data4 = new PropertyData();
public PropertyData data5 = new PropertyData();
public Shader shader;
public Material mat;
public int materialIndex = 0;
public Renderer customRenderer;
void initMatAndShader(bool initMat = false)
{
if (!initMat)
{
if (mat != null) return;
}
if (customRenderer || GetComponent<Renderer>())
{
Material[] materials;
Renderer r;
if (customRenderer)
{
r = customRenderer;
}
else
{
r = GetComponent<Renderer>();
}
if (Application.isPlaying)
{
materials = r.materials;
}
else
{
materials = r.sharedMaterials;
}
mat = materials[materialIndex];
shader = mat.shader;
}
else if (this.GetComponent<Graphic>())
{
Graphic graphic = this.GetComponent<Graphic>();
//测试要不要用IMaterialModifier来处理
// if (Application.isPlaying)
// {
// graphic.material = Material.Instantiate(graphic.material);
// }
mat = graphic.material;
shader = mat.shader;
}
else
{
Debug.LogError("MaterialPropertyAgent未找到材质", this.gameObject);
}
}
private void Start()
{
if (Application.isPlaying)
{
initMatAndShader(true);
}
else
{
initMatAndShader(false);
}
}
private void Update()
{
if (mat == null)
{
// initMatAndShader();
return;
}
updateData(data0);
updateData(data1);
updateData(data2);
updateData(data3);
updateData(data4);
updateData(data5);
}
void updateData(PropertyData data)
{
if (!data.isActive) return;
if (mat == null) return;
switch (data.type)
{
case shaderPropertyType.Color:
mat.SetColor(data.propName, data.colorValue);
break;
case shaderPropertyType.Vector:
case shaderPropertyType.TexEnv:
mat.SetVector(data.propName, data.vecValue);
break;
case shaderPropertyType.Float:
case shaderPropertyType.Range:
mat.SetFloat(data.propName, data.floatValue);
break;
}
}
//实际上是修改了graphic.materialForRendering
public Material GetModifiedMaterial(Material baseMaterial)
{
if (mat)
{
return mat;
}
else
{
return baseMaterial;
}
}
#if UNITY_EDITOR
private void OnRenderObject()
{
if (!UnityEditor.EditorApplication.isPlaying)
{
Update();
}
}
public void addProperteData()
{
refreshShderPropNameList();
if (!data0.isActive)
{
initData(ref data0, 0);
}
else if (!data1.isActive)
{
initData(ref data1, 1);
}
else if (!data2.isActive)
{
initData(ref data2, 2);
}
else if (!data3.isActive)
{
initData(ref data3, 3);
}
else if (!data4.isActive)
{
initData(ref data4, 4);
}
else if (!data5.isActive)
{
initData(ref data5, 5);
}
else
{
Debug.Log("已用掉可用的6个属性");
}
}
public void removeAllProperty()
{
data0.isActive = false;
data1.isActive = false;
data2.isActive = false;
data3.isActive = false;
data4.isActive = false;
data5.isActive = false;
}
public void initData(ref PropertyData data, int dataIndexInAgent)
{
data.dataIndexInAgent = dataIndexInAgent;
data.agent = this;
data.shader = shader;
data.mat = mat;
data.isActive = true;
data.index = getCanUsedIndex();
data.setValueByPropChange();
}
#region TODO自动排除已用Property
List<string> usedPropertyName = new List<string>();
void collectUsedPropName()
{
usedPropertyName.Clear();
if (data0.isActive)
{
usedPropertyName.Add(data0.propName);
}
if (data1.isActive)
{
usedPropertyName.Add(data1.propName);
}
if (data2.isActive)
{
usedPropertyName.Add(data2.propName);
}
if (data3.isActive)
{
usedPropertyName.Add(data3.propName);
}
if (data4.isActive)
{
usedPropertyName.Add(data4.propName);
}
if (data5.isActive)
{
usedPropertyName.Add(data5.propName);
}
}
public int getCanUsedIndex()
{
int index = -1;
collectUsedPropName();
for (int i = 0; i < shaderPropNameArr.Length; i++)
{
string propertyName;
if (shader.GetPropertyType(i) == ShaderPropertyType.Texture)
{
propertyName = shaderPropNameArr[i] + "_ST";
}
else
{
propertyName = shaderPropNameArr[i];
}
if (usedPropertyName.Contains(propertyName)) continue;
index = i;
break;
}
return index;
}
public bool isCanUsedIndex(int i)
{
string propertyName;
if (shader.GetPropertyType(i) == ShaderPropertyType.Texture)
{
propertyName = shaderPropNameArr[i] + "_ST";
}
else
{
propertyName = shaderPropNameArr[i];
}
collectUsedPropName();
if (usedPropertyName.Contains(propertyName))
{
return false;
}
else
{
return true;
}
}
#endregion
public string[] shaderPropNameArr;
public string[] shaderPropDescripArr;
public string[] shaderPropDescripsForSerch;
private void OnValidate()
{
// if (XLuaManager.Instance != null)
// {
// if (XLuaManager.Instance.HasGameStart)//判断是游戏运行状态才进行实例化
// {
// return;//游戏进行中不允许编辑
// }
// }
// Debug.Log("MaterialPropertyAgent : " + "OnValidate");
refreshShderPropNameList();
if (TryGetComponent<Renderer>(out Renderer r) || customRenderer)
{
isRendererMode = true;
}
else
{
isRendererMode = false;
}
if (TryGetComponent<Renderer>(out Renderer r2) || TryGetComponent<Graphic>(out Graphic g))
{
isGetByComponet = true;
}
else
{
isGetByComponet = false;
}
}
public bool isRendererMode = false;
public bool isGetByComponet = false;
public void initMatAndShaderByMaterialIndexChange()
{
initMatAndShader(true);
refreshShderPropNameList();
if (data0.isActive && data0.shader != mat.shader)
{
data0.shader = mat.shader;
data0.mat = mat;
}
if (data1.isActive && data1.shader != mat.shader)
{
data1.shader = mat.shader;
data1.mat = mat;
}
if (data2.isActive && data2.shader != mat.shader)
{
data2.shader = mat.shader;
data2.mat = mat;
}
if (data3.isActive && data3.shader != mat.shader)
{
data3.shader = mat.shader;
data3.mat = mat;
}
if (data4.isActive && data4.shader != mat.shader)
{
data4.shader = mat.shader;
data4.mat = mat;
}
if (data5.isActive && data5.shader != mat.shader)
{
data5.shader = mat.shader;
data5.mat = mat;
}
}
List<string> shaderPropNameList = new List<string>();
private List<string> shaderPropDescripList = new List<string>();
private List<string> shaderPropDescripListForSerch = new List<string>();
public void refreshShderPropNameList()
{
initMatAndShader();
if (shader == null) return;
shaderPropNameList.Clear();
shaderPropDescripList.Clear();
shaderPropDescripListForSerch.Clear();
for (int i = 0; i < shader.GetPropertyCount(); i++)
{
shaderPropNameList.Add(shader.GetPropertyName(i));
string descript = shader.GetPropertyDescription(i);
shaderPropDescripList.Add(descript);
string lowerDesc = descript.ToLower();
if (!(lowerDesc.Contains("ignore") || lowerDesc.Contains("mode") || lowerDesc.Contains("toggle") ||
lowerDesc.Contains("enable") || lowerDesc.Contains("flag")))
{
shaderPropDescripListForSerch.Add(descript);
}
}
shaderPropNameArr = shaderPropNameList.ToArray();
shaderPropDescripArr = shaderPropDescripList.ToArray();
shaderPropDescripsForSerch = shaderPropDescripListForSerch.ToArray();
}
#endif
}
/*
[CustomPropertyDrawer(typeof(MaterialPropertyAgent.PropertyData))]
public class PropertyAgentPropertyDataDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
var isActive = property.FindPropertyRelative("isActive");
if (isActive.boolValue)
{
EditorGUILayout.LabelField(label, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
var index = property.FindPropertyRelative("index");
MaterialPropertyAgent agent = property.FindPropertyRelative("agent").objectReferenceValue as MaterialPropertyAgent;
int preservedIndex = index.intValue;
float originLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = 80;
index.intValue = EditorGUILayout.Popup("属性名:", index.intValue, agent.shaderPropNameArr);
if (preservedIndex != index.intValue)//证明用户进行了更改
{
if (!agent.isCanUsedIndex(index.intValue))
{
//TODO给一个报错提示
Debug.Log(agent.shader.GetPropertyDescription(index.intValue));
index.intValue = agent.getCanUsedIndex();
}
//此处进行内容刷新
data.setValueByPropChange();
}
EditorGUILayout.LabelField("属性类型:", data.type.ToString());
EditorGUILayout.EndHorizontal();
EditorGUIUtility.labelWidth = originLabelWidth;
switch (data.type)
{
case MaterialPropertyAgent.shaderPropertyType.Color:
data.colorValue = EditorGUILayout.ColorField(data.descripName + " :", data.colorValue);
break;
case MaterialPropertyAgent.shaderPropertyType.Vector:
data.vecValue = EditorGUILayout.Vector4Field(data.descripName + " :", data.vecValue);
break;
case MaterialPropertyAgent.shaderPropertyType.Float:
data.floatValue = EditorGUILayout.FloatField(data.descripName + ":", data.floatValue);
break;
case MaterialPropertyAgent.shaderPropertyType.Range:
data.floatValue = EditorGUILayout.Slider(data.descripName + ":", data.floatValue, data.rangMin, data.rangMax);
break;
case MaterialPropertyAgent.shaderPropertyType.TexEnv:
data.vecValue = EditorGUILayout.Vector4Field(data.propName + "_ST:", data.vecValue);
break;
}
if (GUILayout.Button("删除", new[] { GUILayout.Width(200) }))
{
data.isActive = false;
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
}
EditorGUI.EndProperty();
}
}
*/
}

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guid: 781e80efab11a1d438f7c4d37603bdff
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace NBShader
{
[ExecuteAlways]
[RequireComponent(typeof(CanvasRenderer))]
[AddComponentMenu("UI/Mesh UI")]
public class MeshUI : MaskableGraphic
{
[SerializeField] private Mesh mesh;
[SerializeField] private List<Material> subMeshMaterials = new List<Material>();
private readonly List<Vector3> _positions = new List<Vector3>();
private readonly List<Vector3> _normals = new List<Vector3>();
private readonly List<Vector4> _tangents = new List<Vector4>();
private readonly List<Vector2> _uv0S = new List<Vector2>();
private readonly List<Color32> _colors = new List<Color32>();
private readonly List<int[]> _subMeshIndices = new List<int[]>();
private readonly List<int> _renderSubMeshMap = new List<int>();
private Mesh _workingMesh;
private int _renderSubMeshCount;
private bool _hasLoggedUnreadableMesh;
public Mesh Mesh
{
get => mesh;
set
{
if (mesh == value)
{
return;
}
mesh = value;
_hasLoggedUnreadableMesh = false;
SetMaterialDirty();
SetVerticesDirty();
}
}
public List<Material> SubMeshMaterials => subMeshMaterials;
public override Texture mainTexture
{
get
{
Material currentMaterial = material;
if (currentMaterial != null && currentMaterial.mainTexture != null)
{
return currentMaterial.mainTexture;
}
return s_WhiteTexture;
}
}
protected override void OnEnable()
{
base.OnEnable();
SetAllDirty();
}
protected override void OnDisable()
{
canvasRenderer.Clear();
base.OnDisable();
}
protected override void OnDestroy()
{
ReleaseWorkingMesh();
base.OnDestroy();
}
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
}
protected override void UpdateGeometry()
{
if (canvasRenderer == null)
{
return;
}
if (!PrepareRenderMesh(out Mesh renderMesh))
{
canvasRenderer.Clear();
return;
}
canvasRenderer.SetMesh(renderMesh);
}
protected override void UpdateMaterial()
{
if (canvasRenderer == null)
{
return;
}
int materialCount = Mathf.Max(1, _renderSubMeshCount);
canvasRenderer.materialCount = materialCount;
for (int i = 0; i < materialCount; i++)
{
Material sourceMaterial = GetRenderMaterial(i);
Material modifiedMaterial = sourceMaterial != null ? GetModifiedMaterial(sourceMaterial) : defaultGraphicMaterial;
canvasRenderer.SetMaterial(modifiedMaterial, i);
}
canvasRenderer.SetTexture(mainTexture);
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
SetMaterialDirty();
SetVerticesDirty();
}
#endif
protected override void OnDidApplyAnimationProperties()
{
base.OnDidApplyAnimationProperties();
SetVerticesDirty();
}
private bool PrepareRenderMesh(out Mesh renderMesh)
{
renderMesh = null;
_renderSubMeshCount = 0;
if (mesh == null)
{
return false;
}
if (!mesh.isReadable)
{
if (!_hasLoggedUnreadableMesh)
{
Debug.LogWarning($"MeshUI requires a read/write enabled mesh. Bake a readable mesh in the inspector before using '{mesh.name}'.", this);
_hasLoggedUnreadableMesh = true;
}
return false;
}
if (mesh.vertexCount <= 0)
{
return false;
}
CollectRenderableSubMeshes(mesh, _subMeshIndices, _renderSubMeshMap);
if (_subMeshIndices.Count == 0)
{
return false;
}
_renderSubMeshCount = _subMeshIndices.Count;
if (ShouldUseSourceMesh())
{
renderMesh = mesh;
return true;
}
EnsureWorkingMesh();
BuildWorkingMesh();
renderMesh = _workingMesh;
return true;
}
private bool ShouldUseSourceMesh()
{
if (color != Color.white)
{
return false;
}
return _renderSubMeshCount == mesh.subMeshCount;
}
private void BuildWorkingMesh()
{
Vector3[] srcVertices = mesh.vertices;
int vertexCount = srcVertices.Length;
PrepareVertexLists(vertexCount);
Vector2[] srcUv0 = mesh.uv;
Vector3[] srcNormals = mesh.normals;
Vector4[] srcTangents = mesh.tangents;
Color32 vertexColor = color;
for (int i = 0; i < vertexCount; i++)
{
_positions.Add(srcVertices[i]);
_uv0S.Add(srcUv0 != null && i < srcUv0.Length ? srcUv0[i] : Vector2.zero);
_normals.Add(srcNormals != null && i < srcNormals.Length ? srcNormals[i] : Vector3.back);
_tangents.Add(srcTangents != null && i < srcTangents.Length ? srcTangents[i] : new Vector4(1f, 0f, 0f, 1f));
_colors.Add(vertexColor);
}
_workingMesh.Clear();
_workingMesh.indexFormat = mesh.indexFormat;
_workingMesh.SetVertices(_positions);
_workingMesh.SetNormals(_normals);
_workingMesh.SetTangents(_tangents);
_workingMesh.SetUVs(0, _uv0S);
_workingMesh.SetColors(_colors);
_workingMesh.subMeshCount = _renderSubMeshCount;
for (int i = 0; i < _renderSubMeshCount; i++)
{
_workingMesh.SetTriangles(_subMeshIndices[i], i, false);
}
_workingMesh.RecalculateBounds();
}
private static void CollectRenderableSubMeshes(Mesh sourceMesh, List<int[]> subMeshIndices, List<int> renderSubMeshMap)
{
subMeshIndices.Clear();
renderSubMeshMap.Clear();
int subMeshCount = Mathf.Max(1, sourceMesh.subMeshCount);
for (int subMeshIndex = 0; subMeshIndex < subMeshCount; subMeshIndex++)
{
if (sourceMesh.GetTopology(subMeshIndex) != MeshTopology.Triangles)
{
continue;
}
int[] indices = sourceMesh.GetTriangles(subMeshIndex);
if (indices == null || indices.Length == 0)
{
continue;
}
subMeshIndices.Add(indices);
renderSubMeshMap.Add(subMeshIndex);
}
}
private void PrepareVertexLists(int capacity)
{
_positions.Clear();
_normals.Clear();
_tangents.Clear();
_uv0S.Clear();
_colors.Clear();
if (_positions.Capacity < capacity)
{
_positions.Capacity = capacity;
}
if (_normals.Capacity < capacity)
{
_normals.Capacity = capacity;
}
if (_tangents.Capacity < capacity)
{
_tangents.Capacity = capacity;
}
if (_uv0S.Capacity < capacity)
{
_uv0S.Capacity = capacity;
}
if (_colors.Capacity < capacity)
{
_colors.Capacity = capacity;
}
}
private void EnsureWorkingMesh()
{
if (_workingMesh != null)
{
return;
}
_workingMesh = new Mesh
{
name = "MeshUI Generated Mesh"
};
_workingMesh.MarkDynamic();
}
private void ReleaseWorkingMesh()
{
if (_workingMesh == null)
{
return;
}
if (Application.isPlaying)
{
Destroy(_workingMesh);
}
else
{
DestroyImmediate(_workingMesh);
}
_workingMesh = null;
}
private Material GetRenderMaterial(int subMeshIndex)
{
int sourceSubMeshIndex = subMeshIndex;
if (subMeshIndex >= 0 && subMeshIndex < _renderSubMeshMap.Count)
{
sourceSubMeshIndex = _renderSubMeshMap[subMeshIndex];
}
if (subMeshMaterials != null && sourceSubMeshIndex >= 0 && sourceSubMeshIndex < subMeshMaterials.Count)
{
Material subMeshMaterial = subMeshMaterials[sourceSubMeshIndex];
if (subMeshMaterial != null)
{
return subMeshMaterial;
}
}
return material;
}
}
}

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fileFormatVersion: 2
guid: 96ee1f1d0f8f4cb3a4993f12831f42b7
timeCreated: 1774387200

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using UnityEngine;
namespace NBShader
{
public static class UnityObjectFindCompat
{
public static T FindAny<T>() where T : Object
{
#if UNITY_2023_1_OR_NEWER
return Object.FindAnyObjectByType<T>();
#else
#pragma warning disable 0618
return Object.FindObjectOfType<T>();
#pragma warning restore 0618
#endif
}
public static T[] FindAll<T>() where T : Object
{
#if UNITY_2023_1_OR_NEWER
return Object.FindObjectsByType<T>(FindObjectsSortMode.None);
#else
#pragma warning disable 0618
return Object.FindObjectsOfType<T>();
#pragma warning restore 0618
#endif
}
}
}

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fileFormatVersion: 2
guid: 6399d1dc93fb4e0c8a757240070a1313
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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using UnityEngine;
namespace NBShader
{
[ExecuteAlways]
[DisallowMultipleComponent]
[RequireComponent(typeof(ParticleSystem))]
public sealed class NBParticleLocalTransformHelper : MonoBehaviour
{
private const string NBShaderName = "Effects/NBShader";
private const string LegacyShaderName = "Effects/NBShader(Legacy)";
private const string CustomLocalTransformKeyword = "_CUSTOM_LOCAL_TRANSFORM";
private static readonly int CustomLocalTransformLocalToWorldId =
Shader.PropertyToID("_CustomLocalTransformLocalToWorld");
private static readonly int CustomLocalTransformWorldToLocalId =
Shader.PropertyToID("_CustomLocalTransformWorldToLocal");
private ParticleSystemRenderer _particleRenderer;
private Material _runtimeMaterial;
private Material _lastAppliedMaterial;
private string _lastWarning;
private void OnEnable()
{
CacheRenderer();
ApplyCustomTransform();
}
private void LateUpdate()
{
ApplyCustomTransform();
}
private void OnValidate()
{
CacheRenderer();
ApplyCustomTransform();
}
private void OnDisable()
{
SetCustomTransformKeyword(false);
}
private void OnDestroy()
{
SetCustomTransformKeyword(false);
}
private void CacheRenderer()
{
if (_particleRenderer == null)
{
TryGetComponent(out _particleRenderer);
}
}
private void ApplyCustomTransform()
{
if (!TryGetWritableMaterial(out Material material))
{
DisableLastAppliedKeyword();
return;
}
if (_lastAppliedMaterial != null && _lastAppliedMaterial != material)
{
_lastAppliedMaterial.DisableKeyword(CustomLocalTransformKeyword);
}
Matrix4x4 localToWorld = transform.localToWorldMatrix;
Matrix4x4 worldToLocal = transform.worldToLocalMatrix;
material.SetMatrix(CustomLocalTransformLocalToWorldId, localToWorld);
material.SetMatrix(CustomLocalTransformWorldToLocalId, worldToLocal);
material.EnableKeyword(CustomLocalTransformKeyword);
_lastAppliedMaterial = material;
_lastWarning = null;
}
private void SetCustomTransformKeyword(bool enabled)
{
Material material = GetExistingMaterial();
if (material == null)
{
return;
}
if (enabled)
{
material.EnableKeyword(CustomLocalTransformKeyword);
}
else
{
material.DisableKeyword(CustomLocalTransformKeyword);
if (material == _lastAppliedMaterial)
{
_lastAppliedMaterial = null;
}
}
}
private Material GetExistingMaterial()
{
if (_lastAppliedMaterial != null)
{
return _lastAppliedMaterial;
}
CacheRenderer();
if (_particleRenderer == null)
{
return null;
}
if (Application.isPlaying)
{
return _runtimeMaterial;
}
return _particleRenderer.sharedMaterial;
}
private bool TryGetWritableMaterial(out Material material)
{
CacheRenderer();
if (_particleRenderer == null)
{
material = null;
LogWarningOnce("NBParticleLocalTransformHelper requires a ParticleSystemRenderer on the same GameObject.");
return false;
}
material = Application.isPlaying ? GetRuntimeMaterial() : _particleRenderer.sharedMaterial;
if (material == null)
{
LogWarningOnce("NBParticleLocalTransformHelper could not find a material on the ParticleSystemRenderer.");
return false;
}
if (material.shader == null || !IsSupportedShader(material.shader))
{
material = null;
LogWarningOnce("NBParticleLocalTransformHelper only supports NBShader materials using shader '" +
NBShaderName + "' or '" + LegacyShaderName + "'.");
return false;
}
return true;
}
private static bool IsSupportedShader(Shader shader)
{
return shader.name == NBShaderName || shader.name == LegacyShaderName;
}
private Material GetRuntimeMaterial()
{
if (_runtimeMaterial == null && _particleRenderer != null)
{
_runtimeMaterial = _particleRenderer.material;
}
return _runtimeMaterial;
}
private void DisableLastAppliedKeyword()
{
if (_lastAppliedMaterial == null)
{
return;
}
_lastAppliedMaterial.DisableKeyword(CustomLocalTransformKeyword);
_lastAppliedMaterial = null;
}
private void LogWarningOnce(string message)
{
if (_lastWarning == message)
{
return;
}
_lastWarning = message;
Debug.LogWarning(message, this);
}
}
}

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using UnityEngine;
using UnityEngine.UI;
// using Sirenix.OdinInspector;
namespace NBShader
{
[ExecuteAlways]
public class NBShaderSpriteHelper : MonoBehaviour
{
private const string NBShaderName = "Effects/NBShader";
private const string LegacyShaderName = "Effects/NBShader(Legacy)";
public Sprite sprite;
// [ReadOnly]
public SpriteRenderer spRenderer;
// [ReadOnly]
public Image image;
[InspectorButton("初始化", "Init")] public bool ButtomInspector;
private Material mat;
// Start is called before the first frame update
void Start()
{
Init();
}
void Init()
{
if (TryGetComponent<SpriteRenderer>(out SpriteRenderer spr))
{
spRenderer = spr;
sprite = spr.sprite;
}
else
{
if (TryGetComponent<Image>(out Image im))
{
image = im;
sprite = im.sprite;
}
}
if (sprite)
{
Texture texture = sprite.texture;
Rect rect = sprite.textureRect;
// sharedMaterial.SetVector("_BaseMapReverseST",CalScaleOffset(spRenderer.sprite.textureRect,spRenderer.sprite.texture));
if (spRenderer)
{
if (Application.isPlaying)
{
mat = spRenderer.material;
}
else
{
mat = spRenderer.sharedMaterial;
}
}
else if (image)
{
mat = image.material;
}
if (mat && IsSupportedShader(mat.shader))
{
mat.SetVector("_MainTex_Reverse_ST", CalScaleOffset(rect, texture));
Debug.Log(mat.name);
}
}
}
Vector4 CalScaleOffset(Rect textureRect, Texture texture)
{
//这是一个反向的scale offset。
//算法如果原scale offset。转换后会是 scaleAfter= 1 / scale , offsetAfter = - offset/scale;
Vector2 scaleAfter = new Vector2(texture.width / textureRect.width, texture.height / textureRect.height);
Vector2 offsetAfter = new Vector2(-(textureRect.x / texture.width) * scaleAfter.x,
-(textureRect.y / texture.height) * scaleAfter.y);
Vector4 scaleOffset = new Vector4(scaleAfter.x, scaleAfter.y, offsetAfter.x, offsetAfter.y);
return scaleOffset;
}
private static bool IsSupportedShader(Shader shader)
{
return shader && (shader.name == NBShaderName || shader.name == LegacyShaderName);
}
}
}

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using System;
using UnityEngine;
namespace NBShader
{
public abstract class ShaderFlagsBase
{
private Material _material;
public Material material
{
get { return _material; }
}
protected ShaderFlagsBase(Material material)
{
_material = material;
}
public void SetMaterial(Material material)
{
_material = material;
}
public Material GetMaterial()
{
return _material;
}
public abstract int GetShaderFlagsId(int index = 0);
protected abstract string GetShaderFlagsName(int index = 0);
private void SetIntValue(Material material, int flagBits, int index = 0)
{
#if UNITY_EDITOR
material.SetInteger(GetShaderFlagsId(index), flagBits);
#else
material.SetInteger(GetShaderFlagsId(index), flagBits);
#endif
}
public void SetFlagBits(int flagBits, MaterialPropertyBlock propertyBlock = null, int index = 0)
{
if (propertyBlock is null)
{
if (_material is null) return;
int flags = _material.GetInteger(GetShaderFlagsId(index));
SetIntValue(_material, flags | flagBits, index);
}
else
{
int flags = propertyBlock.GetInt(GetShaderFlagsId(index));
propertyBlock.SetInt(GetShaderFlagsId(index), flags | flagBits);
}
}
public void ClearFlagBits(int flagBits, MaterialPropertyBlock propertyBlock = null, int index = 0)
{
if (propertyBlock is null)
{
if (_material is null) return;
int flags = _material.GetInteger(GetShaderFlagsId(index));
SetIntValue(_material, flags & ~flagBits, index);
}
else
{
int flags = propertyBlock.GetInteger(GetShaderFlagsId(index));
propertyBlock.SetInteger(GetShaderFlagsId(index), flags & ~flagBits);
}
}
public bool CheckFlagBits(int flagBits, MaterialPropertyBlock propertyBlock = null, int index = 0)
{
int flags = 0;
if (propertyBlock is null)
{
if (_material is null) throw new NullReferenceException("material");
flags = _material.GetInteger(GetShaderFlagsId(index));
}
else
{
flags = propertyBlock.GetInteger(GetShaderFlagsId(index));
}
return (flags & flagBits) != 0;
}
}
}

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fileFormatVersion: 2
guid: 3bcf591e67bd470e9375d72c63838643
timeCreated: 1655437380

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{
"name": "com.xuanxuan.render.utility",
"rootNamespace": "",
"references": [
"GUID:15fc0a57446b3144c949da3e2b9737a9"
],
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"excludePlatforms": [],
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"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
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