/******************************************************************************
* 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_2017_2_OR_NEWER
#define HAS_VECTOR_INT
#endif
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 : MonoBehaviour {
#if HAS_VECTOR_INT
public Color color = Color.white;
public Material quadMaterial;
public Camera targetCamera;
public int maxRenderTextureSize = 1024;
protected SkeletonRenderer skeletonRenderer;
protected MeshRenderer meshRenderer;
protected MeshFilter meshFilter;
public GameObject quad;
protected MeshRenderer quadMeshRenderer;
protected MeshFilter quadMeshFilter;
protected Mesh quadMesh;
public RenderTexture renderTexture;
private CommandBuffer commandBuffer;
private MaterialPropertyBlock propertyBlock;
private readonly List materials = new List();
protected Vector2Int requiredRenderTextureSize;
protected Vector2Int allocatedRenderTextureSize;
void Awake () {
meshRenderer = this.GetComponent();
meshFilter = this.GetComponent();
skeletonRenderer = this.GetComponent();
if (targetCamera == null)
targetCamera = Camera.main;
commandBuffer = new CommandBuffer();
propertyBlock = new MaterialPropertyBlock();
CreateQuadChild();
}
void OnDestroy () {
if (renderTexture)
RenderTexture.ReleaseTemporary(renderTexture);
}
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 () {
Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
Vector3 meshMinWorldSpace = transform.TransformPoint(boundsLocalSpace.min);
Vector3 meshMaxWorldSpace = transform.TransformPoint(boundsLocalSpace.max);
Vector3 meshMinXMaxYWorldSpace = new Vector3(meshMinWorldSpace.x, meshMaxWorldSpace.y);
Vector3 meshMaxXMinYWorldSpace = new Vector3(meshMaxWorldSpace.x, meshMinWorldSpace.y);
// We need to get the min/max of all four corners, close position and rotation of the skeleton
// in combination with perspective projection otherwise might lead to incorrect screen space min/max.
Vector3 meshMinProjected = targetCamera.WorldToScreenPoint(meshMinWorldSpace);
Vector3 meshMaxProjected = targetCamera.WorldToScreenPoint(meshMaxWorldSpace);
Vector3 meshMinXMaxYProjected = targetCamera.WorldToScreenPoint(meshMinXMaxYWorldSpace);
Vector3 meshMaxXMinYProjected = targetCamera.WorldToScreenPoint(meshMaxXMinYWorldSpace);
// To handle 180 degree rotation and thus min/max inversion, we get min/max of all four corners
Vector3 meshMinScreenSpace =
Vector3.Min(meshMinProjected, Vector3.Min(meshMaxProjected,
Vector3.Min(meshMinXMaxYProjected, meshMaxXMinYProjected)));
Vector3 meshMaxScreenSpace =
Vector3.Max(meshMinProjected, Vector3.Max(meshMaxProjected,
Vector3.Max(meshMinXMaxYProjected, meshMaxXMinYProjected)));
requiredRenderTextureSize = new Vector2Int(
Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.x - meshMinScreenSpace.x))),
Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.y - meshMinScreenSpace.y))));
PrepareRenderTexture();
PrepareCommandBuffer(meshMinWorldSpace, meshMaxWorldSpace);
}
protected void PrepareCommandBuffer (Vector3 meshMinWorldSpace, Vector3 meshMaxWorldSpace) {
commandBuffer.Clear();
commandBuffer.SetRenderTarget(renderTexture);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
meshMinWorldSpace.x, meshMaxWorldSpace.x,
meshMinWorldSpace.y, meshMaxWorldSpace.y,
float.MinValue, float.MaxValue);
commandBuffer.SetProjectionMatrix(projectionMatrix);
commandBuffer.SetViewport(new Rect(Vector2.zero, requiredRenderTextureSize));
}
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 () {
Vector2 min = meshFilter.sharedMesh.bounds.min;
Vector2 max = meshFilter.sharedMesh.bounds.max;
Vector3[] vertices = new Vector3[4] {
new Vector3(min.x, min.y, 0),
new Vector3(max.x, min.y, 0),
new Vector3(min.x, max.y, 0),
new Vector3(max.x, max.y, 0)
};
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) / allocatedRenderTextureSize.x;
float maxV = (float)(requiredRenderTextureSize.y) / allocatedRenderTextureSize.y;
Vector2[] uv = new Vector2[4] {
new Vector2(0, 0),
new Vector2(maxU, 0),
new Vector2(0, maxV),
new Vector2(maxU, maxV)
};
quadMesh.uv = uv;
quadMeshFilter.mesh = quadMesh;
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
quadMeshRenderer.sharedMaterial.color = color;
quadMeshRenderer.transform.position = this.transform.position;
quadMeshRenderer.transform.rotation = this.transform.rotation;
quadMeshRenderer.transform.localScale = this.transform.localScale;
}
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);
allocatedRenderTextureSize = textureSize;
}
}
#endif
}
}