JitterEffectExample.cs 3.4 KB

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  1. /******************************************************************************
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  3. * Last updated January 1, 2020. Replaces all prior versions.
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  5. * Copyright (c) 2013-2020, Esoteric Software LLC
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  7. * Integration of the Spine Runtimes into software or otherwise creating
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  14. * "Products"), provided that each user of the Products must obtain their own
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  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. // This is a sample component for C# vertex effects for Spine rendering components.
  34. // Using shaders and materials to control vertex properties is still more performant
  35. // than using this API, but in cases where your vertex effect logic cannot be
  36. // expressed as shader code, these vertex effects can be useful.
  37. public class JitterEffectExample : MonoBehaviour {
  38. [Range(0f, 0.8f)]
  39. public float jitterMagnitude = 0.2f;
  40. SkeletonRenderer skeletonRenderer;
  41. void OnEnable () {
  42. skeletonRenderer = GetComponent<SkeletonRenderer>();
  43. if (skeletonRenderer == null) return;
  44. // Use the OnPostProcessVertices callback to modify the vertices at the correct time.
  45. skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
  46. skeletonRenderer.OnPostProcessVertices += ProcessVertices;
  47. Debug.Log("Jitter Effect Enabled.");
  48. }
  49. void ProcessVertices (MeshGeneratorBuffers buffers) {
  50. if (!this.enabled) return;
  51. // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
  52. int vertexCount = buffers.vertexCount;
  53. // Modify vertex positions by accessing Vector3[] vertexBuffer
  54. var vertices = buffers.vertexBuffer;
  55. for (int i = 0; i < vertexCount; i++)
  56. vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
  57. // You can also modify uvs and colors.
  58. //var uvs = buffers.uvBuffer;
  59. //var colors = buffers.colorBuffer;
  60. //
  61. }
  62. void OnDisable () {
  63. if (skeletonRenderer == null) return;
  64. skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
  65. Debug.Log("Jitter Effect Disabled.");
  66. }
  67. }
  68. }