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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, 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.
- *****************************************************************************/
- 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.");
- }
- }
- }
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