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Assets/Resources/Shaders.meta
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8
Assets/Resources/Shaders.meta
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||||
y: 0
|
||||
width: 0
|
||||
height: 0
|
||||
baitConnector: {fileID: 4525788155718789}
|
||||
--- !u!65 &-6494277363836811173
|
||||
BoxCollider:
|
||||
@@ -78,10 +90,10 @@ Rigidbody:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1155056763283048}
|
||||
serializedVersion: 4
|
||||
serializedVersion: 5
|
||||
m_Mass: 1
|
||||
m_Drag: 0
|
||||
m_AngularDrag: 0.05
|
||||
m_LinearDamping: 0
|
||||
m_AngularDamping: 0.05
|
||||
m_CenterOfMass: {x: 0, y: 0, z: 0}
|
||||
m_InertiaTensor: {x: 1, y: 1, z: 1}
|
||||
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
@@ -292,6 +304,8 @@ MeshRenderer:
|
||||
m_RayTracingAccelStructBuildFlagsOverride: 0
|
||||
m_RayTracingAccelStructBuildFlags: 1
|
||||
m_SmallMeshCulling: 1
|
||||
m_ForceMeshLod: -1
|
||||
m_MeshLodSelectionBias: 0
|
||||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
@@ -313,6 +327,7 @@ MeshRenderer:
|
||||
m_AutoUVMaxDistance: 0.5
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_GlobalIlluminationMeshLod: 0
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 0
|
||||
|
||||
@@ -27,6 +27,7 @@ namespace NBF
|
||||
|
||||
// var model = PrefabsHelper.CreatePrefab(ItemInfo.Config.Model);
|
||||
Model.SetData(ItemInfo.Config);
|
||||
// Model.SetBackground(Back);
|
||||
|
||||
Game.Input.OnUICanceled += OnUICanceled;
|
||||
}
|
||||
|
||||
@@ -46,9 +46,7 @@ namespace NBF
|
||||
|
||||
Object prefab = Resources.Load("RenderTexture/RenderImageCamera");
|
||||
GameObject go = (GameObject)Object.Instantiate(prefab, _root, false);
|
||||
|
||||
// ConfigurableJoint
|
||||
|
||||
|
||||
_camera = go.GetComponent<Camera>();
|
||||
_camera.transform.position = Vector3.zero;
|
||||
_camera.cullingMask = 1 << RENDER_LAYER;
|
||||
@@ -116,6 +114,7 @@ namespace NBF
|
||||
|
||||
|
||||
_camera.clearFlags = CameraClearFlags.Nothing;
|
||||
_camera.backgroundColor = new Color(0, 0, 0, 0); // 完全透明
|
||||
_camera.transform.position = _viewerSettings.cameraPosition;
|
||||
_camera.transform.LookAt(_viewerSettings.cameraTarget);
|
||||
_camera.orthographic = _viewerSettings.cameraOrtho;
|
||||
@@ -135,6 +134,13 @@ namespace NBF
|
||||
_camera.depthTextureMode = DepthTextureMode.Depth;
|
||||
_camera.clearFlags = CameraClearFlags.Color;
|
||||
_camera.GetUniversalAdditionalCameraData().renderPostProcessing = false; //URP only
|
||||
|
||||
// var urpCamData = _camera.GetUniversalAdditionalCameraData();
|
||||
// urpCamData.renderPostProcessing = false;
|
||||
// urpCamData.requiresColorOption = CameraOverrideOption.On;
|
||||
// urpCamData.requiresDepthOption = CameraOverrideOption.Off;
|
||||
// urpCamData.requiresColorTexture = false;
|
||||
// urpCamData.SetRenderer(1); // 关键步骤:指定“透明输出”的Renderer
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
@@ -160,8 +166,12 @@ namespace NBF
|
||||
anisoLevel = 0,
|
||||
useMipMap = false
|
||||
};
|
||||
// _renderTexture.Create();
|
||||
_image.texture = new NTexture(_renderTexture);
|
||||
_image.blendMode = BlendMode.Off;
|
||||
_image.shader = "Unlit/Transparent"; //Shader.Find("Unlit/Transparent");
|
||||
// _material = new Material(Shader.Find("Unlit/Transparent"));
|
||||
// _image.blendMode = BlendMode.Off;
|
||||
// _image.blendMode = BlendMode.Normal;
|
||||
}
|
||||
|
||||
void DestroyTexture()
|
||||
@@ -213,6 +223,8 @@ namespace NBF
|
||||
RenderTexture.active = old;
|
||||
|
||||
SetLayer(_root.gameObject, HIDDEN_LAYER);
|
||||
|
||||
UpdateDebugSave();
|
||||
}
|
||||
|
||||
void SetLayer(GameObject go, int layer)
|
||||
@@ -223,5 +235,165 @@ namespace NBF
|
||||
t.gameObject.layer = layer;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#region MyRegion
|
||||
|
||||
/// <summary>
|
||||
/// The rendertexture is not transparent. So if you want to the UI elements can be seen in the back of the models/particles in rendertexture,
|
||||
/// you can set a maximunm two images for background.
|
||||
/// Be careful if your image is 9 grid scaling, you must make sure the place holder is inside the middle box(dont cover from border to middle).
|
||||
/// </summary>
|
||||
/// <param name="image"></param>
|
||||
public void SetBackground(GObject image)
|
||||
{
|
||||
SetBackground(image, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The rendertexture is not transparent. So if you want to the UI elements can be seen in the back of the models/particles in rendertexture,
|
||||
/// you can set a maximunm two images for background.
|
||||
/// </summary>
|
||||
/// <param name="image1"></param>
|
||||
/// <param name="image2"></param>
|
||||
public void SetBackground(GObject image1, GObject image2)
|
||||
{
|
||||
Image source1 = (Image)image1.displayObject;
|
||||
Image source2 = image2 != null ? (Image)image2.displayObject : null;
|
||||
|
||||
Vector3 pos = _background.position;
|
||||
pos.z = _camera.farClipPlane;
|
||||
_background.position = pos;
|
||||
|
||||
Vector2[] uv = new Vector2[4];
|
||||
Vector2[] uv2 = null;
|
||||
|
||||
Rect rect = _image.TransformRect(new Rect(0, 0, this._width, this._height), source1);
|
||||
Rect uvRect = GetImageUVRect(source1, rect, uv);
|
||||
|
||||
if (source2 != null)
|
||||
{
|
||||
rect = _image.TransformRect(new Rect(0, 0, this._width, this._height), source2);
|
||||
uv2 = new Vector2[4];
|
||||
GetImageUVRect(source2, rect, uv2);
|
||||
}
|
||||
|
||||
Vector3[] vertices = new Vector3[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
Vector2 v = uv[i];
|
||||
vertices[i] = new Vector3((v.x - uvRect.x) / uvRect.width * 2 - 1,
|
||||
(v.y - uvRect.y) / uvRect.height * 2 - 1, 0);
|
||||
}
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
mesh.vertices = vertices;
|
||||
mesh.uv = uv;
|
||||
if (uv2 != null)
|
||||
mesh.uv2 = uv2;
|
||||
mesh.colors32 = new Color32[] { Color.white, Color.white, Color.white, Color.white };
|
||||
mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 };
|
||||
|
||||
MeshFilter meshFilter = this._background.gameObject.GetComponent<MeshFilter>();
|
||||
if (meshFilter == null)
|
||||
meshFilter = this._background.gameObject.AddComponent<MeshFilter>();
|
||||
meshFilter.mesh = mesh;
|
||||
MeshRenderer meshRenderer = this._background.gameObject.GetComponent<MeshRenderer>();
|
||||
if (meshRenderer == null)
|
||||
meshRenderer = this._background.gameObject.AddComponent<MeshRenderer>();
|
||||
#if (UNITY_5 || UNITY_5_3_OR_NEWER)
|
||||
meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
||||
#else
|
||||
meshRenderer.castShadows = false;
|
||||
#endif
|
||||
meshRenderer.receiveShadows = false;
|
||||
Shader shader = Shader.Find("Game/FullScreen");
|
||||
Material mat = new Material(shader);
|
||||
mat.mainTexture = source1.texture.nativeTexture;
|
||||
if (source2 != null)
|
||||
mat.SetTexture("_Tex2", source2.texture.nativeTexture);
|
||||
meshRenderer.material = mat;
|
||||
}
|
||||
|
||||
Rect GetImageUVRect(Image image, Rect localRect, Vector2[] uv)
|
||||
{
|
||||
Rect imageRect = new Rect(0, 0, image.size.x, image.size.y);
|
||||
Rect bound = ToolSet.Intersection(ref imageRect, ref localRect);
|
||||
Rect uvRect = image.texture.uvRect;
|
||||
|
||||
if (image.scale9Grid != null)
|
||||
{
|
||||
Rect gridRect = (Rect)image.scale9Grid;
|
||||
float sourceW = image.texture.width;
|
||||
float sourceH = image.texture.height;
|
||||
uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, gridRect.xMin / sourceW),
|
||||
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (sourceH - gridRect.yMax) / sourceH),
|
||||
Mathf.Lerp(uvRect.xMin, uvRect.xMax, gridRect.xMax / sourceW),
|
||||
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (sourceH - gridRect.yMin) / sourceH));
|
||||
|
||||
float vw = imageRect.width - (sourceW - gridRect.width);
|
||||
float vh = imageRect.height - (sourceH - gridRect.height);
|
||||
uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, (bound.x - gridRect.x) / vw),
|
||||
Mathf.Lerp(uvRect.yMin, uvRect.yMax,
|
||||
(imageRect.height - bound.yMax - (sourceH - gridRect.yMax)) / vh),
|
||||
Mathf.Lerp(uvRect.xMin, uvRect.xMax, (bound.xMax - gridRect.x) / vw),
|
||||
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMin - gridRect.y) / vh));
|
||||
}
|
||||
else
|
||||
{
|
||||
uvRect = Rect.MinMaxRect(Mathf.Lerp(uvRect.xMin, uvRect.xMax, bound.xMin / imageRect.width),
|
||||
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMax) / imageRect.height),
|
||||
Mathf.Lerp(uvRect.xMin, uvRect.xMax, bound.xMax / imageRect.width),
|
||||
Mathf.Lerp(uvRect.yMin, uvRect.yMax, (imageRect.height - bound.yMin) / imageRect.height));
|
||||
}
|
||||
|
||||
uv[0] = uvRect.position;
|
||||
uv[1] = new Vector2(uvRect.xMin, uvRect.yMax);
|
||||
uv[2] = new Vector2(uvRect.xMax, uvRect.yMax);
|
||||
uv[3] = new Vector2(uvRect.xMax, uvRect.yMin);
|
||||
|
||||
if (image.texture.rotated)
|
||||
ToolSet.RotateUV(uv, ref image.texture.uvRect);
|
||||
|
||||
return uvRect;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region MyRegion
|
||||
|
||||
void UpdateDebugSave()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.F9))
|
||||
{
|
||||
SaveRenderTextureToPNG(_renderTexture, "RenderTextureDebug.png");
|
||||
}
|
||||
}
|
||||
|
||||
void SaveRenderTextureToPNG(RenderTexture rt, string fileName)
|
||||
{
|
||||
if (rt == null)
|
||||
{
|
||||
Debug.LogWarning("RenderTexture 为 null,无法保存。");
|
||||
return;
|
||||
}
|
||||
|
||||
RenderTexture current = RenderTexture.active;
|
||||
RenderTexture.active = rt;
|
||||
|
||||
Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGBA32, false);
|
||||
tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
|
||||
tex.Apply();
|
||||
|
||||
byte[] bytes = tex.EncodeToPNG();
|
||||
string path = System.IO.Path.Combine(Application.dataPath, "../" + fileName);
|
||||
System.IO.File.WriteAllBytes(path, bytes);
|
||||
Debug.Log($"✅ RenderTexture 已保存到: {path}");
|
||||
|
||||
UnityEngine.Object.Destroy(tex);
|
||||
RenderTexture.active = current;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,8 @@ namespace NBF
|
||||
public partial class ModelViewer : GComponent
|
||||
{
|
||||
ModelViewRenderImage _renderImage;
|
||||
private Material _material;
|
||||
private MeshRenderer _meshRenderer;
|
||||
|
||||
private void OnInited()
|
||||
{
|
||||
@@ -17,6 +19,9 @@ namespace NBF
|
||||
TouchHolder.onRollOver.Set(OnFocusIn);
|
||||
TouchHolder.onRollOut.Set(OnFocusOut);
|
||||
Stage.inst.onMouseWheel.Add(OnMouseWheel);
|
||||
|
||||
_material = new Material(Shader.Find("Unlit/Transparent"));
|
||||
_material.name = "fk";
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
@@ -36,7 +41,20 @@ namespace NBF
|
||||
//Assets/Resources/gfx/baits/worm_01/worm_01.prefab
|
||||
// _renderImage.LoadModel("gfx/baits/worm_01/worm_01");
|
||||
_renderImage.LoadModel("gfx/" + itemConfig.Model);
|
||||
// var model = PrefabsHelper.CreatePrefab("gfx/baits/worm_01/worm_01");
|
||||
_meshRenderer = ModelHolder.displayObject.cachedTransform.GetComponent<MeshRenderer>();
|
||||
|
||||
// ChangeMaterial();
|
||||
}
|
||||
|
||||
private int count = 0;
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
// ChangeMaterial();
|
||||
|
||||
count++;
|
||||
}
|
||||
|
||||
#region 用户输入操作(滑动,拖动等)
|
||||
@@ -74,5 +92,30 @@ namespace NBF
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region NMSL
|
||||
|
||||
private void ChangeMaterial()
|
||||
{
|
||||
if (_meshRenderer != null && _meshRenderer.material != _material)
|
||||
{
|
||||
var old = _meshRenderer.material;
|
||||
_material.mainTexture = old.mainTexture;
|
||||
_meshRenderer.material = _material;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBackground(GObject image)
|
||||
{
|
||||
SetBackground(image, null);
|
||||
}
|
||||
|
||||
|
||||
public void SetBackground(GObject image1, GObject image2)
|
||||
{
|
||||
// _renderImage.SetBackground(image1, image2);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user