| | 1 | | using UnityEngine; |
| | 2 | |
|
| | 3 | | namespace DCL |
| | 4 | | { |
| | 5 | | public static class AvatarRendererHelpers |
| | 6 | | { |
| 0 | 7 | | private static readonly int IMPOSTOR_TEXTURE_PROPERTY = Shader.PropertyToID("_BaseMap"); |
| | 8 | | private const bool ONLY_GENERIC_IMPOSTORS = false; |
| | 9 | |
|
| | 10 | | // 2048x2048 atlas with 8 512x1024 snapshot-sprites |
| | 11 | | private const int GENERIC_IMPOSTORS_ATLAS_COLUMNS = 4; |
| | 12 | | private const int GENERIC_IMPOSTORS_ATLAS_ROWS = 2; |
| | 13 | |
|
| | 14 | | public static void RandomizeAndApplyGenericImpostor(Mesh impostorMesh) |
| | 15 | | { |
| 0 | 16 | | Vector2 spriteSize = new Vector2(1f / GENERIC_IMPOSTORS_ATLAS_COLUMNS, 1f / GENERIC_IMPOSTORS_ATLAS_ROWS); |
| 0 | 17 | | float randomUVXPos = Random.Range(0, GENERIC_IMPOSTORS_ATLAS_COLUMNS) * spriteSize.x; |
| 0 | 18 | | float randomUVYPos = Random.Range(0, GENERIC_IMPOSTORS_ATLAS_ROWS) * spriteSize.y; |
| | 19 | |
|
| 0 | 20 | | Vector2[] uvs = new Vector2[4]; // Quads have only 4 vertices |
| 0 | 21 | | uvs[0].Set(randomUVXPos, randomUVYPos); |
| 0 | 22 | | uvs[1].Set(randomUVXPos + spriteSize.x, randomUVYPos); |
| 0 | 23 | | uvs[2].Set(randomUVXPos, randomUVYPos + spriteSize.y); |
| 0 | 24 | | uvs[3].Set(randomUVXPos + spriteSize.x, randomUVYPos + spriteSize.y); |
| 0 | 25 | | impostorMesh.uv = uvs; |
| 0 | 26 | | } |
| | 27 | |
|
| | 28 | | private static void ResetImpostorMeshUVs(Mesh impostorMesh) |
| | 29 | | { |
| 0 | 30 | | Vector2[] uvs = new Vector2[4]; // Quads have only 4 vertices |
| 0 | 31 | | uvs[0].Set(0, 0); |
| 0 | 32 | | uvs[1].Set(1, 0); |
| 0 | 33 | | uvs[2].Set(0, 1); |
| 0 | 34 | | uvs[3].Set(1, 1); |
| 0 | 35 | | impostorMesh.uv = uvs; |
| 0 | 36 | | } |
| | 37 | |
|
| | 38 | | public static void SetImpostorTexture(Texture2D impostorTexture, Mesh impostorMesh, Material impostorMaterial) |
| | 39 | | { |
| 0 | 40 | | if (ONLY_GENERIC_IMPOSTORS || impostorTexture == null) |
| 0 | 41 | | return; |
| | 42 | |
|
| 0 | 43 | | ResetImpostorMeshUVs(impostorMesh); |
| | 44 | |
|
| 0 | 45 | | impostorMaterial.SetTexture(IMPOSTOR_TEXTURE_PROPERTY, impostorTexture); |
| 0 | 46 | | } |
| | 47 | | } |
| | 48 | | } |