WXMC/.svn/pristine/d9/d9222a29420fc05e6c2927179c0d86df6a3659ea.svn-base
2024-12-04 16:18:46 +08:00

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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.");
}
}
}