using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { internal static class Light2DEditorUtility { static Material s_TexCapMaterial = CoreUtils.CreateEngineMaterial(Shader.Find("Hidden/Internal-GUITexture")); static internal void GUITextureCap(int controlID, Texture texture, Vector3 position, Quaternion rotation, float size, EventType eventType, bool isAngleHandle) { switch (eventType) { case (EventType.Layout): { Vector2 size2 = Vector2.one * size * 0.5f; if (isAngleHandle) size2.x = 0.0f; HandleUtility.AddControl(controlID, DistanceToRectangle(position, rotation, size2)); break; } case (EventType.Repaint): { s_TexCapMaterial.mainTexture = texture; s_TexCapMaterial.SetPass(0); float w = texture.width; float h = texture.height; float max = Mathf.Max(w, h); Vector3 scale = new Vector2(w / max, h / max) * size * 0.5f; if (Camera.current == null) scale.y *= -1f; Matrix4x4 matrix = new Matrix4x4(); matrix.SetTRS(position, rotation, scale); Graphics.DrawMeshNow(RenderingUtils.fullscreenMesh, matrix); } break; } } static float DistanceToRectangle(Vector3 position, Quaternion rotation, Vector2 size) { Vector3[] points = { Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero }; Vector3 sideways = rotation * new Vector3(size.x, 0, 0); Vector3 up = rotation * new Vector3(0, size.y, 0); points[0] = HandleUtility.WorldToGUIPoint(position + sideways + up); points[1] = HandleUtility.WorldToGUIPoint(position + sideways - up); points[2] = HandleUtility.WorldToGUIPoint(position - sideways - up); points[3] = HandleUtility.WorldToGUIPoint(position - sideways + up); points[4] = points[0]; Vector2 pos = Event.current.mousePosition; bool oddNodes = false; int j = 4; for (int i = 0; i < 5; ++i) { if ((points[i].y > pos.y) != (points[j].y > pos.y)) { if (pos.x < (points[j].x - points[i].x) * (pos.y - points[i].y) / (points[j].y - points[i].y) + points[i].x) oddNodes = !oddNodes; } j = i; } if (!oddNodes) { // Distance to closest edge (not so fast) float dist, closestDist = -1f; j = 1; for (int i = 0; i < 4; ++i) { dist = HandleUtility.DistancePointToLineSegment(pos, points[i], points[j++]); if (dist < closestDist || closestDist < 0) closestDist = dist; } return closestDist; } else return 0; } public static Renderer2DData GetRenderer2DData() { UniversalRenderPipelineAsset pipelineAsset = UniversalRenderPipeline.asset; if (pipelineAsset == null) return null; // try get the default Renderer2DData rendererData = pipelineAsset.scriptableRendererData as Renderer2DData; if (rendererData == null) { foreach (Camera camera in Camera.allCameras) { UniversalAdditionalCameraData additionalCameraData = camera.GetComponent(); ScriptableRenderer renderer = additionalCameraData?.scriptableRenderer; Renderer2D renderer2D = renderer as Renderer2D; if (renderer2D != null) return renderer2D.GetRenderer2DData(); } } return rendererData; } public static bool IsUsing2DRenderer() { return GetRenderer2DData() != null; } } }