128 lines
4.0 KiB
C#
128 lines
4.0 KiB
C#
using System;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Controls how the light texture is used when rendering Sprites and other 2D renderers.
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/// </summary>
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[Serializable]
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[MovedFrom("UnityEngine.Experimental.Rendering.Universal")]
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public struct Light2DBlendStyle
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{
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internal enum TextureChannel
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{
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None = 0,
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R = 1,
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G = 2,
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B = 3,
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A = 4,
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OneMinusR = 5,
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OneMinusG = 6,
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OneMinusB = 7,
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OneMinusA = 8
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}
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internal struct MaskChannelFilter
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{
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public Vector4 mask { get; private set; }
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public Vector4 inverted { get; private set; }
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public MaskChannelFilter(Vector4 m, Vector4 i)
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{
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mask = m;
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inverted = i;
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}
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}
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internal enum BlendMode
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{
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Additive = 0,
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Multiply = 1,
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Subtractive = 2
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}
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[Serializable]
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internal struct BlendFactors
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{
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public float multiplicative;
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public float additive;
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}
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/// <summary>
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/// Returns the name of the blend style
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/// </summary>
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public string name;
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[SerializeField]
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internal TextureChannel maskTextureChannel;
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[SerializeField]
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internal BlendMode blendMode;
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internal Vector2 blendFactors
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{
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get
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{
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var result = new Vector2();
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switch (blendMode)
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{
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case BlendMode.Additive:
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result.x = 0.0f;
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result.y = 1.0f;
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break;
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case BlendMode.Multiply:
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result.x = 1.0f;
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result.y = 0.0f;
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break;
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case BlendMode.Subtractive:
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result.x = 0.0f;
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result.y = -1.0f;
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break;
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default:
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result.x = 1.0f;
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result.y = 0.0f;
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break;
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}
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return result;
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}
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}
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internal MaskChannelFilter maskTextureChannelFilter
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{
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get
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{
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switch (maskTextureChannel)
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{
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case TextureChannel.R:
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return new MaskChannelFilter(new Vector4(1, 0, 0, 0), new Vector4(0, 0, 0, 0));
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case TextureChannel.OneMinusR:
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return new MaskChannelFilter(new Vector4(1, 0, 0, 0), new Vector4(1, 0, 0, 0));
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case TextureChannel.G:
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return new MaskChannelFilter(new Vector4(0, 1, 0, 0), new Vector4(0, 0, 0, 0));
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case TextureChannel.OneMinusG:
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return new MaskChannelFilter(new Vector4(0, 1, 0, 0), new Vector4(0, 1, 0, 0));
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case TextureChannel.B:
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return new MaskChannelFilter(new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 0));
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case TextureChannel.OneMinusB:
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return new MaskChannelFilter(new Vector4(0, 0, 1, 0), new Vector4(0, 0, 1, 0));
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case TextureChannel.A:
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return new MaskChannelFilter(new Vector4(0, 0, 0, 1), new Vector4(0, 0, 0, 0));
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case TextureChannel.OneMinusA:
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return new MaskChannelFilter(new Vector4(0, 0, 0, 1), new Vector4(0, 0, 0, 1));
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case TextureChannel.None:
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default:
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return new MaskChannelFilter(Vector4.zero, Vector4.zero);
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}
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}
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}
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// Transient data
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internal bool isDirty { get; set; }
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internal bool hasRenderTarget { get; set; }
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internal RenderTargetHandle renderTargetHandle;
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}
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}
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