mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Refactor material parsing and loading
This should hopefully pave the way for usable module switching using B9PS
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@ -17,30 +17,29 @@ namespace ConformalDecals {
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private bool _projectionEnabled;
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// property block
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public readonly MaterialPropertyBlock decalMPB;
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private readonly MaterialPropertyBlock _decalMPB;
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public ProjectionTarget(MeshRenderer targetRenderer, Mesh targetMesh, MaterialPropertyCollection properties) {
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public ProjectionTarget(MeshRenderer targetRenderer, Mesh targetMesh, bool useBaseNormal) {
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target = targetRenderer.transform;
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_targetRenderer = targetRenderer;
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_targetMesh = targetMesh;
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var targetMaterial = targetRenderer.sharedMaterial;
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decalMPB = new MaterialPropertyBlock();
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_decalMPB = new MaterialPropertyBlock();
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if (properties.UseBaseNormal) {
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var normalSrcID = Shader.PropertyToID(properties.BaseNormalSrc);
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var normalDestID = Shader.PropertyToID(properties.BaseNormalDest);
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var normalDestIDST = Shader.PropertyToID(properties.BaseNormalDest + "_ST");
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if (useBaseNormal) {
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var normalID = Shader.PropertyToID("_BumpMap");
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var normalIDST = Shader.PropertyToID("_BumpMap_ST");
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var normal = targetMaterial.GetTexture(normalSrcID);
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var normal = targetMaterial.GetTexture(normalID);
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if (normal != null) {
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decalMPB.SetTexture(normalDestID, targetMaterial.GetTexture(normalSrcID));
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_decalMPB.SetTexture(normalID, targetMaterial.GetTexture(normalID));
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var normalScale = targetMaterial.GetTextureScale(normalSrcID);
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var normalOffset = targetMaterial.GetTextureOffset(normalSrcID);
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var normalScale = targetMaterial.GetTextureScale(normalID);
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var normalOffset = targetMaterial.GetTextureOffset(normalID);
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decalMPB.SetVector(normalDestIDST, new Vector4(normalScale.x, normalScale.y, normalOffset.x, normalOffset.y));
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_decalMPB.SetVector(normalIDST, new Vector4(normalScale.x, normalScale.y, normalOffset.x, normalOffset.y));
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}
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}
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}
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@ -55,9 +54,9 @@ namespace ConformalDecals {
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var decalNormal = projectorToTargetMatrix.MultiplyVector(Vector3.back).normalized;
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var decalTangent = projectorToTargetMatrix.MultiplyVector(Vector3.right).normalized;
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decalMPB.SetMatrix(_projectionMatrixID, projectionMatrix);
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decalMPB.SetVector(_decalNormalID, decalNormal);
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decalMPB.SetVector(_decalTangentID, decalTangent);
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_decalMPB.SetMatrix(_projectionMatrixID, projectionMatrix);
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_decalMPB.SetVector(_decalNormalID, decalNormal);
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_decalMPB.SetVector(_decalTangentID, decalTangent);
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Debug.Log($"Projection enabled for {target.gameObject}");
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}
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else {
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@ -68,10 +67,10 @@ namespace ConformalDecals {
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public bool Render(Material decalMaterial, MaterialPropertyBlock partMPB, Camera camera) {
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if (_projectionEnabled) {
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decalMPB.SetFloat(PropertyIDs._RimFalloff, partMPB.GetFloat(PropertyIDs._RimFalloff));
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decalMPB.SetColor(PropertyIDs._RimColor, partMPB.GetColor(PropertyIDs._RimColor));
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_decalMPB.SetFloat(PropertyIDs._RimFalloff, partMPB.GetFloat(PropertyIDs._RimFalloff));
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_decalMPB.SetColor(PropertyIDs._RimColor, partMPB.GetColor(PropertyIDs._RimColor));
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Graphics.DrawMesh(_targetMesh, target.localToWorldMatrix, decalMaterial, 0, camera, 0, decalMPB, ShadowCastingMode.Off, true);
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Graphics.DrawMesh(_targetMesh, target.localToWorldMatrix, decalMaterial, 0, camera, 0, _decalMPB, ShadowCastingMode.Off, true);
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return true;
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}
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