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@ -24,7 +24,7 @@ namespace ConformalDecals.Text {
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[Serializable]
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public class TextRenderEvent : UnityEvent<TextRenderOutput> { }
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private const string BlitShader = "ConformalDecals/Text Blit";
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private const string ShaderName = "ConformalDecals/Text Blit";
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private const int MaxTextureSize = 4096;
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private const float FontSize = 100;
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private const float PixelDensity = 5;
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@ -90,9 +90,8 @@ namespace ConformalDecals.Text {
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_tmp = gameObject.AddComponent<TextMeshPro>();
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_tmp.renderer.enabled = false; // dont automatically render
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var shader = Shabby.Shabby.FindShader(BlitShader);
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if (shader == null) Debug.LogError($"[ConformalDecals] could not find text blit shader named '{shader}'");
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_blitShader = Shabby.Shabby.FindShader(BlitShader);
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_blitShader = Shabby.Shabby.FindShader(ShaderName);
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if (_blitShader == null) Debug.LogError($"[ConformalDecals] could not find text blit shader named '{ShaderName}'");
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_isSetup = true;
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}
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@ -157,7 +156,7 @@ namespace ConformalDecals.Text {
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_tmp.font = text.Font.FontAsset;
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_tmp.fontStyle = text.Style.FontStyle | text.Font.FontStyle;
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_tmp.lineSpacing = text.Style.LineSpacing;
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_tmp.characterSpacing = text.Style.CharacterSpacing;
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_tmp.characterSpacing = text.Style.CharSpacing;
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_tmp.extraPadding = true;
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_tmp.enableKerning = true;
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@ -236,10 +235,10 @@ namespace ConformalDecals.Text {
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// SETUP TEXTURE
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if (texture == null) {
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texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, false);
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texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, true);
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}
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else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != TextTextureFormat) {
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texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, false);
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texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, true);
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}
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// GENERATE PROJECTION MATRIX
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@ -268,7 +267,7 @@ namespace ConformalDecals.Text {
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// COPY TEXTURE BACK INTO RAM
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RenderTexture.active = renderTex;
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texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, false);
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texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, true);
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texture.Apply();
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// RELEASE RENDERTEX
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