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265 lines
11 KiB
C#
265 lines
11 KiB
C#
3 months ago
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MPUIKIT {
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/// <summary>
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/// Gradient overlay of the image.
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/// </summary>
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[Serializable]
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public struct GradientEffect : IMPUIComponent {
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[SerializeField] private bool m_Enabled;
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[SerializeField] private GradientType m_GradientType;
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[SerializeField] private Gradient m_Gradient;
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[SerializeField] private Color[] m_CornerGradientColors;
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[SerializeField] private float m_Rotation;
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/// <summary>
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/// Enable/Disable Gradient overlay
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/// </summary>
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public bool Enabled {
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get => m_Enabled;
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set {
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m_Enabled = value;
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if (ShouldModifySharedMat) {
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SharedMat.SetInt(SpEnableGradient, m_Enabled?1:0);
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}
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OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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/// <summary>
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/// Type of the Gradient. There are three types: Linear, Radial, Corner
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/// </summary>
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public GradientType GradientType {
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get => m_GradientType;
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set {
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m_GradientType = value;
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if (ShouldModifySharedMat) {
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SharedMat.SetInt(SpGradientType, (int)m_GradientType);
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}
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OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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/// <summary>
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/// Rotation of the gradient. Only applies for Linear Gradient.
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/// </summary>
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public float Rotation {
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get => m_Rotation;
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set {
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m_Rotation = value;
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if (ShouldModifySharedMat) {
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SharedMat.SetFloat(SpGradientRotation, m_Rotation);
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}
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OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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/// <summary>
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/// Gradient that will be overlaid onto the image.
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/// </summary>
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public Gradient Gradient {
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get => m_Gradient;
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set {
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m_Gradient = value;
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if (ShouldModifySharedMat) {
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List<Vector4> Colors = new List<Vector4>(8);
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List<Vector4> Alphas = new List<Vector4>(8);
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for (int i = 0; i < 8; i++) {
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if (i < m_Gradient.colorKeys.Length) {
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Color col = m_Gradient.colorKeys[i].color;
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Vector4 data = new Vector4(col.r, col.g, col.b,
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m_Gradient.colorKeys[i].time);
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Colors.Add(data);
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SharedMat.SetVector("_GradientColor"+i, data);
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}
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else {
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SharedMat.SetVector("_GradientColor"+i, Vector4.zero);
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}
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if (i < m_Gradient.alphaKeys.Length) {
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Vector4 data = new Vector4(m_Gradient.alphaKeys[i].alpha, m_Gradient.alphaKeys[i].time);
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Alphas.Add(data);
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SharedMat.SetVector("_GradientAlpha"+i, data);
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}
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else {
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SharedMat.SetVector("_GradientAlpha"+i, Vector4.zero);
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}
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}
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SharedMat.SetInt(SpGradientColorsLength, m_Gradient.colorKeys.Length);
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SharedMat.SetInt(SpGradientAlphasLength, m_Gradient.alphaKeys.Length);
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for (int i = Colors.Count; i < 8; i++)
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{
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Colors.Add(Vector4.zero);
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}
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for (int i = Alphas.Count; i < 8; i++)
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{
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Alphas.Add(Vector4.zero);
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}
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SharedMat.SetVectorArray(SpGradientColors, Colors);
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SharedMat.SetVectorArray(SpGradientAlphas, Alphas);
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SharedMat.SetInt(SpGradientInterpolationType, (int) m_Gradient.mode);
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}
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OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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/// <summary>
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/// 4 Colors for Corner Gradient overlay.
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/// <para>[0] => top-left, [1] => top-right</para>
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/// <para>[2] => bottom-left, [3] => bottom-right</para>
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/// </summary>
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public Color[] CornerGradientColors {
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get => m_CornerGradientColors;
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set {
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if (m_CornerGradientColors.Length != 4) {
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m_CornerGradientColors = new Color[4];
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}
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for (int i = 0; i < value.Length && i < 4; i++) {
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m_CornerGradientColors[i] = value[i];
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}
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if (ShouldModifySharedMat) {
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for (int i = 0; i < m_CornerGradientColors.Length; i++) {
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SharedMat.SetColor("_CornerGradientColor"+i, m_CornerGradientColors[i]);
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}
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}
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OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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private static readonly int SpGradientType = Shader.PropertyToID("_GradientType");
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private static readonly int SpGradientColors = Shader.PropertyToID("colors");
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private static readonly int SpGradientAlphas = Shader.PropertyToID("alphas");
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private static readonly int SpGradientColorsLength = Shader.PropertyToID("_GradientColorLength");
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private static readonly int SpGradientAlphasLength = Shader.PropertyToID("_GradientAlphaLength");
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private static readonly int SpGradientInterpolationType = Shader.PropertyToID("_GradientInterpolationType");
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private static readonly int SpEnableGradient = Shader.PropertyToID("_EnableGradient");
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private static readonly int SpGradientRotation = Shader.PropertyToID("_GradientRotation");
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public Material SharedMat { get; set; }
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public bool ShouldModifySharedMat { get; set; }
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public RectTransform RectTransform { get; set; }
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public void Init(Material SharedMat, Material renderMat, RectTransform rectTransform) {
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this.SharedMat = SharedMat;
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this.ShouldModifySharedMat = SharedMat == renderMat;
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this.RectTransform = rectTransform;
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if (m_CornerGradientColors == null || m_CornerGradientColors.Length != 4) {
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m_CornerGradientColors = new Color[4];
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}
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}
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public event EventHandler OnComponentSettingsChanged;
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public void OnValidate() {
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Enabled = m_Enabled;
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GradientType = m_GradientType;
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Gradient = m_Gradient;
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CornerGradientColors = m_CornerGradientColors;
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Rotation = m_Rotation;
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}
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public void InitValuesFromMaterial(ref Material material) {
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m_Enabled = material.GetInt(SpEnableGradient) == 1;
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m_GradientType = (GradientType) material.GetInt(SpGradientType);
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m_Rotation = material.GetFloat(SpGradientRotation);
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int colorLength = material.GetInt(SpGradientColorsLength);
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int alphaLength = material.GetInt(SpGradientAlphasLength);
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Gradient gradient = new Gradient();
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GradientColorKey[] colorKeys = new GradientColorKey[colorLength];
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GradientAlphaKey[] alphaKeys = new GradientAlphaKey[alphaLength];
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for (int i = 0; i < colorLength; i++) {
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Vector4 colorValue = material.GetVector("_GradientColor" + i);
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colorKeys[i].color = new Color(colorValue.x, colorValue.y, colorValue.z);
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colorKeys[i].time = colorValue.w;
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}
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gradient.colorKeys = colorKeys;
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for (int i = 0; i < alphaLength; i++) {
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Vector4 alphaValue = material.GetVector("_GradientAlpha" + i);
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alphaKeys[i].alpha = alphaValue.x;
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alphaKeys[i].time = alphaValue.y;
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}
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gradient.alphaKeys = alphaKeys;
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gradient.mode = (GradientMode) material.GetInt(SpGradientInterpolationType);
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m_Gradient = gradient;
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m_CornerGradientColors = new Color[4];
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for (int i = 0; i < CornerGradientColors.Length; i++) {
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CornerGradientColors[i] = material.GetColor("_CornerGradientColor" + i);
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}
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}
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public void ModifyMaterial(ref Material material, params object[] otherProperties) {
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material.DisableKeyword("GRADIENT_LINEAR");
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material.DisableKeyword("GRADIENT_RADIAL");
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material.DisableKeyword("GRADIENT_CORNER");
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if (!m_Enabled) return;
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material.SetInt(SpEnableGradient, m_Enabled?1:0);
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material.SetInt(SpGradientType, (int)m_GradientType);
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switch (m_GradientType) {
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case GradientType.Linear:
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material.EnableKeyword("GRADIENT_LINEAR");
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break;
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case GradientType.Radial:
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material.EnableKeyword("GRADIENT_RADIAL");
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break;
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case GradientType.Corner:
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material.EnableKeyword("GRADIENT_CORNER");
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (m_GradientType == GradientType.Corner) {
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for (int i = 0; i < m_CornerGradientColors.Length; i++) {
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material.SetColor("_CornerGradientColor"+i, m_CornerGradientColors[i]);
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}
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}
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else {
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Vector4[] colors = new Vector4[8];
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Vector4[] alphas = new Vector4[8];
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for (int i = 0; i < m_Gradient.colorKeys.Length; i++) {
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Color col = m_Gradient.colorKeys[i].color;
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colors[i] = new Vector4(col.r, col.g, col.b, m_Gradient.colorKeys[i].time);
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}
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for (int i = 0; i < m_Gradient.alphaKeys.Length; i++) {
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alphas[i] = new Vector4(m_Gradient.alphaKeys[i].alpha, m_Gradient.alphaKeys[i].time);
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}
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material.SetFloat(SpGradientColorsLength, m_Gradient.colorKeys.Length);
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material.SetFloat(SpGradientAlphasLength, m_Gradient.alphaKeys.Length);
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material.SetFloat(SpGradientInterpolationType, (int)m_Gradient.mode);
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material.SetFloat(SpGradientRotation, m_Rotation);
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for (int i = 0; i < colors.Length; i++) {
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material.SetVector("_GradientColor"+i, colors[i]);
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}
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for (int i = 0; i < alphas.Length; i++) {
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material.SetVector("_GradientAlpha"+i, alphas[i]);
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}
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}
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}
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}
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}
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