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159 lines
5.7 KiB
C#

2 months ago
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace AllIn1SpriteShader
{
[ExecuteInEditMode]
public class SetAtlasUvs : MonoBehaviour
{
[SerializeField] private bool updateEveryFrame = false;
private Renderer render;
private SpriteRenderer spriteRender;
private Image uiImage;
private bool isUI = false;
private readonly int minXuv = Shader.PropertyToID("_MinXUV");
private readonly int maxXuv = Shader.PropertyToID("_MaxXUV");
private readonly int minYuv = Shader.PropertyToID("_MinYUV");
private readonly int maxYuv = Shader.PropertyToID("_MaxYUV");
private void Start()
{
Setup();
}
private void Reset()
{
Setup();
}
private void Setup()
{
if (GetRendererReferencesIfNeeded()) GetAndSetUVs();
if (!updateEveryFrame && Application.isPlaying && this != null) this.enabled = false;
}
private void OnWillRenderObject()
{
if (updateEveryFrame)
{
GetAndSetUVs();
}
}
public void GetAndSetUVs()
{
if (!GetRendererReferencesIfNeeded()) return;
if (!isUI)
{
Sprite sprite = spriteRender.sprite;
Rect r = sprite.textureRect;
r.x /= sprite.texture.width;
r.width /= sprite.texture.width;
r.y /= sprite.texture.height;
r.height /= sprite.texture.height;
render.sharedMaterial.SetFloat(minXuv, r.xMin);
render.sharedMaterial.SetFloat(maxXuv, r.xMax);
render.sharedMaterial.SetFloat(minYuv, r.yMin);
render.sharedMaterial.SetFloat(maxYuv, r.yMax);
}
else
{
Rect r = uiImage.sprite.textureRect;
r.x /= uiImage.sprite.texture.width;
r.width /= uiImage.sprite.texture.width;
r.y /= uiImage.sprite.texture.height;
r.height /= uiImage.sprite.texture.height;
uiImage.material.SetFloat(minXuv, r.xMin);
uiImage.material.SetFloat(maxXuv, r.xMax);
uiImage.material.SetFloat(minYuv, r.yMin);
uiImage.material.SetFloat(maxYuv, r.yMax);
}
}
public void ResetAtlasUvs()
{
if (!GetRendererReferencesIfNeeded()) return;
if (!isUI)
{
render.sharedMaterial.SetFloat(minXuv, 0f);
render.sharedMaterial.SetFloat(maxXuv, 1f);
render.sharedMaterial.SetFloat(minYuv, 0f);
render.sharedMaterial.SetFloat(maxYuv, 1f);
}
else
{
uiImage.material.SetFloat(minXuv, 0f);
uiImage.material.SetFloat(maxXuv, 1f);
uiImage.material.SetFloat(minYuv, 0f);
uiImage.material.SetFloat(maxYuv, 1f);
}
}
public void UpdateEveryFrame(bool everyFrame)
{
updateEveryFrame = everyFrame;
}
private bool GetRendererReferencesIfNeeded()
{
if (spriteRender == null) spriteRender = GetComponent<SpriteRenderer>();
if (spriteRender != null)
{
if (spriteRender.sprite == null)
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("No sprite found", "The object: " + gameObject.name + ",has Sprite Renderer but no sprite", "Ok");
#endif
DestroyImmediate(this);
return false;
}
if (render == null) render = GetComponent<Renderer>();
isUI = false;
}
else
{
if (uiImage == null)
{
uiImage = GetComponent<Image>();
if (uiImage != null)
{
#if UNITY_EDITOR
Debug.Log("You added the SetAtlasUv component to: " + gameObject.name + " that has a UI Image\n " +
"This SetAtlasUV component will only work properly on UI Images if each Image has a DIFFERENT material instance (See Documentation Sprite Atlases section for more info)");
#endif
}
else
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("No Valid Renderer Component Found", "Looks like you have no Sprite Renderer or UI Image on: '"
+ gameObject.name + "'\n This SetAtlasUV component will now get destroyed", "Ok");
#endif
DestroyImmediate(this);
return false;
}
}
if (render == null) render = GetComponent<Renderer>();
isUI = true;
}
if (spriteRender == null && uiImage == null)
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("No Sprite Renderer", "Looks like you are missing a Sprite Renderer on: '"
+ gameObject.name + "'\n SetAtlasUvs only works with Sprite Renderers since it needs a 'sharedMaterial' property that UI images lack." +
" This SetAtlasUV component will now get destroyed", "Ok");
#endif
DestroyImmediate(this);
return false;
}
return true;
}
}
}