DongYingLiangGuanYiGong/Assets/3rds/SpriteGlow/Runtime/SpriteGlowEffect.cs

151 lines
5.5 KiB
C#

using UnityEngine;
namespace SpriteGlow
{
/// <summary>
/// Adds an HDR outline over the <see cref="SpriteRenderer"/>'s sprite borders.
/// Can be used in conjuction with bloom post-processing to create a glow effect.
/// </summary>
[AddComponentMenu("Effects/Sprite Glow")]
[RequireComponent(typeof(SpriteRenderer)), DisallowMultipleComponent, ExecuteInEditMode]
public class SpriteGlowEffect : MonoBehaviour
{
public SpriteRenderer Renderer { get; private set; }
public Color GlowColor
{
get => glowColor;
set { if (glowColor != value) { glowColor = value; SetMaterialProperties(); } }
}
public float GlowBrightness
{
get => glowBrightness;
set { if (glowBrightness != value) { glowBrightness = value; SetMaterialProperties(); } }
}
public int OutlineWidth
{
get => outlineWidth;
set { if (outlineWidth != value) { outlineWidth = value; SetMaterialProperties(); } }
}
public float AlphaThreshold
{
get => alphaThreshold;
set { if (alphaThreshold != value) { alphaThreshold = value; SetMaterialProperties(); } }
}
public bool DrawOutside
{
get => drawOutside;
set { if (drawOutside != value) { drawOutside = value; SetMaterialProperties(); } }
}
public bool EnableInstancing
{
get => enableInstancing;
set { if (enableInstancing != value) { enableInstancing = value; SetMaterialProperties(); } }
}
public bool EnableAnim
{
get => enableAnim;
set { if (enableAnim != value) { enableAnim = value;} }
}
[Tooltip("Base color of the glow.")]
[SerializeField] private Color glowColor = Color.white;
[Tooltip("The brightness (power) of the glow."), Range(1, 10)]
[SerializeField] private float glowBrightness = 2f;
[Tooltip("Width of the outline, in texels."), Range(0, 10)]
[SerializeField] private int outlineWidth = 1;
[Tooltip("Threshold to determine sprite borders."), Range(0f, 1f)]
[SerializeField] private float alphaThreshold = .01f;
[Tooltip("Whether the outline should only be drawn outside of the sprite borders. Make sure sprite texture has sufficient transparent space for the required outline width.")]
[SerializeField] private bool drawOutside = false;
[Tooltip("Whether to enable GPU instancing.")]
[SerializeField] private bool enableInstancing = false;
[Tooltip("Whether to enable Anim.")]
[SerializeField] private bool enableAnim = false;
[Tooltip("Anim interval.")]
[SerializeField] private float animInterval = 0.5f;
private float animTime = 0f;
private int animTimes = 0;
private Color randomColor;
private static readonly int isOutlineEnabledId = Shader.PropertyToID("_IsOutlineEnabled");
private static readonly int outlineColorId = Shader.PropertyToID("_OutlineColor");
private static readonly int outlineSizeId = Shader.PropertyToID("_OutlineSize");
private static readonly int alphaThresholdId = Shader.PropertyToID("_AlphaThreshold");
private MaterialPropertyBlock materialProperties;
private void Awake ()
{
Renderer = GetComponent<SpriteRenderer>();
}
private void OnEnable ()
{
SetMaterialProperties();
}
private void OnDisable ()
{
SetMaterialProperties();
}
private void Update()
{
if (enableAnim)
{
animTime += Time.deltaTime;
if(animTime >= animInterval)
{
animTime = 0f;
if(animTimes % 3 == 0)
{
randomColor = Color.yellow;
}else if(animTimes % 3 == 1)
{
randomColor = Color.green;
}
else
{
randomColor = Color.red;
}
animTimes++;
}
GlowColor = Color.Lerp(GlowColor, randomColor, Time.deltaTime);
}
}
private void OnValidate ()
{
if (!isActiveAndEnabled) return;
// Update material properties when changing serialized fields with editor GUI.
SetMaterialProperties();
}
private void OnDidApplyAnimationProperties ()
{
// Update material properties when changing serialized fields with Unity animation.
SetMaterialProperties();
}
private void SetMaterialProperties ()
{
if (!Renderer) return;
Renderer.sharedMaterial = SpriteGlowMaterial.GetSharedFor(this);
if (materialProperties == null) // Initializing it at `Awake` or `OnEnable` causes nullref in editor in some cases.
materialProperties = new MaterialPropertyBlock();
materialProperties.SetFloat(isOutlineEnabledId, isActiveAndEnabled ? 1 : 0);
materialProperties.SetColor(outlineColorId, GlowColor * GlowBrightness);
materialProperties.SetFloat(outlineSizeId, OutlineWidth);
materialProperties.SetFloat(alphaThresholdId, AlphaThreshold);
Renderer.SetPropertyBlock(materialProperties);
}
}
}