实现URP SpriteRender 阴影
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@ -58,13 +58,10 @@
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<Compile Include="Assets\HDRP\TutorialInfo\Scripts\Readme.cs" />
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<Compile Include="Assets\Test1.cs" />
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<Compile Include="Assets\ShadowCasterFlip.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Assets\Cainos\Pixel Art Platformer - Village Props\Changelog.txt" />
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<None Include="Assets\Shader\TestShader1.shader" />
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<None Include="Assets\Resources\LightRays2D\Shaders\LightRays.shader" />
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<None Include="Assets\GameAssets\LightRays2D\Shaders\LightRays.shader" />
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<None Include="Assets\GameAssets\Config\BuildInfo.txt" />
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@ -1,86 +0,0 @@
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using UnityEngine;
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using UnityEngine.Experimental.Rendering.Universal;
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using System.Reflection;
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[ExecuteInEditMode]
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public class ShadowCasterFlip : MonoBehaviour
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{
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[SerializeField] [HideInInspector] private bool flipX = false;
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[SerializeField] [HideInInspector] private bool flipY = false;
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private SpriteRenderer spriteRenderer;
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private ShadowCaster2D shadowCaster;
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private static BindingFlags accessFlagsPrivate = BindingFlags.NonPublic | BindingFlags.Instance;
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private static FieldInfo meshField = typeof(ShadowCaster2D).GetField("m_Mesh", accessFlagsPrivate);
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private static FieldInfo shapePathField = typeof(ShadowCaster2D).GetField("m_ShapePath", accessFlagsPrivate);
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private static MethodInfo onEnableMethod = typeof(ShadowCaster2D).GetMethod("OnEnable", accessFlagsPrivate);
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private static bool isInspector =>
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!UnityEditor.EditorApplication.isPlaying;
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false;
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private bool flipCaster(bool flipX, bool flipY)
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{
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if (!flipX && !flipY) return false;
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float? lowestAvg = null;
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{
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shapePathField.SetValue(shadowCaster, newShapePath);
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shadowCaster.enabled = false;
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meshField.SetValue(shadowCaster, null);
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shadowCaster.enabled = true;
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return true;
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}
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#if UNITY_EDITOR
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void Start()
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{
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if (isInspector)
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{
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spriteRenderer = GetComponent<SpriteRenderer>();
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shadowCaster = GetComponent<UnityEngine.Experimental.Rendering.Universal.ShadowCaster2D>();
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}
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}
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#if UNITY_EDITOR
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void Update()
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{
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if (isInspector && flipCaster(flipX != spriteRenderer.flipX, flipY != spriteRenderer.flipY))
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{
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flipX = spriteRenderer.flipX;
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flipY = spriteRenderer.flipY;
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UnityEditor.EditorUtility.SetDirty(shadowCaster);
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UnityEditor.EditorUtility.SetDirty(this);
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@ -1,26 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Test1 : MonoBehaviour
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{
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void OnEnable()
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void Start()
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{
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void Update()
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UnityEditor.ShaderGraph.FloatingWindowsLayout2:
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UnityEditor.ShaderGraph.InspectorWindow:
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UnityEditor.ShaderGraph.ToggleSettings:
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|
||||
|
Loading…
Reference in New Issue
Block a user