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fix canvas in OpenGL/WebGL.

/main
kg 6 年前
当前提交
e286458e
共有 5 个文件被更改,包括 171 次插入37 次删除
  1. 6
      Runtime/Resources/UIWidgets_canvas.shader
  2. 27
      Runtime/editor/surface.cs
  3. 52
      Runtime/engine/WidgetCanvas.cs
  4. 114
      Runtime/Resources/UIWidgets_UIDefault.shader
  5. 9
      Runtime/Resources/UIWidgets_UIDefault.shader.meta

6
Runtime/Resources/UIWidgets_canvas.shader


v2f o;
o.ftcoord = v.tcoord;
o.fpos = v.vertex;
#if UNITY_UV_STARTS_AT_TOP
#else
o.vertex = float4(2.0 * v.vertex.x / _viewSize.x - 1.0, 1.0 - 2.0 * v.vertex.y / _viewSize.y, 0, 1);
#endif
return o;
}

27
Runtime/editor/surface.cs


public class EditorWindowSurface : Surface {
static Material _guiTextureMat;
static Material _uiDefaultMat;
public delegate void DrawToTargetFunc(Rect screenRect, Texture texture, Material mat);
internal static Material _getGUITextureMat() {

_guiTextureMat.hideFlags = HideFlags.HideAndDontSave;
return _guiTextureMat;
}
internal static Material _getUIDefaultMat() {
if (_uiDefaultMat) {
return _uiDefaultMat;
}
var uiDefaultShader = Shader.Find("UIWidgets/UIDefault");
if (uiDefaultShader == null) {
throw new Exception("UIWidgets/UIDefault not found");
}
_uiDefaultMat = new Material(uiDefaultShader);
_uiDefaultMat.hideFlags = HideFlags.HideAndDontSave;
return _uiDefaultMat;
}
GrSurface _surface;
private DrawToTargetFunc _drawToTargetFunc;

(float) (this._surface.size.width / this._surface.devicePixelRatio),
(float) (this._surface.size.height / this._surface.devicePixelRatio));
if (_drawToTargetFunc == null)
{
if (this._drawToTargetFunc == null) {
}
else
{
_drawToTargetFunc(screenRect, this._surface.getRenderTexture(), _getGUITextureMat());
} else {
this._drawToTargetFunc(screenRect, this._surface.getRenderTexture(), _getUIDefaultMat());
}
return true;
}

52
Runtime/engine/WidgetCanvas.cs


using System;
using Unity.UIWidgets.async;
using Unity.UIWidgets.async;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.foundation;
using RawImage = UnityEngine.UI.RawImage;
using Rect = UnityEngine.Rect;
namespace Unity.UIWidgets.engine

}
[RequireComponent(typeof(RectTransform))]
public abstract class WidgetCanvas : MaskableGraphic, IPointerDownHandler, IPointerUpHandler, IDragHandler,
public abstract class WidgetCanvas : RawImage, IPointerDownHandler, IPointerUpHandler, IDragHandler,
private static Event _repaintEvent;
private static Event _repaintEvent;
_repaintEvent = new Event() { type = EventType.Repaint };
_repaintEvent = new Event {type = EventType.Repaint};
if (_windowAdapter == null)
{
_windowAdapter = new UIWidgetWindowAdapter(this);
}
D.assert(this._windowAdapter == null);
_windowAdapter = new UIWidgetWindowAdapter(this);
_windowAdapter.OnEnable();
var root = new WidgetsApp(home: getWidget(), window: _windowAdapter);

private void OnDisable()
protected override void OnDisable()
D.assert(this._windowAdapter != null);
this._windowAdapter = null;
public override Texture mainTexture
{
get { return _texture; }
}
internal void applyRenderTexture(Rect screenRect, Texture texture, Material mat)
{
_texture = texture;
SetMaterialDirty();
}
private void OnDestroy()
{
base.OnDestroy();
internal void applyRenderTexture(Rect screenRect, Texture texture, Material mat) {
this.texture = texture;
this.material = mat;
}
private void Update()

}
_lastMouseMove = Input.mousePosition;
if (this._windowAdapter != null)
{
this._windowAdapter.Update();
}
D.assert(this._windowAdapter != null);
this._windowAdapter.Update();
private void OnGUI()
private void OnGUI()
{
if (Event.current.type == EventType.KeyDown || Event.current.type == EventType.KeyUp)
{

public Vector2 getPointPosition(Vector2 position)
{
// Debug.Log("mouse posse " + position.x + " " + position.y);
Vector2 localPoint;
Camera eventCamera = null;

114
Runtime/Resources/UIWidgets_UIDefault.shader


Shader "UIWidgets/UIDefault"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

9
Runtime/Resources/UIWidgets_UIDefault.shader.meta


fileFormatVersion: 2
guid: 43b4ae1d316ca415589f96e49cc0fcab
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
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