本文整理汇总了C#中UnityEngine.MaterialPropertyBlock.AddMatrix方法的典型用法代码示例。如果您正苦于以下问题:C# MaterialPropertyBlock.AddMatrix方法的具体用法?C# MaterialPropertyBlock.AddMatrix怎么用?C# MaterialPropertyBlock.AddMatrix使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.MaterialPropertyBlock
的用法示例。
在下文中一共展示了MaterialPropertyBlock.AddMatrix方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Start
void Start()
{
property_block = new MaterialPropertyBlock();
property_block.AddMatrix("prev_Object2World", Matrix4x4.identity);
mesh_renderer = GetComponent<MeshRenderer>();
mesh_renderer.SetPropertyBlock(property_block);
}
示例2: AddToMaterialPropertyBlock
public void AddToMaterialPropertyBlock(MaterialPropertyBlock block)
{
UIPanelMaterialPropertyBlock.Node node = this.first;
int num = this.count;
while (true)
{
int num1 = num;
num = num1 - 1;
if (num1 <= 0)
{
break;
}
switch (node.type)
{
case UIPanelMaterialPropertyBlock.PropType.Float:
{
block.AddFloat(node.property, [email protected]);
break;
}
case UIPanelMaterialPropertyBlock.PropType.Vector:
{
block.AddVector(node.property, [email protected]);
break;
}
case UIPanelMaterialPropertyBlock.PropType.Color:
{
block.AddColor(node.property, [email protected]);
break;
}
case UIPanelMaterialPropertyBlock.PropType.Matrix:
{
block.AddMatrix(node.property, [email protected]);
break;
}
}
node = node.next;
}
}
示例3: ApplyToBlock
private void ApplyToBlock(ref MaterialPropertyBlock block, ShaderIDs bids) {
#if USE_PROPERTY_BLOCKS
block.AddVector(bids.exposureIBL, exposures);
block.AddVector(bids.exposureLM, exposuresLM);
block.AddMatrix(bids.skyMatrix, skyMatrix);
block.AddMatrix(bids.invSkyMatrix, invMatrix);
block.AddVector(bids.skyMin, skyMin);
block.AddVector(bids.skyMax, skyMax);
if(specularCube) block.AddTexture(bids.specCubeIBL, specularCube);
else block.AddTexture(bids.specCubeIBL, blackCube);
block.AddVector(bids.SH[0], SH.cBuffer[0]);
block.AddVector(bids.SH[1], SH.cBuffer[1]);
block.AddVector(bids.SH[2], SH.cBuffer[2]);
block.AddVector(bids.SH[3], SH.cBuffer[3]);
block.AddVector(bids.SH[4], SH.cBuffer[4]);
block.AddVector(bids.SH[5], SH.cBuffer[5]);
block.AddVector(bids.SH[6], SH.cBuffer[6]);
block.AddVector(bids.SH[7], SH.cBuffer[7]);
block.AddVector(bids.SH[8], SH.cBuffer[8]);
#endif
}
示例4: SkinnedData
//public Vector3 prevMotionTranslation;
public SkinnedData(SkinnedMeshRenderer smr)
{
renderer = smr;
materialCount = renderer.sharedMaterials.Length;
bakedMesh = new Mesh();
bakedMesh.MarkDynamic();
#if !USE_BAKEPOSONLY
smr.BakeMesh(bakedMesh);
bakedPrevPos = bakedMesh.vertices;
#else
smr.BakeMeshPositionsOnly(bakedMesh, true);
Mesh.CopyChannel(bakedMesh, bakedMesh, MeshChannel.Vertex, MeshChannel.Normal);
#endif
props = new MaterialPropertyBlock();
props.AddMatrix(SID_PREV_MVP, Matrix4x4.identity);
prevWorld = renderer.transform.localToWorldMatrix;
motionTransform = renderer.transform;
for(var t = motionTransform.parent; t; t = t.parent) {
var c = t.GetComponent<MoBlurSkinRigidBinding>();
if(c) {
motionTransform = c.motionRoot;
break;
}
}
}
示例5: RigidData
public RigidData(MeshRenderer mr)
{
var mf = mr.GetComponent<MeshFilter>();
if(mf == null)
throw new UnityException("Encountered MeshRenderer without matching MeshFilter! " + mr.name);
transform = mr.transform;
renderer = mr;
mesh = mf.sharedMesh;
materials = mr.sharedMaterials;
if(mesh == null || materials == null)
materials = new Material[0];
else if(materials.Length > mesh.subMeshCount) // Cut off any redundant materials in the renderer
System.Array.Resize(ref materials, mesh.subMeshCount);
props = new MaterialPropertyBlock();
props.AddMatrix(SID_PREV_MVP, Matrix4x4.identity);
prevWorld = transform.localToWorldMatrix;
}
示例6: SetScreenUniforms
protected virtual void SetScreenUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
{
double ox = quad.GetOX();
double oy = quad.GetOY();
double l = quad.GetLength();
Vector3d2 p0 = new Vector3d2(ox, oy, 0.0);
Vector3d2 p1 = new Vector3d2(ox + l, oy, 0.0);
Vector3d2 p2 = new Vector3d2(ox, oy + l, 0.0);
Vector3d2 p3 = new Vector3d2(ox + l, oy + l, 0.0);
Matrix4x4d corners = new Matrix4x4d(p0.x, p1.x, p2.x, p3.x,
p0.y, p1.y, p2.y, p3.y,
p0.z, p1.z, p2.z, p3.z,
1.0, 1.0, 1.0, 1.0);
matPropertyBlock.AddMatrix(m_uniforms.screenQuadCorners, (m_localToScreen * corners).ToMatrix4x4());
Matrix4x4d verticals = new Matrix4x4d( 0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
1.0, 1.0, 1.0, 1.0,
0.0, 0.0, 0.0, 0.0);
matPropertyBlock.AddMatrix(m_uniforms.screenQuadVerticals, (m_localToScreen * verticals).ToMatrix4x4());
}
示例7: SetUniforms
/**
* Sets the shader uniforms that are necessary to project on screen the
* given TerrainQuad. This method can set the uniforms that are specific to
* the given quad.
*/
public virtual void SetUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
{
if(matPropertyBlock == null || node == null || quad == null) return;
double ox = quad.GetOX();
double oy = quad.GetOY();
double l = quad.GetLength();
double distFactor = (double)node.GetDistFactor();
int level = quad.GetLevel();
matPropertyBlock.AddVector(m_uniforms.offset, new Vector4((float)ox, (float)oy, (float)l, (float)level));
Vector3d2 camera = node.GetLocalCameraPos();
matPropertyBlock.AddVector(m_uniforms.camera, new Vector4( (float)((camera.x - ox) / l), (float)((camera.y - oy) / l),
(float)((camera.z - node.GetView().GetGroundHeight()) / (l * distFactor)),
(float)camera.z));
Vector3d2 c = node.GetLocalCameraPos();
Matrix3x3d m = m_localToTangent * (new Matrix3x3d(l, 0.0, ox - c.x, 0.0, l, oy - c.y, 0.0, 0.0, 1.0));
matPropertyBlock.AddMatrix(m_uniforms.tileToTangent, m.ToMatrix4x4());
SetScreenUniforms(node, quad, matPropertyBlock);
}
示例8: SetScreenUniforms
protected override void SetScreenUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
{
double ox = quad.GetOX();
double oy = quad.GetOY();
double l = quad.GetLength();
Vector3d2 p0 = new Vector3d2(ox, oy, R);
Vector3d2 p1 = new Vector3d2(ox + l, oy, R);
Vector3d2 p2 = new Vector3d2(ox, oy + l, R);
Vector3d2 p3 = new Vector3d2(ox + l, oy + l, R);
Vector3d2 pc = (p0 + p3) * 0.5;
double l0 = 0.0, l1 = 0.0, l2 = 0.0, l3 = 0.0;
Vector3d2 v0 = p0.Normalized(ref l0);
Vector3d2 v1 = p1.Normalized(ref l1);
Vector3d2 v2 = p2.Normalized(ref l2);
Vector3d2 v3 = p3.Normalized(ref l3);
Matrix4x4d deformedCorners = new Matrix4x4d(v0.x * R, v1.x * R, v2.x * R, v3.x * R,
v0.y * R, v1.y * R, v2.y * R, v3.y * R,
v0.z * R, v1.z * R, v2.z * R, v3.z * R,
1.0, 1.0, 1.0, 1.0);
matPropertyBlock.AddMatrix(m_uniforms.screenQuadCorners, (m_localToScreen * deformedCorners).ToMatrix4x4());
Matrix4x4d deformedVerticals = new Matrix4x4d( v0.x, v1.x, v2.x, v3.x,
v0.y, v1.y, v2.y, v3.y,
v0.z, v1.z, v2.z, v3.z,
0.0, 0.0, 0.0, 0.0);
matPropertyBlock.AddMatrix(m_uniforms.screenQuadVerticals, (m_localToScreen * deformedVerticals).ToMatrix4x4());
matPropertyBlock.AddVector(m_uniforms.screenQuadCornerNorms, new Vector4((float)l0, (float)l1, (float)l2, (float)l3));
Vector3d2 uz = pc.Normalized();
Vector3d2 ux = (new Vector3d2(0,1,0)).Cross(uz).Normalized();
Vector3d2 uy = uz.Cross(ux);
Matrix4x4d ltow = node.GetLocalToWorld();
Matrix3x3d tangentFrameToWorld = new Matrix3x3d(ltow.m[0,0], ltow.m[0,1], ltow.m[0,2],
ltow.m[1,0], ltow.m[1,1], ltow.m[1,2],
ltow.m[2,0], ltow.m[2,1], ltow.m[2,2]);
Matrix3x3d m = new Matrix3x3d( ux.x, uy.x, uz.x,
ux.y, uy.y, uz.y,
ux.z, uy.z, uz.z);
matPropertyBlock.AddMatrix(m_uniforms.tangentFrameToWorld, (tangentFrameToWorld * m).ToMatrix4x4());
}