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Magical-Jumping-Bean/Library/metadata/14/1489c7cdbe26c444b86705280ebdff02
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A˜|ÜëbLD‹vP‚àÛÿ ;Packages/com.unity.timeline/Editor/treeview/ClipRenderer.csày¯ ClipRendererr
using UnityEngine;
namespace UnityEditor.Timeline
{
static class ClipRenderer
{
static Mesh s_Quad;
static Material s_BlendMaterial;
static Material s_ClipMaterial;
static readonly Vector3[] s_Vertices = new Vector3[4];
static readonly Vector2[] s_UVs = { new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(1f, 0f), new Vector2(0f, 0f) };
static void Initialize()
{
if (s_Quad == null)
{
s_Quad = new Mesh();
s_Quad.hideFlags |= HideFlags.DontSave;
s_Quad.name = "TimelineQuadMesh";
var vertices = new Vector3[4] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(0, 1, 0) };
var triangles = new int[6] { 0, 1, 2, 0, 2, 3 };
var colors = new Color32[4] {Color.white, Color.white, Color.white, Color.white };
s_Quad.vertices = vertices;
s_Quad.uv = s_UVs;
s_Quad.colors32 = colors;
s_Quad.SetIndices(triangles, MeshTopology.Triangles, 0);
}
if (s_BlendMaterial == null)
{
var shader = (Shader)EditorGUIUtility.LoadRequired("Editors/TimelineWindow/DrawBlendShader.shader");
s_BlendMaterial = new Material(shader);
}
if (s_ClipMaterial == null)
{
var shader = (Shader)EditorGUIUtility.LoadRequired("Editors/TimelineWindow/ClipShader.shader");
s_ClipMaterial = new Material(shader);
}
}
public static void RenderTexture(Rect r, Texture mainTex, Texture mask, Color color)
{
Initialize();
s_Vertices[0] = new Vector3(r.xMin, r.yMin, 0);
s_Vertices[1] = new Vector3(r.xMax, r.yMin, 0);
s_Vertices[2] = new Vector3(r.xMax, r.yMax, 0);
s_Vertices[3] = new Vector3(r.xMin, r.yMax, 0);
s_Quad.vertices = s_Vertices;
s_BlendMaterial.SetTexture("_MainTex", mainTex);
s_BlendMaterial.SetTexture("_MaskTex", mask);
// the shader adds the color, so it needs to match the rendering space.
// the colors were authored in gamma.
s_BlendMaterial.SetFloat("_ManualTex2SRGB", QualitySettings.activeColorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
s_BlendMaterial.SetColor("_Color", (QualitySettings.activeColorSpace == ColorSpace.Linear) ? color.gamma : color);
s_BlendMaterial.SetPass(0);
UnityEngine.Graphics.DrawMeshNow(s_Quad, Handles.matrix);