Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /2D /Light2DBlendStyle.cs
| using System; | |
| using UnityEngine.Scripting.APIUpdating; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// Controls how the light texture is used when rendering Sprites and other 2D renderers. | |
| /// </summary> | |
| [] | |
| [] | |
| public struct Light2DBlendStyle | |
| { | |
| internal enum TextureChannel | |
| { | |
| None = 0, | |
| R = 1, | |
| G = 2, | |
| B = 3, | |
| A = 4, | |
| OneMinusR = 5, | |
| OneMinusG = 6, | |
| OneMinusB = 7, | |
| OneMinusA = 8 | |
| } | |
| internal struct MaskChannelFilter | |
| { | |
| public Vector4 mask { get; private set; } | |
| public Vector4 inverted { get; private set; } | |
| public MaskChannelFilter(Vector4 m, Vector4 i) | |
| { | |
| mask = m; | |
| inverted = i; | |
| } | |
| } | |
| internal enum BlendMode | |
| { | |
| Additive = 0, | |
| Multiply = 1, | |
| Subtractive = 2 | |
| } | |
| [] | |
| internal struct BlendFactors | |
| { | |
| public float multiplicative; | |
| public float additive; | |
| } | |
| /// <summary> | |
| /// Returns the name of the blend style | |
| /// </summary> | |
| public string name; | |
| [] | |
| internal TextureChannel maskTextureChannel; | |
| [] | |
| internal BlendMode blendMode; | |
| internal Vector2 blendFactors | |
| { | |
| get | |
| { | |
| var result = new Vector2(); | |
| switch (blendMode) | |
| { | |
| case BlendMode.Additive: | |
| result.x = 0.0f; | |
| result.y = 1.0f; | |
| break; | |
| case BlendMode.Multiply: | |
| result.x = 1.0f; | |
| result.y = 0.0f; | |
| break; | |
| case BlendMode.Subtractive: | |
| result.x = 0.0f; | |
| result.y = -1.0f; | |
| break; | |
| default: | |
| result.x = 1.0f; | |
| result.y = 0.0f; | |
| break; | |
| } | |
| return result; | |
| } | |
| } | |
| internal MaskChannelFilter maskTextureChannelFilter | |
| { | |
| get | |
| { | |
| switch (maskTextureChannel) | |
| { | |
| case TextureChannel.R: | |
| return new MaskChannelFilter(new Vector4(1, 0, 0, 0), new Vector4(0, 0, 0, 0)); | |
| case TextureChannel.OneMinusR: | |
| return new MaskChannelFilter(new Vector4(1, 0, 0, 0), new Vector4(1, 0, 0, 0)); | |
| case TextureChannel.G: | |
| return new MaskChannelFilter(new Vector4(0, 1, 0, 0), new Vector4(0, 0, 0, 0)); | |
| case TextureChannel.OneMinusG: | |
| return new MaskChannelFilter(new Vector4(0, 1, 0, 0), new Vector4(0, 1, 0, 0)); | |
| case TextureChannel.B: | |
| return new MaskChannelFilter(new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 0)); | |
| case TextureChannel.OneMinusB: | |
| return new MaskChannelFilter(new Vector4(0, 0, 1, 0), new Vector4(0, 0, 1, 0)); | |
| case TextureChannel.A: | |
| return new MaskChannelFilter(new Vector4(0, 0, 0, 1), new Vector4(0, 0, 0, 0)); | |
| case TextureChannel.OneMinusA: | |
| return new MaskChannelFilter(new Vector4(0, 0, 0, 1), new Vector4(0, 0, 0, 1)); | |
| case TextureChannel.None: | |
| default: | |
| return new MaskChannelFilter(Vector4.zero, Vector4.zero); | |
| } | |
| } | |
| } | |
| // Transient data | |
| internal bool isDirty { get; set; } | |
| internal bool hasRenderTarget { get; set; } | |
| internal int renderTargetHandleId; | |
| internal RTHandle renderTargetHandle; | |
| } | |
| } | |