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using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Image))]
public class ScrollDetailTexture : MonoBehaviour
{
public bool uniqueMaterial = false;
public Vector2 scrollPerSecond = Vector2.zero;
Matrix4x4 m_Matrix;
Material mCopy;
Material mOriginal;
Image mSprite;
Material m_Mat;
void OnEnable ()
{
mSprite = GetComponent<Image>();
mOriginal = mSprite.material;
if (uniqueMaterial && mSprite.material != null)
{
mCopy = new Material(mOriginal);
mCopy.name = "Copy of " + mOriginal.name;
mCopy.hideFlags = HideFlags.DontSave;
mSprite.material = mCopy;
}
}
void OnDisable ()
{
if (mCopy != null)
{
mSprite.material = mOriginal;
if (Application.isEditor)
UnityEngine.Object.DestroyImmediate(mCopy);
else
UnityEngine.Object.Destroy(mCopy);
mCopy = null;
}
mOriginal = null;
}
void Update ()
{
Material mat = (mCopy != null) ? mCopy : mOriginal;
if (mat != null)
{
Texture tex = mat.GetTexture("_DetailTex");
if (tex != null)
{
mat.SetTextureOffset("_DetailTex", scrollPerSecond * Time.time);
// TODO: It would be better to add support for MaterialBlocks on UIRenderer,
// because currently only one Update() function's matrix can be active at a time.
// With material block properties, the batching would be correctly broken up instead,
// and would work with multiple widgets using this detail shader.
}
}
}
}