Snaparazzi/Assets/MPUIKit/Runtime/Scripts/Utility/MPImageUtility.cs

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C#
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2024-02-29 20:33:27 +00:00
using System;
using UnityEngine;
namespace MPUIKIT {
internal class MPImageUtility {
internal static void FixAdditionalShaderChannelsInCanvas(Canvas canvas) {
Canvas c = canvas;
if (canvas == null) return;
AdditionalCanvasShaderChannels additionalShaderChannels = c.additionalShaderChannels;
additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1;
additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord2;
additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord3;
additionalShaderChannels |= AdditionalCanvasShaderChannels.Normal;
additionalShaderChannels |= AdditionalCanvasShaderChannels.Tangent;
c.additionalShaderChannels = additionalShaderChannels;
}
internal static Vector2 Encode_0_1_16(Vector4 input) {
float e = 255f / 256f;
float m = 65535f;
float ms = m * m;
float n = m - 1;
Vector4 value = input * e * n;
float x = Mathf.Floor(value.x) / m + Mathf.Floor(value.y) / ms;
float y = Mathf.Floor(value.z) / m + Mathf.Floor(value.w) / ms;
return new Vector2(x, y);
}
private static Sprite _emptySprite;
internal static Sprite EmptySprite {
get {
if (_emptySprite == null) {
_emptySprite = Resources.Load<Sprite>("mpui_default_empty_sprite");
}
return _emptySprite;
}
}
}
}