43 lines
1.8 KiB
C#
43 lines
1.8 KiB
C#
using UnityEngine;
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namespace MPUIKIT {
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public static class MPMaterials {
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private const string MpBasicProceduralShaderName = "MPUI/Basic Procedural Image";
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private static string[] MpShapeKeywords = {"CIRCLE", "TRIANGLE", "RECTANGLE", "NSTAR_POLYGON"};
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private const string MpStrokeKeyword = "STROKE";
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private const string MpOutlineKeyword = "OUTLINED";
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private const string MpOutlinedStrokeKeyword = "OUTLINED_STROKE";
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private static Shader _proceduralShader;
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internal static Shader MPBasicProceduralShader
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{
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get {
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if (_proceduralShader == null)
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_proceduralShader = Shader.Find(MpBasicProceduralShaderName);
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return _proceduralShader;
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}
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}
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private static Material[] _materialDB = new Material[16];
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internal static ref Material GetMaterial(int shapeIndex, bool stroked, bool outlined) {
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int index = shapeIndex * 4;
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if (stroked && outlined) index += 3;
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else if (outlined) index += 2;
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else if (stroked) index += 1;
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ref Material mat = ref _materialDB[index];
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if (mat != null) return ref mat;
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mat = new Material(MPBasicProceduralShader);
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string shapeKeyword = MpShapeKeywords[shapeIndex];
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mat.name = $"Basic Procedural Sprite - {shapeKeyword} {(stroked?MpStrokeKeyword:string.Empty)} {(outlined?MpOutlineKeyword:string.Empty)}";
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mat.EnableKeyword(shapeKeyword);
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if(stroked && outlined) mat.EnableKeyword(MpOutlinedStrokeKeyword);
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else if(stroked) mat.EnableKeyword(MpStrokeKeyword);
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else if(outlined) mat.EnableKeyword(MpOutlineKeyword);
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return ref mat;
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}
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}
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} |