using System; using UnityEngine.Scripting.APIUpdating; namespace UnityEngine.Rendering.Universal { /// /// Controls how the light texture is used when rendering Sprites and other 2D renderers. /// [Serializable] [MovedFrom(true, "UnityEngine.Experimental.Rendering.Universal", "Unity.RenderPipelines.Universal.Runtime")] 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 } [Serializable] internal struct BlendFactors { public float multiplicative; public float additive; } /// /// Returns the name of the blend style /// public string name; [SerializeField] internal TextureChannel maskTextureChannel; [SerializeField] 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; } }