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feat: support graphic connector
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The rendering material is automatically generated. You don't need to pre-generate the material.
The generated materials are cached and properly batched.

Close #75, #76, #80

BREAKING CHANGE: The name of the custom SoftMaskable shader should be `<ShaderName> (SoftMaskable)`. For more information, see the "Support soft masks with your custom shaders" section of the README.
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mob-sakai committed May 11, 2020
1 parent 0389363 commit b603646
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Showing 13 changed files with 330 additions and 558 deletions.
12 changes: 4 additions & 8 deletions Packages/SoftMaskForUGUI/Samples/Demo/SoftMask_Demo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,11 +10,14 @@ public class SoftMask_Demo : MonoBehaviour
[SerializeField] RawImage[] softMaskBufferViewer;
[SerializeField] SoftMask[] softMask;
[SerializeField] Text text;
[SerializeField] GameObject title;


// Use this for initialization
void OnEnable()
{
title.SetActive(true);

text.text = string.Format("GPU: {0}\nDeviceType: {1}\nShaderLevel: {2}\nUVStartsAtTop: {3}",
SystemInfo.graphicsDeviceName,
SystemInfo.graphicsDeviceType,
Expand All @@ -25,13 +28,6 @@ void OnEnable()
{
softMaskBufferViewer[i].texture = softMask[i].softMaskBuffer;
}

}

// Update is called once per frame
void Update()
{

}

public void SetWorldSpase(bool flag)
Expand Down Expand Up @@ -60,4 +56,4 @@ public void SetOverlay (bool flag)
}
}
}
}
}
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