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September 16, 2014 06:34
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Unity3d Animated Material / Facial Animations
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/* | |
* Copyright (c) 2014 William Corwin | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. | |
* | |
*/ | |
using UnityEngine; | |
/// <summary> | |
/// Animated Materials / Facial Animations using anim curves! | |
/// Uses an existing skinned mesh renderer and generated material atlas | |
/// Works in editor to allow for easy real-time content creation | |
/// Short and sweet 100 lines of code! | |
/// | |
/// Just three easy steps: | |
/// 1) Use an existing skinned mesh renderer with an atlased material and add this script | |
/// 2) Supply the image size, frame size and frame padding | |
/// 3) Open up your animation curve editor and go to town! | |
/// | |
/// Gotchas: | |
/// Only square image, frame, padding sizes are supported. | |
/// After deliberating with artists, it was not useful given UVs are square. | |
/// If you find a use case, adding support yourself is easy! | |
/// Use constant/stepped curves! (Right-click on animation keyframe -> tangents -> constant) | |
/// Otherwise it will smooth your curves | |
/// Mecanim transitions will not work! | |
/// It has no idea how to interpolate between two frame values and you will get crazy values! | |
/// </summary> | |
[ExecuteInEditMode] | |
[RequireComponent (typeof (SkinnedMeshRenderer))] | |
public class AnimatedMaterial : MonoBehaviour | |
{ | |
public float frameFloat = 0f; // Only floats may be animated in the curve editor | |
public Mesh mesh; //The original mesh we are using UVs from | |
public float imageSize = -1f; //The full image atlas size (px) | |
public float frameSize = -1f; //Frame size from the image (px) | |
public float framePadding = -1f; | |
private SkinnedMeshRenderer meshRenderer; | |
private Mesh tempMesh; | |
private int lastFrame = -1; | |
void Start() | |
{ | |
if (!hasValidImageInfo) | |
Debug.LogError("Animated material " + name + " needs image info to work correctly."); | |
meshRenderer = gameObject.GetComponent<SkinnedMeshRenderer>(); | |
} | |
void Update () | |
{ | |
if (dirty && hasValidImageInfo) | |
{ | |
setUvs(multVector, offsetVector(frame)); | |
lastFrame = frame; | |
} | |
} | |
private int frame { get { return (int) frameFloat; }} | |
private bool dirty { get { return lastFrame != frame && frame >= 0; } } | |
private bool hasValidImageInfo { get | |
{ | |
return imageSize > 0 && frameSize > 0 && framePadding >= 0; | |
}} | |
private int framesPerRow { get | |
{ | |
return (int) (imageSize/(frameSize + framePadding)); | |
}} | |
private Vector2 multVector { get | |
{ | |
return new Vector2(frameSize/imageSize, frameSize/imageSize); | |
}} | |
private Vector2 offsetVector(int frame) | |
{ | |
//Remember that frame is a 0-based index. (and so are row and col) | |
int row = (int) (frame+1) / framesPerRow; | |
int col = frame % framesPerRow; | |
//Pixel values - Top Left origin | |
float offsetX = ((col + 1)*framePadding) + (col*frameSize); | |
float offsetY = ((row+1)*framePadding) + (row*frameSize); | |
//Invert the y because UVs are bottom left origin. | |
offsetY = imageSize - offsetY - frameSize; | |
//Offset as a percentage of image size for UV | |
offsetX = offsetX / imageSize; | |
offsetY = offsetY / imageSize; | |
return new Vector2(offsetX, offsetY); | |
} | |
/// <summary> | |
/// Set the UVs on our temp mesh using these mult and offset values | |
/// </summary> | |
/// <param name="mult">Multiplier as % of image size (UV)</param> | |
/// <param name="offset">Offset as % of image size (UV)</param> | |
private void setUvs(Vector2 mult, Vector2 offset) | |
{ | |
Vector2[] newUvs = new Vector2[mesh.uv.Length]; | |
int len = mesh.uv.Length; | |
for (int i = 0; i < len; i++) | |
{ | |
Vector2 originalMeshUv = mesh.uv[i]; | |
//Multiply and then add the offset! | |
Vector2 updated = new Vector2((originalMeshUv.x * mult.x) + offset.x, (originalMeshUv.y * mult.y) + offset.y); | |
newUvs[i] = updated; | |
} | |
if (tempMesh == null) | |
CreateTempMeshIfNotExist(); | |
tempMesh.uv = newUvs; | |
} | |
/// <summary> | |
/// This is called and gated from SetUvs so we aren't throwing errors in Start | |
/// Every new asset would throw before we set a mesh. | |
/// </summary> | |
private void CreateTempMeshIfNotExist() | |
{ | |
//This will (purposefully) throw if you have not assigned a mesh. | |
tempMesh = (Mesh)Instantiate(mesh); | |
tempMesh.name = "tempmesh_" + gameObject.name; | |
meshRenderer.sharedMesh = tempMesh; | |
} | |
} | |
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