Bake particle mesh to render by CanvasRenderer
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Shader "UI/Additive"
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{
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Properties
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{
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Fog { Mode Off }
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Blend One One
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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#endif
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OUT.color = IN.color * _Color;
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return OUT;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
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color.rgb *= color.a;
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clip (color.a - 0.01);
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return color;
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}
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ENDCG
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.UI;
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//[RequireComponent(typeof(ParticleSystem))]
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[ExecuteInEditMode]
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public class UIParticle : MaskableGraphic
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{
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static readonly int s_IdMainTex = Shader.PropertyToID("_MainTex");
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static readonly List<Vector3> s_Vertices = new List<Vector3>();
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[SerializeField] ParticleSystem m_ParticleSystem;
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[SerializeField] UIParticle m_TrailParticle;
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Mesh _mesh;
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ParticleSystemRenderer _renderer;
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[HideInInspector] [SerializeField] bool m_IsTrail = false;
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public override Texture mainTexture
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{
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get
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{
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var mat = _renderer ? _renderer.sharedMaterial : defaultGraphicMaterial;
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return mat && mat.HasProperty(s_IdMainTex) ? mat.mainTexture : s_WhiteTexture; ;
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}
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}
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public override Material GetModifiedMaterial(Material baseMaterial)
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{
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return base.GetModifiedMaterial(_renderer ? _renderer.sharedMaterial : baseMaterial);
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}
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protected override void OnEnable()
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{
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m_ParticleSystem = m_ParticleSystem ? m_ParticleSystem : GetComponent<ParticleSystem>();
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_renderer = m_ParticleSystem ? m_ParticleSystem.GetComponent<ParticleSystemRenderer>() : null;
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_mesh = new Mesh();
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_mesh.MarkDynamic();
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CheckTrail();
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base.OnEnable();
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}
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protected override void OnDisable()
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{
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DestroyImmediate(_mesh);
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_mesh = null;
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CheckTrail();
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base.OnDisable();
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}
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void CheckTrail()
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{
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if (isActiveAndEnabled && !m_IsTrail && m_ParticleSystem && m_ParticleSystem.trails.enabled)
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{
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if (!m_TrailParticle)
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{
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m_TrailParticle = new GameObject("[UIParticle] Trail").AddComponent<UIParticle>();
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var trans = m_TrailParticle.transform;
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trans.SetParent(transform);
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trans.localPosition = Vector3.zero;
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trans.localRotation = Quaternion.identity;
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trans.localScale = Vector3.one;
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m_TrailParticle._renderer = GetComponent<ParticleSystemRenderer>();
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m_TrailParticle.m_ParticleSystem = GetComponent<ParticleSystem>();
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m_TrailParticle.m_IsTrail = true;
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}
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m_TrailParticle.enabled = true;
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}
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else if (m_TrailParticle)
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{
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m_TrailParticle.enabled = false;
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}
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}
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protected override void UpdateGeometry()
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{
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}
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void Update()
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{
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Profiler.BeginSample("CheckTrail");
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CheckTrail();
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Profiler.EndSample();
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if (m_ParticleSystem)
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{
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Profiler.BeginSample("Disable ParticleSystemRenderer");
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if (Application.isPlaying)
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{
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_renderer.enabled = false;
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}
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Profiler.EndSample();
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Profiler.BeginSample("Make Matrix");
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var cam = canvas.worldCamera ?? Camera.main;
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bool useTransform = false;
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Matrix4x4 matrix = default(Matrix4x4);
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switch (m_ParticleSystem.main.simulationSpace)
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{
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case ParticleSystemSimulationSpace.Local:
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matrix =
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Matrix4x4.Rotate(m_ParticleSystem.transform.rotation).inverse
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* Matrix4x4.Scale(m_ParticleSystem.transform.lossyScale).inverse;
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useTransform = true;
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break;
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case ParticleSystemSimulationSpace.World:
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matrix = m_ParticleSystem.transform.worldToLocalMatrix;
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break;
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case ParticleSystemSimulationSpace.Custom:
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break;
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}
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Profiler.EndSample();
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_mesh.Clear();
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if (0 < m_ParticleSystem.particleCount)
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{
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Profiler.BeginSample("Bake Mesh");
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if (m_IsTrail)
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{
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_renderer.BakeTrailsMesh(_mesh, cam, useTransform);
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}
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else
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{
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_renderer.BakeMesh(_mesh, cam, useTransform);
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}
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Profiler.EndSample();
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// Apply matrix.
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Profiler.BeginSample("Apply matrix to position");
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_mesh.GetVertices(s_Vertices);
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var count = s_Vertices.Count;
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for (int i = 0; i < count; i++)
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{
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s_Vertices[i] = matrix.MultiplyPoint3x4(s_Vertices[i]);
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}
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_mesh.SetVertices(s_Vertices);
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s_Vertices.Clear();
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Profiler.EndSample();
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}
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// Set mesh to CanvasRenderer.
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Profiler.BeginSample("Set mesh to CanvasRenderer");
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canvasRenderer.SetMesh(_mesh);
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Profiler.EndSample();
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//canvasRenderer.SetColor(color);
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}
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}
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}
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