close #20; Doesn't work with overlay canvas on 2018.3
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0f7f7c2bbd
commit
33e5195ef2
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@ -429,14 +429,17 @@ namespace Coffee.UIExtensions
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_cb.ClearRenderTarget(false, true, s_ClearColors[_stencilDepth]);
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_cb.ClearRenderTarget(false, true, s_ClearColors[_stencilDepth]);
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// Set view and projection matrices.
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// Set view and projection matrices.
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var c = graphic.canvas;
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var c = graphic.canvas.rootCanvas;
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if (c && c.renderMode != RenderMode.ScreenSpaceOverlay && c.worldCamera)
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if (c && c.renderMode != RenderMode.ScreenSpaceOverlay && c.worldCamera)
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{
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{
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_cb.SetViewProjectionMatrices(c.worldCamera.worldToCameraMatrix, c.worldCamera.projectionMatrix);
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_cb.SetViewProjectionMatrices(c.worldCamera.worldToCameraMatrix, c.worldCamera.projectionMatrix);
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}
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}
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else
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else
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{
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{
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_cb.SetViewMatrix(Matrix4x4.TRS(new Vector3(-1, -1, 0), Quaternion.identity, new Vector3(2f / Screen.width, 2f / Screen.height, 1f)));
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var pos = c.transform.localPosition;
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var vm = Matrix4x4.TRS (-pos, Quaternion.identity, new Vector3 (1, 1, -1f));
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var pm = Matrix4x4.TRS (new Vector3 (0, 0, -1), Quaternion.identity, new Vector3 (1 / pos.x, 1 / pos.y, -2 / 1000f));
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_cb.SetViewProjectionMatrices (vm, pm);
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}
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}
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// Draw soft masks.
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// Draw soft masks.
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