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273 lines
6.1 KiB
273 lines
6.1 KiB
2 years ago
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using UnityEngine;
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using System.Collections;
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//-----------------------------------------------------------------------------
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// Copyright 2015-2016 RenderHeads Ltd. All rights reserverd.
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//-----------------------------------------------------------------------------
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namespace RenderHeads.Media.AVProVideo
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{
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/// <summary>
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/// Builds a cube mesh for displaying a 360 degree "Cubemap 3x2 facebook layout" texture in VR
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/// </summary>
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[RequireComponent(typeof(MeshRenderer))]
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[RequireComponent(typeof(MeshFilter))]
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//[ExecuteInEditMode]
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[AddComponentMenu("AVPro Video/Cubemap Cube (VR)")]
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public class CubemapCube : MonoBehaviour
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{
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private Mesh _mesh;
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private MeshRenderer _renderer;
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[SerializeField]
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private Material _material;
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[SerializeField]
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private MediaPlayer _mediaPlayer;
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// This value comes from the facebook transform ffmpeg filter and is used to prevent seams appearing along the edges due to bilinear filtering
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[SerializeField]
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private float expansion_coeff = 1.01f;
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public MediaPlayer Player
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{
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set { _mediaPlayer = value; }
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get { return _mediaPlayer; }
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}
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void Start()
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{
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if (_mesh == null)
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{
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_mesh = new Mesh();
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_mesh.MarkDynamic();
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MeshFilter filter = this.GetComponent<MeshFilter>();
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if (filter != null)
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{
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filter.mesh = _mesh;
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}
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_renderer = this.GetComponent<MeshRenderer>();
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if (_renderer != null)
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{
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_renderer.material = _material;
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}
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BuildMesh();
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}
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}
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void OnDestroy()
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{
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if (_mesh != null)
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{
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MeshFilter filter = this.GetComponent<MeshFilter>();
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if (filter != null)
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{
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filter.mesh = null;
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}
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#if UNITY_EDITOR
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Mesh.DestroyImmediate(_mesh);
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#else
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Mesh.Destroy(_mesh);
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#endif
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_mesh = null;
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}
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if (_renderer != null)
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{
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_renderer.material = null;
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_renderer = null;
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}
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}
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void Update()
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{
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if (Application.isPlaying)
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{
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Texture texture = null;
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if (_mediaPlayer != null && _mediaPlayer.Control != null)
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{
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if (_mediaPlayer.TextureProducer != null)
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{
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texture = _mediaPlayer.TextureProducer.GetTexture();
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}
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}
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UpdateMaterial(texture);
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if (texture != null)
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{
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UpdateMeshUV(texture.width, texture.height, _mediaPlayer.TextureProducer.RequiresVerticalFlip());
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}
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}
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}
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private void UpdateMaterial(Texture texture)
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{
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_renderer.material.mainTexture = texture;
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}
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private void BuildMesh()
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{
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Vector3 offset = new Vector3(-0.5f, -0.5f, -0.5f);
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Vector3[] v = new Vector3[]
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{
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// Left
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new Vector3(0f,-1f,0f) - offset,
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new Vector3(0f,0f,0f) - offset,
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new Vector3(0f,0f,-1f) - offset,
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new Vector3(0f,-1f,-1f) - offset,
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// Front
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new Vector3(0f,0f,0f) - offset,
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new Vector3(-1f,0f,0f) - offset,
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new Vector3(-1f,0f,-1f) - offset,
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new Vector3(0f,0f,-1f) - offset,
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// Right
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new Vector3(-1f,0f,0f) - offset,
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new Vector3(-1f,-1f,0f) - offset,
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new Vector3(-1f,-1f,-1f) - offset,
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new Vector3(-1f,0f,-1f) - offset,
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// Back
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new Vector3(-1f,-1f,0f) - offset,
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new Vector3(0f,-1f,0f) - offset,
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new Vector3(0f,-1f,-1f) - offset,
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new Vector3(-1f,-1f,-1f) - offset,
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// Bottom
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new Vector3(0f,-1f,-1f) - offset,
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new Vector3(0f,0f,-1f) - offset,
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new Vector3(-1f,0f,-1f) - offset,
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new Vector3(-1f,-1f,-1f) - offset,
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// Top
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new Vector3(-1f,-1f,0f) - offset,
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new Vector3(-1f,0f,0f) - offset,
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new Vector3(0f,0f,0f) - offset,
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new Vector3(0f,-1f,0f) - offset,
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};
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Matrix4x4 rot = Matrix4x4.TRS(Vector3.zero, Quaternion.AngleAxis(-90f, Vector3.right), Vector3.one);
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for (int i = 0; i < v.Length; i++)
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{
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v[i] = rot.MultiplyPoint(v[i]);
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}
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_mesh.vertices = v;
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_mesh.triangles = new int[]
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{
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0,1,2,
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0,2,3,
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4,5,6,
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4,6,7,
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8,9,10,
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8,10,11,
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12,13,14,
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12,14,15,
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16,17,18,
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16,18,19,
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20,21,22,
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20,22,23,
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};
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_mesh.normals = new Vector3[]
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{
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// Left
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new Vector3(-1f,0f,0f),
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new Vector3(-1f,0f,0f),
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new Vector3(-1f,0f,0f),
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new Vector3(-1f,0f,0f),
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// Front
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new Vector3(0f,-1f,0f),
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new Vector3(0f,-1f,0f),
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new Vector3(0f,-1f,0f),
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new Vector3(0f,-1f,0f),
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// Right
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new Vector3(1f,0f,0f),
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new Vector3(1f,0f,0f),
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new Vector3(1f,0f,0f),
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new Vector3(1f,0f,0f),
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// Back
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new Vector3(0f,1f,0f),
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new Vector3(0f,1f,0f),
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new Vector3(0f,1f,0f),
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new Vector3(0f,1f,0f),
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// Bottom
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new Vector3(0f,0f,1f),
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new Vector3(0f,0f,1f),
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new Vector3(0f,0f,1f),
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new Vector3(0f,0f,1f),
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// Top
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new Vector3(0f,0f,-1f),
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new Vector3(0f,0f,-1f),
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new Vector3(0f,0f,-1f),
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new Vector3(0f,0f,-1f)
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};
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UpdateMeshUV(512, 512, false);
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}
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private void UpdateMeshUV(int textureWidth, int textureHeight, bool flipY)
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{
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float texWidth = textureWidth;
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float texHeight = textureHeight;
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float blockWidth = texWidth / 3f;
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float pixelOffset = Mathf.Floor(((expansion_coeff * blockWidth) - blockWidth) / 2f);
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float wO = pixelOffset / texWidth;
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float hO = pixelOffset / texHeight;
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const float third = 1f / 3f;
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const float half = 1f / 2f;
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Vector2[] uv = new Vector2[]
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{
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//left
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new Vector2(third+wO,1-hO),
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new Vector2((third*2)-wO, 1-hO),
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new Vector2((third*2)-wO, half+hO),
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new Vector2(third+wO, half+hO),
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//front
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new Vector2(third+wO, half-hO),
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new Vector2((third*2)-wO, half-hO),
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new Vector2((third*2)-wO, 0f+hO),
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new Vector2(third+wO, 0f+hO),
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//right
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new Vector2(0+wO, 1f-hO),
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new Vector2(third-wO, 1f-hO),
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new Vector2(third-wO, half+hO),
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new Vector2(0+wO, half+hO),
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//back
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new Vector2((third*2)+wO, half-hO),
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new Vector2(1-wO, half-hO),
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new Vector2(1-wO, 0+hO),
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new Vector2((third*2)+wO, 0+hO),
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//bottom
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new Vector2(0+wO, 0+hO),
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new Vector2(0+wO, half-hO),
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new Vector2(third-wO, half-hO),
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new Vector2(third-wO, 0+hO),
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//top
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new Vector2(1-wO, 1-hO),
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new Vector2(1-wO, half+hO),
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new Vector2((third*2)+wO, half+hO),
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new Vector2((third*2)+wO, 1-hO)
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};
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if (flipY)
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{
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for (int i = 0; i < uv.Length; i++)
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{
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uv[i].y = 1f - uv[i].y;
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}
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}
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_mesh.uv = uv;
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_mesh.UploadMeshData(false);
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}
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}
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}
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