mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 22:39:22 +00:00
AvatarCloneTest: push so i can reference in an email
This commit is contained in:
parent
6d30fe1f41
commit
3660b8f683
16 changed files with 1155 additions and 0 deletions
67
AvatarCloneTest/AvatarClone/AvatarClone.Fields.cs
Normal file
67
AvatarCloneTest/AvatarClone/AvatarClone.Fields.cs
Normal file
|
@ -0,0 +1,67 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace NAK.AvatarCloneTest;
|
||||
|
||||
public partial class AvatarClone
|
||||
{
|
||||
#region Profile Markers
|
||||
//#if UNITY_EDITOR
|
||||
private static readonly UnityEngine.Profiling.CustomSampler s_CopyMaterials =
|
||||
UnityEngine.Profiling.CustomSampler.Create("AvatarClone2.CopyMaterials");
|
||||
private static readonly UnityEngine.Profiling.CustomSampler s_CopyBlendShapes =
|
||||
UnityEngine.Profiling.CustomSampler.Create("AvatarClone2.CopyBlendShapes");
|
||||
private static readonly UnityEngine.Profiling.CustomSampler s_CopyMeshes =
|
||||
UnityEngine.Profiling.CustomSampler.Create("AvatarClone2.CopyMeshes");
|
||||
|
||||
private static readonly UnityEngine.Profiling.CustomSampler s_MyOnPreRender =
|
||||
UnityEngine.Profiling.CustomSampler.Create("AvatarClone2.MyOnPreRender");
|
||||
private static readonly UnityEngine.Profiling.CustomSampler s_SetShadowsOnly =
|
||||
UnityEngine.Profiling.CustomSampler.Create("AvatarClone2.SetShadowsOnly");
|
||||
private static readonly UnityEngine.Profiling.CustomSampler s_UndoShadowsOnly =
|
||||
UnityEngine.Profiling.CustomSampler.Create("AvatarClone2.UndoShadowsOnly");
|
||||
private static readonly UnityEngine.Profiling.CustomSampler s_SetUiCulling =
|
||||
UnityEngine.Profiling.CustomSampler.Create("AvatarClone2.SetUiCulling");
|
||||
private static readonly UnityEngine.Profiling.CustomSampler s_UndoUiCulling =
|
||||
UnityEngine.Profiling.CustomSampler.Create("AvatarClone2.UndoUiCulling");
|
||||
|
||||
//#endif
|
||||
#endregion Profile Markers
|
||||
|
||||
#region Source Renderers
|
||||
private List<MeshRenderer> _standardRenderers;
|
||||
private List<MeshFilter> _standardFilters;
|
||||
private List<SkinnedMeshRenderer> _skinnedRenderers;
|
||||
private List<Renderer> _allSourceRenderers; // For shadow casting only
|
||||
#endregion Source Renderers
|
||||
|
||||
#region Clone Renderers
|
||||
private List<MeshRenderer> _standardClones;
|
||||
private List<MeshFilter> _standardCloneFilters;
|
||||
private List<SkinnedMeshRenderer> _skinnedClones;
|
||||
#endregion Clone Renderers
|
||||
|
||||
#region Dynamic Check Lists
|
||||
private List<int> _standardRenderersNeedingChecks; // Stores indices into _standardRenderers
|
||||
private List<int> _skinnedRenderersNeedingChecks; // Stores indices into _skinnedRenderers
|
||||
private List<int> _cachedSkinnedBoneCounts; // So we don't copy the bones unless they've changed
|
||||
private List<Mesh> _cachedSharedMeshes; // So we don't copy the mesh unless it's changed
|
||||
#endregion Dynamic Check Lists
|
||||
|
||||
#region Material Data
|
||||
private List<Material[]> _localMaterials;
|
||||
private List<Material[]> _cullingMaterials;
|
||||
private List<Material> _mainMaterials;
|
||||
private MaterialPropertyBlock _propertyBlock;
|
||||
#endregion Material Data
|
||||
|
||||
#region Blend Shape Data
|
||||
private List<List<float>> _blendShapeWeights;
|
||||
#endregion Blend Shape Data
|
||||
|
||||
#region Shadow and UI Culling Settings
|
||||
private bool _uiCullingActive;
|
||||
private bool _shadowsOnlyActive;
|
||||
private bool[] _originallyHadShadows;
|
||||
private bool[] _originallyWasEnabled;
|
||||
#endregion Shadow and UI Culling Settings
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue