NAK_CVR_Mods/AvatarCloneTest/AvatarClone/AvatarClone.Fields.cs

67 lines
No EOL
3 KiB
C#

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
}