Assignment for RMIT Mixed Reality in 2020
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namespace VRTK
{
using UnityEngine;
public class VRTK_ScreenFade : MonoBehaviour
{
public static VRTK_ScreenFade instance;
protected Material fadeMaterial = null;
protected Color currentColor = new Color(0f, 0f, 0f, 0f);
protected Color targetColor = new Color(0f, 0f, 0f, 0f);
protected Color deltaColor = new Color(0f, 0f, 0f, 0f);
public static void Start(Color newColor, float duration)
{
if (instance)
{
instance.StartFade(newColor, duration);
}
}
public virtual void StartFade(Color newColor, float duration)
{
if (duration > 0.0f)
{
targetColor = newColor;
deltaColor = (targetColor - currentColor) / duration;
}
else
{
currentColor = newColor;
}
}
protected virtual void Awake()
{
fadeMaterial = new Material(Shader.Find("Unlit/TransparentColor"));
instance = this;
}
protected virtual void OnPostRender()
{
if (currentColor != targetColor)
{
if (Mathf.Abs(currentColor.a - targetColor.a) < Mathf.Abs(deltaColor.a) * Time.deltaTime)
{
currentColor = targetColor;
deltaColor = new Color(0, 0, 0, 0);
}
else
{
currentColor += deltaColor * Time.deltaTime;
}
}
if (currentColor.a > 0 && fadeMaterial)
{
currentColor.a = (targetColor.a > currentColor.a && currentColor.a > 0.98f ? 1f : currentColor.a);
fadeMaterial.color = currentColor;
fadeMaterial.SetPass(0);
GL.PushMatrix();
GL.LoadOrtho();
GL.Color(fadeMaterial.color);
GL.Begin(GL.QUADS);
GL.Vertex3(0f, 0f, 0.9999f);
GL.Vertex3(0f, 1f, 0.9999f);
GL.Vertex3(1f, 1f, 0.9999f);
GL.Vertex3(1f, 0f, 0.9999f);
GL.End();
GL.PopMatrix();
}
}
}
}