Elin Decompiled Documentation EA 23.102 Nightly
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DissolveImage.cs
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1using UnityEngine;
2
3namespace Applibot;
4
6{
7 [SerializeField]
8 private Texture2D _dissovleTex;
9
10 [SerializeField]
11 [ColorUsage(false, true)]
13
14 [SerializeField]
15 [Range(0f, 1f)]
16 private float _yAmount = 0.5f;
17
18 [SerializeField]
19 [Range(0f, 1f)]
20 private float _yRange = 0.5f;
21
22 [SerializeField]
23 [Range(0f, 1f)]
24 private float _dissolveRange;
25
26 [SerializeField]
27 [Range(0f, 1f)]
28 private float _distortion = 0.1f;
29
30 [SerializeField]
31 private Vector2 _scroll = new Vector2(0f, 0f);
32
33 private int _dissolveTexId = Shader.PropertyToID("_DissolveTex");
34
35 private int _dissolveRangeId = Shader.PropertyToID("_DissolveRange");
36
37 private int _yAmountId = Shader.PropertyToID("_YAmount");
38
39 private int _yRangeId = Shader.PropertyToID("_YRange");
40
41 private int _scrollId = Shader.PropertyToID("_Scroll");
42
43 private int _glowColorId = Shader.PropertyToID("_GlowColor");
44
45 private int _distortionId = Shader.PropertyToID("_Distortion");
46
47 protected override void UpdateMaterial(Material baseMaterial)
48 {
49 if (material == null)
50 {
51 material = new Material(Shader.Find("Applibot/UI/Dissolve"));
52 material.hideFlags = HideFlags.HideAndDontSave;
53 }
56 material.SetFloat(_yAmountId, _yAmount);
57 material.SetFloat(_yRangeId, _yRange);
58 material.SetVector(_scrollId, _scroll);
61 }
62}
override void UpdateMaterial(Material baseMaterial)