├── .gitignore
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── VFXManager.asset
├── NetworkManager.asset
├── EditorBuildSettings.asset
├── XRSettings.asset
├── TimeManager.asset
├── AudioManager.asset
├── TagManager.asset
├── UnityConnectSettings.asset
├── DynamicsManager.asset
├── EditorSettings.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── QualitySettings.asset
├── InputManager.asset
└── ProjectSettings.asset
├── Documentation
├── images
│ ├── clipper.png
│ ├── contour.png
│ ├── addressing.png
│ ├── screenshot.png
│ ├── constraints.png
│ ├── fill_evenodd.png
│ ├── fill_nonzero.png
│ ├── linear_gradient.png
│ ├── svg_inspector.png
│ └── svg_inspector_advanced.png
└── vectorgraphics.md
├── Assets
├── SVGDemo
│ ├── DemoSVG.unity.meta
│ ├── pattern.svg
│ ├── gradient-linear.svg
│ ├── gradient-addressing.svg
│ ├── ellipse.svg
│ ├── tiger.svg.meta
│ ├── ellipse.svg.meta
│ ├── gradient-linear.svg.meta
│ ├── gradient-addressing.svg.meta
│ ├── pattern.svg.meta
│ └── DemoSVG.unity
├── SVGDemo.meta
├── RuntimeDemo.meta
└── RuntimeDemo
│ ├── RuntimeDemo.unity.meta
│ ├── Materials.meta
│ ├── Materials
│ ├── SVGMaterial.mat.meta
│ ├── SVGGradientMaterial.mat.meta
│ ├── SVGMaterial.mat
│ └── SVGGradientMaterial.mat
│ ├── Spline.cs.meta
│ ├── ShapeClipper.cs.meta
│ ├── RuntimeGradient.cs.meta
│ ├── SVGRuntimeLoad.cs.meta
│ ├── RuntimeGradient.cs
│ ├── Spline.cs
│ ├── ShapeClipper.cs
│ ├── SVGRuntimeLoad.cs
│ └── RuntimeDemo.unity
├── README.md
└── Packages
└── manifest.json
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/README.md:
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1 | # Vector Graphics Samples
2 |
3 | This repository contains samples of the Vector Graphics features to be used with Unity 2018.1 and newer.
4 |
5 | ## Getting Started
6 | ### Get the Unity Editor
7 | To get started, download and install the latest Unity 2018.1, here: https://unity3d.com/get-unity/download
8 |
9 | ### Get the Package
10 | These samples already include the necessary manifest in the Packages folder of the project.
11 | If you want to activate these features in another project:
12 | 1. Find the manifest.json file in the Packages folder of your project.
13 | 2. Edit it to look like this:
14 |
15 | ```javascript
16 | {
17 | "dependencies": {
18 | "com.unity.vectorgraphics": "2.0.0-preview.12"
19 | },
20 | "registry": "https://staging-packages.unity.com"
21 | }
22 | ```
23 | 4. Back in Unity, the package will be downloaded and imported.
24 | 5. Done!
25 |
26 | Find out more about packages here: **[Unity Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.8/manual/index.html)**
27 |
28 | ### Preview Feature Documentation
29 | * **[Vector Graphics Documentation](https://github.com/Unity-Technologies/vector-graphics-samples/blob/master/Documentation/vectorgraphics.md)**
30 |
31 | ## Warning
32 | **Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.**
33 |
34 |
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/Assets/RuntimeDemo/RuntimeGradient.cs:
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1 | using System.IO;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using Unity.VectorGraphics;
6 |
7 | public class RuntimeGradient : MonoBehaviour
8 | {
9 | void Start()
10 | {
11 | var tessOptions = new VectorUtils.TessellationOptions() {
12 | StepDistance = 100.0f,
13 | MaxCordDeviation = 0.5f,
14 | MaxTanAngleDeviation = 0.1f,
15 | SamplingStepSize = 0.01f
16 | };
17 |
18 | // Prepare the fill
19 | var fill = new GradientFill() {
20 | Type = GradientFillType.Linear,
21 | Stops = new GradientStop[] {
22 | new GradientStop() { Color = Color.blue, StopPercentage = 0.0f },
23 | new GradientStop() { Color = Color.red, StopPercentage = 1.0f },
24 | }
25 | };
26 |
27 | // Build the scene
28 | var cornerRad = new Vector2(10,10);
29 | var rect = VectorUtils.BuildRectangleContour(new Rect(0, 0, 100, 100), cornerRad, cornerRad, cornerRad, cornerRad);
30 | var scene = new Scene() {
31 | Root = new SceneNode() {
32 | Shapes = new List {
33 | new Shape() {
34 | Contours = new BezierContour[] { rect },
35 | Fill = fill
36 | }
37 | }
38 | }
39 | };
40 |
41 | // Dynamically import the SVG data, and tessellate the resulting vector scene.
42 | var geoms = VectorUtils.TessellateScene(scene, tessOptions);
43 |
44 | // Build a sprite with the tessellated geometry.
45 | var sprite = VectorUtils.BuildSprite(geoms, 10.0f, VectorUtils.Alignment.Center, Vector2.zero, 16, true);
46 | GetComponent().sprite = sprite;
47 | }
48 |
49 | void OnDisable()
50 | {
51 | GameObject.Destroy(GetComponent().sprite);
52 | }
53 | }
54 |
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/Assets/RuntimeDemo/Spline.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using UnityEngine;
5 | using Unity.VectorGraphics;
6 |
7 | [ExecuteInEditMode]
8 | public class Spline : MonoBehaviour
9 | {
10 | public Transform[] controlPoints;
11 |
12 | private Scene m_Scene;
13 | private Shape m_Path;
14 | private VectorUtils.TessellationOptions m_Options;
15 | private Mesh m_Mesh;
16 |
17 | void Start()
18 | {
19 | // Prepare the vector path, add it to the vector scene.
20 | m_Path = new Shape() {
21 | Contours = new BezierContour[]{ new BezierContour() { Segments = new BezierPathSegment[2] } },
22 | PathProps = new PathProperties() {
23 | Stroke = new Stroke() { Color = Color.white, HalfThickness = 0.1f }
24 | }
25 | };
26 |
27 | m_Scene = new Scene() {
28 | Root = new SceneNode() { Shapes = new List { m_Path } }
29 | };
30 |
31 | m_Options = new VectorUtils.TessellationOptions() {
32 | StepDistance = 1000.0f,
33 | MaxCordDeviation = 0.05f,
34 | MaxTanAngleDeviation = 0.05f,
35 | SamplingStepSize = 0.01f
36 | };
37 |
38 | // Instantiate a new mesh, it will be filled with data in Update()
39 | m_Mesh = new Mesh();
40 | GetComponent().mesh = m_Mesh;
41 | }
42 |
43 | void Update()
44 | {
45 | if (m_Scene == null)
46 | Start();
47 |
48 | // Update the control points of the spline.
49 | m_Path.Contours[0].Segments[0].P0 = (Vector2)controlPoints[0].localPosition;
50 | m_Path.Contours[0].Segments[0].P1 = (Vector2)controlPoints[1].localPosition;
51 | m_Path.Contours[0].Segments[0].P2 = (Vector2)controlPoints[2].localPosition;
52 | m_Path.Contours[0].Segments[1].P0 = (Vector2)controlPoints[3].localPosition;
53 |
54 | // Tessellate the vector scene, and fill the mesh with the resulting geometry.
55 | var geoms = VectorUtils.TessellateScene(m_Scene, m_Options);
56 | VectorUtils.FillMesh(m_Mesh, geoms, 1.0f);
57 | }
58 | }
59 |
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/Assets/RuntimeDemo/ShapeClipper.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.IO;
5 | using UnityEngine;
6 | using Unity.VectorGraphics;
7 |
8 | [ExecuteInEditMode]
9 | public class ShapeClipper : MonoBehaviour
10 | {
11 | public Transform clipperPosition;
12 | public float borderWidth = 1.0f;
13 | public bool clip;
14 |
15 | private Scene m_Scene;
16 | private Shape m_Rectangle;
17 | private SceneNode m_Clipper;
18 | private VectorUtils.TessellationOptions m_Options;
19 | private VectorUtils.TextureAtlas m_TexAtlas;
20 | private Mesh m_Mesh;
21 |
22 | void OnEnable()
23 | {
24 | // Build the vector scene, which consist of a rectangle, clipped by a circle.
25 | var circle = new Shape();
26 | VectorUtils.MakeCircleShape(circle, Vector2.zero, 4.0f);
27 | m_Clipper = new SceneNode()
28 | {
29 | Transform = Matrix2D.identity,
30 | Shapes = new List { circle }
31 | };
32 |
33 | m_Rectangle = new Shape();
34 | VectorUtils.MakeRectangleShape(m_Rectangle, new Rect(0, 0, 10, 10));
35 | m_Rectangle.Fill = new SolidFill() { Color = Color.blue };
36 | m_Rectangle.PathProps = new PathProperties() {
37 | Stroke = new Stroke() { Color = Color.red }
38 | };
39 |
40 | m_Scene = new Scene() {
41 | Root = new SceneNode() { Shapes = new List { m_Rectangle } }
42 | };
43 |
44 | m_Options = new VectorUtils.TessellationOptions()
45 | {
46 | StepDistance = 1.0f,
47 | MaxCordDeviation = float.MaxValue,
48 | MaxTanAngleDeviation = Mathf.PI / 2.0f,
49 | SamplingStepSize = 0.01f
50 | };
51 |
52 | m_Mesh = new Mesh();
53 | GetComponent().mesh = m_Mesh;
54 | }
55 |
56 | void Update()
57 | {
58 | // Update the thickness and clipper
59 | m_Rectangle.PathProps.Stroke.HalfThickness = borderWidth / 2;
60 | m_Scene.Root.Clipper = clip ? m_Clipper : null;
61 |
62 | // Move the clipper position
63 | m_Clipper.Transform = Matrix2D.Translate(clipperPosition.transform.localPosition);
64 |
65 | // Tessellate the vector scene
66 | var geoms = VectorUtils.TessellateScene(m_Scene, m_Options);
67 | VectorUtils.FillMesh(m_Mesh, geoms, 1.0f);
68 | }
69 | }
70 |
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/Assets/RuntimeDemo/SVGRuntimeLoad.cs:
--------------------------------------------------------------------------------
1 | using System.IO;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using Unity.VectorGraphics;
6 |
7 | public class SVGRuntimeLoad : MonoBehaviour
8 | {
9 | void Start()
10 | {
11 | string svg =
12 | @"";
26 |
27 | var tessOptions = new VectorUtils.TessellationOptions() {
28 | StepDistance = 100.0f,
29 | MaxCordDeviation = 0.5f,
30 | MaxTanAngleDeviation = 0.1f,
31 | SamplingStepSize = 0.01f
32 | };
33 |
34 | // Dynamically import the SVG data, and tessellate the resulting vector scene.
35 | var sceneInfo = SVGParser.ImportSVG(new StringReader(svg));
36 | var geoms = VectorUtils.TessellateScene(sceneInfo.Scene, tessOptions);
37 |
38 | // Build a sprite with the tessellated geometry.
39 | var sprite = VectorUtils.BuildSprite(geoms, 10.0f, VectorUtils.Alignment.Center, Vector2.zero, 128, true);
40 | GetComponent().sprite = sprite;
41 | }
42 |
43 | void OnDisable()
44 | {
45 | GameObject.Destroy(GetComponent().sprite);
46 | }
47 | }
48 |
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/Documentation/vectorgraphics.md:
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1 | # About Vector Graphics
2 |
3 | The Vector Graphics package provides an SVG importer as well as generic vector graphics APIs.
4 |
5 | ## Requirements
6 |
7 | This Vector Graphics package version 1.0.0 is compatible with the following versions of the Unity Editor:
8 | 2018.1 and later (recommended)
9 |
10 | ## Known limitations
11 |
12 | The SVG importer in this package implements a subset of the SVG 1.1 specification, with some limitations:
13 |
14 | * Text elements are not yet supported [(SVG 1.1 section 10)](https://www.w3.org/TR/SVG11/text.html)
15 | * Per-pixel masking is not supported [(SVG 1.1 section 14.4)](https://www.w3.org/TR/SVG11/masking.html#Masking)
16 | * Filter effects are not supported [(SVG 1.1 section 15)](https://www.w3.org/TR/SVG11/filters.html)
17 | * Any interactivity feature are not supported [(SVG 1.1 section 16)](https://www.w3.org/TR/SVG11/interact.html)
18 | * Animations are not supported [(SVG 1.1 section 19)](https://www.w3.org/TR/SVG11/animate.html)
19 |
20 | # Using Vector Graphics
21 |
22 | ## SVG importer
23 |
24 | This package provides an SVG importer that reads and interprets SVG documents and generates 2D sprites for use in Unity.
25 |
26 | You import SVG files into the Unity Editor like any other assets. Either drop them directly into the Assets folder in the Projects window, or select `Assets > Import New Asset` from the menu bar. When imported, you can instantiate the resulting assets in the Hierarchy View or the Scene View.
27 |
28 | |**Property**|**Function**|
29 | |:-----------|:-----------|
30 | |**Pixels Per Unit**|Number of SVG units that correspond to 1 scene unit.|
31 | |**Tessellation Step Distance**|Distance at which Unity generates triangles when tessellating the paths. A smaller step distance will result in smoother curves at the expense of more triangles.|
32 | |**Gradient Resolution**|Texture size used to store gradients.|
33 | |**Pivot**|Location of the pivot for the generated sprite. This follows the same convention as regular sprites, with an additional SVG Origin pivot value. When using SVG Origin, the pivot is the (0,0) position of the SVG document.|
34 |
35 |
36 | You can provide tessellation settings in two ways: **Basic** or **Advanced**.
37 |
38 | ### Basic tessellation
39 |
40 | 
41 |
42 | When using **Basic**, you only need to provide a **Target Resolution** and a **Zoom Factor**. Then the importer automatically configures the advanced settings to make sure your SVG document renders at a high enough tessellation for that resolution at that zoom factor.
43 |
44 |
45 | ### Advanced tessellation
46 |
47 | 
48 |
49 | If you want full control over the tessellation of the SVG document, you can specify the following advanced settings:
50 |
51 | |**Property**|**Function**|
52 | |:-----------|:-----------|
53 | |**Step Distance**|Distance at which the importer generates vertices along the paths. Lower values result in a more dense tessellation.|
54 | |**Sampling Steps**|Number of samples the importer evaluates on paths. More samples may result in more precise curves, especially when the curves have sharp corners.|
55 | |**Max Cord Deviation**|Distance on the cord to a straight line between two points after which the importer generates more tessellation.|
56 | |**Max Tangent Angle**|Maximum tangent angle (in degrees) after which the importer generates tessellation.|
57 |
58 | 
59 |
60 | The importer subdivides curves for as long as every enabled constraint isn't satisfied.
61 |
62 | The **Sprite Editor** is also available and works exactly the same way as regular sprite assets.
63 |
64 | ## Vector Graphics API
65 |
66 | The provided classes and methods enable you to work with vector data directly in code. The SVG importer uses these APIs internally to generate and tessellate the resulting sprites.
67 |
68 | The Vector Graphics API is a set of simple classes and structures that holds the vector data together. This is accompanied by static methods to manipulate and transform this data.
69 |
70 | At the core of the Vector Graphics package is the `Scene` class, which stores a graph of vector objects. Its `Root` property is an instance of `SceneNode`, which contains a list of drawable items, a list of child nodes, a transform and a clipper (see [clipping](#clipping)).
71 |
72 | ```
73 | public class SceneNode
74 | {
75 | public List Children { get; set; }
76 | public List Drawables { get; set; }
77 | public Matrix2D Transform { get; set; }
78 | public SceneNode Clipper { get; set; }
79 | }
80 | ```
81 |
82 | There are two main kind of drawable instances: paths and shapes.
83 |
84 | ### Paths
85 |
86 | Paths are drawables that are defined by a `BezierContour`. A `BezierContour` contains a `BezierPathSegment` array and a flag that indicates whether the contour is closed or not.
87 |
88 | ```
89 | public class Path : IDrawable
90 | {
91 | public BezierContour Contour { get; set; }
92 | public PathProperties PathProps { get; set; }
93 | }
94 |
95 | public struct BezierContour
96 | {
97 | public BezierPathSegment[] Segments { get; set; }
98 | public bool Closed { get; set; }
99 | }
100 |
101 | public struct BezierPathSegment
102 | {
103 | public Vector2 P0;
104 | public Vector2 P1;
105 | public Vector2 P2;
106 | }
107 | ```
108 |
109 | The `BezierPathSegment` array defines a chain of cubic Bézier curves. The above segment specifies only the first point, `P0`, and two control points, `P1` and `P2`. The `Path` class uses the `P0` value of the next segment in the array to complete the curve. So, you will always need at least two segments to define a valid `BezierContour`. Using this approach allows the chaining of multiple segments and guarantees the continuity of the curve. For example, consider this path:
110 |
111 | 
112 |
113 | You could construct this path like so:
114 |
115 | ```
116 | var segments = new BezierPathSegment[] {
117 | new BezierPathSegment() { P0 = a, P1 = b, P2 = c },
118 | new BezierPathSegment() { P0 = d, P1 = e, P2 = f },
119 | new BezierPathSegment() { P0 = g }
120 | };
121 |
122 | var path = new Path() {
123 | contour = new BezierContour() {
124 | Segments = segments,
125 | Closed = false
126 | },
127 | pathProps = new PathProperties() {
128 | Stroke = new Stroke() { Color = Color.red, HalfThickness = 1.0f }
129 | }
130 | };
131 | ```
132 |
133 | ### Shapes
134 |
135 | Just like paths, shapes are defined by a `BezierContour`, but they also provide a filling method:
136 |
137 | ```
138 | public class Shape : Filled
139 | {
140 | public BezierContour[] Contours { get; set; }
141 | }
142 |
143 | public abstract class Filled : IDrawable
144 | {
145 | public IFill Fill { get; set; }
146 | public Matrix2D FillTransform { get; set; }
147 | public PathProperties PathProps { get; set; }
148 | }
149 | ```
150 |
151 | Several classes implement the `IFill` interface:
152 |
153 | * `SolidFill` for a simple colored fillings
154 | * `TextureFill` for a texture fillings
155 | * `GradientFill` for linear or radial gradient fillings
156 |
157 | ### Gradients
158 |
159 | Gradient fills are defined by a `Linear` or `Radial` type and a series of colors/percentage pairs, called *stops*:
160 |
161 | ```
162 | public class GradientFill : IFill
163 | {
164 | public GradientFillType Type { get; set; }
165 | public GradientStop[] Stops { get; set; }
166 | public FillMode Mode { get; set; }
167 | public AddressMode Addressing { get; set; }
168 | public Vector2 RadialFocus { get; set; }
169 | }
170 |
171 | public struct GradientStop
172 | {
173 | public Color Color { get; set; }
174 | public float StopPercentage { get; set; }
175 | }
176 | ```
177 |
178 | Consider the following linear fill, as well as the `GradientFill` instance to generate it:
179 |
180 | 
181 |
182 | ```
183 | var fill = new GradientFill() {
184 | Type = GradientFillType.Linear,
185 | Stops = new GradientFillStop[] {
186 | new GradientFillStop() { Color = Color.blue, StopPercentage = 0.0f },
187 | new GradientFillStop() { Color = Color.red, StopPercentage = 0.5f },
188 | new GradientFillStop() { Color = Color.yellow, StopPercentage = 1.0f }
189 | }
190 | };
191 | ```
192 |
193 | The gradient addressing modes define how Unity displays the color when the gradient coordinates fall outside of the range, as illustrated here:
194 |
195 | 
196 |
197 |
198 | ### Fill Mode
199 |
200 | The filling classes also provide a fill mode, which determines how holes are defined inside the shapes.
201 |
202 | `FillMode.NonZero` determines which points are inside a shape by intersecting the contour segments with an horizontal line. The direction of the contour determines whether the points are inside or outside the shape:
203 |
204 | 
205 |
206 | `FillMode.OddEven` also works by intersecting the segments with an horizontal line. Points inside the shape occur when an even number of segments is crossed, and points outside the shape occur when an odd number of segments is crossed:
207 |
208 | 
209 |
210 |
211 | ### Clipping
212 |
213 | The `SceneNode` class has a clipper member which will clip the content of the node.
214 |
215 | 
216 |
217 | In the above example, the repeating square shapes are clipped by an ellipse. In code, this can be done like so:
218 |
219 | ```
220 | var ellipse = new SceneNode() {
221 | Drawables = new List { VectorUtils.MakeEllipse(ellipse, Vector2.zero, 50, 100) }
222 | };
223 |
224 | var squaresPattern = ...;
225 |
226 | var squaresClipped = new SceneNode() {
227 | Children = new List { squaresPattern },
228 | Clipper = ellipse
229 | };
230 | ```
231 |
232 | Note that only shapes can act as a clipper (the clipping process ignores any strokes defined in the clipper). The content being clipped can be any shapes and/or strokes.
233 |
234 | *Warning: The clipping process can be an expensive operation. Clipping simple shapes with a simple clipper may perform reasonably, but any complex shape and/or clipper may cause the frame rate to drop significantly.*
235 |
236 | ### Rendering vector graphics
237 |
238 | To render vector graphics elements on screen, first get a tessellated (triangulated) version of the scene. When you have a VectorScene instance set up, you can tessellate it using the following `VectorUtils` method:
239 |
240 | ```
241 | public static List TessellateScene(Scene scene, TesselationOptions options);
242 | ```
243 |
244 | The `TesselationOptions` are similar to the [advanced importer settings](#advanced-importer-settings):
245 |
246 | ```
247 | public struct TesselationOptions
248 | {
249 | public float StepDistance { get; set; }
250 | public float MaxCordDeviation { get; set; }
251 | public float MaxTanAngleDeviation { get; set; }
252 | public float SamplingStepSize { get; set; }
253 | }
254 | ```
255 |
256 | Note that `maxTanAngleDeviation` is specified in radians.
257 |
258 | To disable the `maxCordDeviation` constraint, set it to `float.MaxValue`. To disable the `maxTanAngleDeviation` constraint, set it to `Mathf.PI/2.0f`. Disabling the constraints will make the tessellation faster, but may generate more vertices.
259 |
260 | The resulting list of `Geometry` objects contains all the vertices and accompanying information required to render the scene properly.
261 |
262 | ### Textures and gradients atlases
263 |
264 | If the scene has any textures or gradients, you will have to generate a texture atlas and fill the UVs of the geometry. These methods are part of the `VectorUtils` class:
265 |
266 | ```
267 | public static TextureAtlas GenerateAtlas(
268 | IEnumerable geoms, // The geometry generated by the TessellateScene method
269 | uint rasterSize); // The desired atlas size (128 is enough for most purposes)
270 |
271 | public static void FillUVs(
272 | IEnumerable geoms, // The geometry for which the UVs will be filled
273 | TextureAtlas texAtlas); // The texture atlas generated by the GenerateAtlas method
274 | ```
275 |
276 | The `GenerateAtlas` method is an expensive operation, so cache the resulting Texture2D object whenever possible. You only need to regenerate the atlas when a texture or gradient changes inside the scene.
277 |
278 | When vertices change inside the geometry, call the `FillUVs` method, which is cheap.
279 | Drawing a tessellated scene
280 | You can render the geometry in several ways. For example:
281 |
282 | * Filling a `Mesh` asset
283 | * Building a `Sprite` asset
284 | * Using Unity's low level graphics library
285 |
286 | For any of these methods, use the provided materials to draw the tessellated vector graphics content. If the scene contains textures or gradients, use the following material:
287 |
288 | ```
289 | var mat = new Material(Shader.Find("Unlit/VectorGradient"));
290 | ```
291 |
292 | Otherwise, you can use:
293 |
294 | ```
295 | var mat = new Material(Shader.Find("Unlit/Vector"));
296 | ```
297 |
298 | To fill a mesh asset, use the following `VectorUtils` method:
299 |
300 | ```
301 | public static void FillMesh(
302 | Mesh mesh, // The mesh to fill, which will be cleared before filling
303 | List geoms, // The geometry resulting from the "TessellateScene" call
304 | float svgPixelsPerUnit, // How many "SVG units" should fit in a "Unity unit"
305 | bool flipYAxis = false); // If true, the Y-axis will point downward
306 | ```
307 |
308 | To build a sprite asset, use the following `VectorUtils` method:
309 |
310 | ```
311 | public static Sprite BuildSprite(
312 | List geoms, // The geometry resulting from the "TesselateScene" call
313 | float svgPixelsPerUnit, // How many "SVG units" should fit in a "Unity unit"
314 | Alignment alignment, // The sprite alignement
315 | Vector2 customPivot, // If alignment is "Custom", this will be used as the custom pivot
316 | UInt16 gradientResolution); // The resolution used for the gradient texture
317 | ```
318 |
319 | To render a sprite to a `Texture2D`, use the following `VectorUtils` method:
320 |
321 | ```
322 | public static Texture2D RenderSpriteToTexture2D(
323 | Sprite sprite, // The sprite to draw
324 | int width, int height, // The texture dimensions
325 | Material mat, // The material to use (should be Unlit_Vector or Unlit_VectorGradient)
326 | int antiAliasing = 1); // The number of samples per pixel
327 | ```
328 |
329 | To render the generated sprite using immediate mode `GL` commands, use the `RenderSprite` method in the `VectorUtils` class to draw the sprite into a unit square (a box between 0 and 1 in both X and Y directions):
330 |
331 | ```
332 | public static void RenderSprite(
333 | Sprite sprite, // The sprite to draw
334 | Material mat); // The material to use (should be Unlit_Vector or Unlit_VectorGradient)
335 | ```
336 |
337 | ## Document Revision History
338 |
339 | |Date | Reason |
340 | |:-----|:-------|
341 | |May 2, 2018|Matches Vector Graphics 1.0.0-preview.7|
342 | |Mar 20, 2018|Updated public APIs documentation. Matches Vector Graphics version 1.0.3-experimental.|
343 | |Feb 01, 2018|Document created. Matches Vector Graphics version 1.0.2-experimental.|
344 |
345 |
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