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							- //This asset was uploaded by https://unityassetcollection.com
 
- /// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
 
- /// <summary>
 
- /// ProFlareBatch.cs
 
- /// Processes all the ProFlares in a scene, converts them into geometry that can be rendered.
 
- /// </summary>
 
- using UnityEngine;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- [System.Serializable]
 
- public class FlareData {
 
- 	public ProFlare flare;
 
- 	public FlareOcclusion occlusion;
 
- }
 
- [System.Serializable]
 
- public class FlarePixelOcclusion {
 
- 	public RenderTexture renderTexture;
 
- 	//public Texture2D texture2D = new Texture2D(1, 1, TextureFormat.RGBAHalf, false);
 
- 	public Texture2D texture2D;
 
- 	public Rect rect = new Rect(0, 0, 1, 1);
 
- 	public Color pixelColor = new Color();
 
- 	public Camera pixelCamera = new Camera ();
 
- 	public Transform pixelCameraTransform;
 
- 	public bool pixelOcclusionPingPong;
 
- }
 
- [System.Serializable]
 
- public class FlareOcclusion {
 
- 	public bool occluded = false;
 
- 	public float occlusionScale = 1;
 
- 	public float occlusionBrigtness = 1;
 
- 	public float occlusionTarget = 1;
 
- 	public CullingState _CullingState;
 
- 	public float CullTimer = 0;
 
- 	public float cullFader = 1;
 
- 	public enum CullingState{
 
- 		Visible,
 
- 		CullCountDown,
 
- 		CanCull,
 
- 		Culled,
 
- 		NeverCull
 
- 	}
 
- 	public FlarePixelOcclusion flarePixelOcclusion;
 
- }
 
- [ExecuteInEditMode]
 
- [RequireComponent (typeof (MeshRenderer))]
 
- [RequireComponent (typeof (MeshFilter))]
 
- public class ProFlareBatch : MonoBehaviour {
 
- 	
 
- 	public enum Mode{
 
- 		Standard = 0,
 
- 		SingleCamera = 1
 
- 		//VR = 2
 
- 	}
 
- 	
 
- 	public bool debugMessages = true;
 
- 	
 
- 	public Mode mode = Mode.Standard;
 
- 	
 
- 	public ProFlareAtlas _atlas;
 
- 	
 
- 	//List of flares
 
- 	//public List<ProFlare> Flares = new List<ProFlare>();
 
- 	
 
- 	public List<FlareData> FlaresList = new List<FlareData>();
 
- 	
 
- 	//List of FlareElements
 
- 	
 
- 	public List<ProFlareElement> FlareElements = new List<ProFlareElement>();
 
- 	public ProFlareElement[] FlareElementsArray;
 
- 	
 
- 	public Camera GameCamera;
 
- 	public Transform GameCameraTrans;
 
- 	
 
- 	//Camera that the flare geometry will be rendered from.
 
- 	public Camera FlareCamera;
 
- 	public Transform FlareCameraTrans;
 
- 	//Cached Components
 
- 	public MeshFilter meshFilter;
 
- 	public Transform thisTransform;
 
- 	
 
- 	public MeshRenderer meshRender;
 
- 	
 
- 	public float zPos = 10;
 
- 	
 
- 	//Multiple meshes used for double buffering technique
 
- 	private Mesh bufferMesh;
 
- 	private Mesh meshA;
 
- 	private Mesh meshB;
 
- 	
 
- 	//Ping pong value for double Buffering
 
- 	bool PingPong;
 
- 	
 
- 	//Material used for the Flares, this is automatically created.
 
- 	public Material mat;
 
- 	
 
- 	//Geometry Arrays
 
- 	Vector3[] vertices;
 
- 	Vector2[] uv;
 
- 	Color32[] colors;
 
- 	
 
- 	int[] triangles;
 
- 	
 
- 	//public FlareOcclusion[] FlareOcclusionData;
 
- 	
 
- 	//Debug Propertys
 
- 	public bool useBrightnessThreshold = true;
 
- 	public int BrightnessThreshold = 1;
 
- 	public bool overdrawDebug;
 
- 	
 
- 	//When set to true the Flarebatches' geomerty will be rebuilt.
 
- 	public bool dirty = false;
 
- 	
 
- 	public bool useCulling = true;
 
- 	public int cullFlaresAfterTime = 5;
 
- 	public int cullFlaresAfterCount = 5;
 
- 	
 
- 	public bool culledFlaresNowVisiable = false;
 
- 	private float reshowCulledFlaresTimer = 0;
 
- 	public float reshowCulledFlaresAfter = 0.3f;
 
- 	
 
- 	//HelperTransform used for FlarePositions calculations.
 
- 	public Transform helperTransform;
 
- 	
 
- 	public bool showAllConnectedFlares;
 
- 		
 
- 	public bool VR_Mode = false;
 
- 	public float VR_Depth = 0.2f;
 
- 	public bool SingleCamera_Mode = false;
 
- 	public bool linearColorSpace = false;
 
- 	void Reset(){
 
- 		if(helperTransform == null)
 
- 			CreateHelperTransform();
 
- 		if (linearColorSpace){
 
- 			mat = new Material(Shader.Find("ProFlares/Textured Flare Shader Linear"));
 
- 		}else{
 
- 			mat = new Material(Shader.Find("ProFlares/Textured Flare Shader Gamma"));
 
- 		}
 
- 		if(meshFilter == null)
 
- 			meshFilter = GetComponent<MeshFilter>();
 
- 		
 
-         if(meshFilter == null)
 
-             meshFilter = gameObject.AddComponent<MeshFilter>();
 
- 		
 
- 		meshRender = gameObject.GetComponent<MeshRenderer>();
 
- 		
 
- 		if(meshRender == null)
 
-             meshRender = gameObject.AddComponent<MeshRenderer>();
 
- 		
 
- 		
 
- 		if(FlareCamera == null){
 
- 			FlareCamera = transform.root.GetComponentInChildren<Camera>();
 
- 		}
 
-         
 
- 		meshRender.material = mat;
 
- 		SetupMeshes();
 
- 		
 
- 		dirty = true;
 
- 	}
 
- 	
 
- 	void Awake(){
 
- 		PI_Div180 = Mathf.PI / 180;
 
- 		Div180_PI = 180 / Mathf.PI;
 
- 		
 
- 		ProFlare[] flares = GameObject.FindObjectsOfType(typeof(ProFlare)) as ProFlare[];
 
- 		
 
- 		for(int i = 0; i < flares.Length; i++){
 
- 			if(flares[i]._Atlas == _atlas)
 
- 				this.AddFlare(flares[i]);
 
- 		}
 
- 		for (int F = 0; F < FlaresList.Count; F++) {
 
- 			if (FlaresList [F].flare == null)
 
- 				continue;
 
- 		
 
- 			ProFlare flare_ = FlaresList [F].flare;
 
- 			if (Application.isPlaying) {
 
- 				FlareOcclusion data = FlaresList[F].occlusion;
 
- 				if(flare_.pixelBasedOcclusion)
 
- 					setupPixelBasedOcclusion (data, flare_);
 
- 			}else{
 
- 				//if(flare_.sunMode)
 
- 				//	setupSunMode(flare_);
 
- 			}
 
- 		}
 
- 		
 
- 	}
 
- 	
 
- 	void Start () {
 
- 		//Turn off overdraw debug mode.
 
- 		if(Application.isPlaying){
 
- 			overdrawDebug = false;
 
- 			//dirty = true;
 
- 		}
 
- 		
 
- 		if(GameCamera == null){
 
- 			GameObject GameCameraGo = GameObject.FindWithTag("MainCamera");
 
- 		
 
- 			if(GameCameraGo)
 
- 				if(GameCameraGo.GetComponent<Camera>())
 
- 					GameCamera = GameCameraGo.GetComponent<Camera>();
 
- //#			if(GameCameraGo)
 
- //				if(GameCameraGo.camera)
 
- //ss					GameCamera = GameCameraGo.camera;
 
- 		}
 
-         
 
- 		if(GameCamera)
 
- 			GameCameraTrans = GameCamera.transform;
 
- 	
 
- 		//Make sure we have the transform cached
 
- 		thisTransform = transform;
 
- 		SetupMeshes();
 
- 	}
 
- 	void CreateMat(){
 
- //		Debug.LogError("CreateMat");
 
- 		if (linearColorSpace){
 
- 			mat = new Material(Shader.Find("ProFlares/Textured Flare Shader Linear"));
 
- 		}else{
 
- 			mat = new Material(Shader.Find("ProFlares/Textured Flare Shader Gamma"));
 
- 		}
 
- 		meshRender.material = mat;
 
- 		if(_atlas)
 
- 			if(_atlas.texture)
 
- 				mat.mainTexture = _atlas.texture;
 
- 	}
 
- 	
 
- 	
 
- 	
 
- 	//Call when you switch your main render.
 
- 	public void SwitchCamera(Camera newCamera){
 
- 		GameCamera = newCamera;
 
- 		GameCameraTrans = newCamera.transform; 
 
- 		
 
- 		//Update Occlusion data on changing camera new in v1.03
 
- 		//FixedUpdate ();
 
- 		for (int F = 0; F < FlaresList.Count; F++) {
 
- 			if (FlaresList [F].occlusion != null) {
 
- 			 
 
- 				FlareOcclusion data = FlaresList [F].occlusion;
 
- 				if (data.occluded)
 
- 					FlaresList [F].occlusion.occlusionTarget = 0;
 
- 					
 
- 				
 
- 				if (FlaresList[F].flare.pixelBasedOcclusion) {
 
- 					data.flarePixelOcclusion.pixelCamera.transform.parent = newCamera.transform;
 
- 					data.flarePixelOcclusion.pixelCamera.transform.position = Vector3.zero;
 
- 				}
 
- 			}
 
- 				
 
- 		}
 
- 	}
 
- 	
 
- 	void OnDestroy(){
 
- 		//Remove the helper transform.
 
- 		if(Application.isPlaying){
 
- 			Destroy(helperTransform.gameObject);
 
- 			Destroy(mat);
 
- 		}
 
- 		else{
 
- 			DestroyImmediate(helperTransform.gameObject);
 
- 			DestroyImmediate(mat);
 
- 		}
 
- 	}
 
- 	
 
- 	public void RemoveFlare(ProFlare _flare){
 
- 		bool found = false;
 
- 		FlareData targetFlare = null;
 
- 		for(int i = 0; i < FlaresList.Count; i++){
 
- 			if(_flare == FlaresList[i].flare){
 
- 				targetFlare = FlaresList[i];
 
- 				found = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		
 
- 		if(found)
 
- 			FlaresList.Remove(targetFlare);
 
- 	}
 
- 	
 
- 	//Called from ProFlare.cs
 
- 	//First checks if the flare is already in the list, if not adds it and rebuils the Flarebatch Geometry
 
- 	public void AddFlare(ProFlare _flare){
 
- 		bool found = false;
 
-         
 
- 		if (_flare.thisGameObject.scene != gameObject.scene){
 
- 			return;
 
- 		}
 
- 		for(int i = 0; i < FlaresList.Count; i++){
 
- 			if(_flare == FlaresList[i].flare){
 
- 				found = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		
 
- 		if(!found){
 
- 			
 
- 			FlareData FlareData_ = new FlareData();
 
- 			FlareData_.flare = _flare;
 
- 			
 
- 			FlareOcclusion data = new FlareOcclusion();
 
- 			
 
- 			if(_flare.neverCull)
 
- 				data._CullingState = FlareOcclusion.CullingState.NeverCull;
 
- 			FlareData_.occlusion = data;
 
- 			FlaresList.Add(FlareData_);
 
- 			if(_flare.pixelBasedOcclusion){
 
- 				/*
 
- 				data.flarePixelOcclusion = new FlarePixelOcclusion();
 
- 				GameObject cameraGO = new GameObject("ProFlarePixelCamera");
 
- 				cameraGO.layer = 8;
 
- 				Camera camera = cameraGO.AddComponent<Camera>();
 
- 				
 
- 				cameraGO.transform.parent = GameCameraTrans;
 
- 				camera.fieldOfView = 1;
 
- 				cameraGO.transform.localPosition = Vector3.zero;
 
- 				data.flarePixelOcclusion.pixelCamera = camera;
 
- 				data.flarePixelOcclusion.pixelCameraTransform = cameraGO.transform;
 
- 				data.flarePixelOcclusion.pixelCamera.clearFlags = CameraClearFlags.SolidColor;
 
- 				data.flarePixelOcclusion.pixelCamera.backgroundColor = new Color(0,0,0,0);
 
- 				data.flarePixelOcclusion.renderTexture = new RenderTexture(2,2,0,RenderTextureFormat.ARGBHalf);
 
- 				data.flarePixelOcclusion.rect = new Rect(0, 0, 1, 1);
 
- 				data.flarePixelOcclusion.texture2D = new Texture2D(2, 2, TextureFormat.RGBAHalf, false);
 
- 				camera.targetTexture = data.flarePixelOcclusion.renderTexture;
 
- 				*/
 
- 				setupPixelBasedOcclusion(data,_flare);
 
- 			}
 
- 			dirty = true;
 
- 		}
 
- 	}
 
- 	void setupPixelBasedOcclusion(FlareOcclusion data,ProFlare flare){
 
- 		Debug.Log("setupPixelBasedOcclusion");
 
- 		data.flarePixelOcclusion = new FlarePixelOcclusion();
 
- 		
 
- 		GameObject cameraGO = new GameObject("ProFlarePixelCamera");
 
- 		cameraGO.layer = 8;
 
- 		Camera camera = cameraGO.AddComponent<Camera>();
 
- 		
 
- 		cameraGO.transform.parent = GameCameraTrans;
 
- 		camera.fieldOfView = 1;
 
- 		cameraGO.transform.localPosition = Vector3.zero;
 
- 		
 
- 		data.flarePixelOcclusion.pixelCamera = camera;
 
- 		data.flarePixelOcclusion.pixelCameraTransform = cameraGO.transform;
 
- 		
 
- 		data.flarePixelOcclusion.pixelCamera.clearFlags = CameraClearFlags.SolidColor;
 
- 		data.flarePixelOcclusion.pixelCamera.backgroundColor = new Color(0,0,0,0);
 
- 		
 
- 		data.flarePixelOcclusion.renderTexture = new RenderTexture(1,1,0,RenderTextureFormat.ARGB32);
 
- 		
 
- 		data.flarePixelOcclusion.rect = new Rect(0, 0, 1, 1);
 
- 		data.flarePixelOcclusion.texture2D = new Texture2D(1, 1, TextureFormat.ARGB32, false);
 
- 		camera.cullingMask = flare.pixelLayerMask;
 
- 		camera.enabled = false;
 
- 		camera.targetTexture = data.flarePixelOcclusion.renderTexture;
 
- 	}
 
- 	
 
- 	void CreateHelperTransform(){
 
- 		
 
- 		GameObject HelpTransformGo =  new GameObject("_HelperTransform");
 
- 		
 
- 		helperTransform = HelpTransformGo.transform;
 
- 		helperTransform.parent =  transform;
 
- 		helperTransform.localScale = Vector3.one;
 
- 		helperTransform.localPosition = Vector3.zero;
 
- 	}
 
- 	
 
- 	void Update(){
 
- 		Update2 ();
 
- 		if(thisTransform)
 
- 				thisTransform.localPosition = Vector3.forward*zPos;
 
- 		
 
- 		//Checks if you have deleted the helper transform. If its missing recreate it.....
 
- 		if(helperTransform == null)
 
- 			CreateHelperTransform();
 
- 		
 
-         if(meshRender){
 
- 			if(meshRender.sharedMaterial == null)
 
- 				CreateMat();
 
- 		}else
 
- 			meshRender = gameObject.GetComponent<MeshRenderer>();
 
- 		
 
- 		bool meshMissing = false;
 
- 		//if(meshA == null){
 
- 		//	meshMissing = true;
 
- 		//	meshA = SetupSingleMesh();
 
- 		//	meshA.name = "MeshA";
 
- 		//	meshA.MarkDynamic();
 
- 		//}
 
- 		
 
- 		//if(meshB == null){
 
- 		//	meshMissing = true;
 
- 			
 
- 		//	meshB = SetupSingleMesh();
 
- 		//	meshB.name = "MeshB";
 
- 		//	meshB.MarkDynamic();
 
- 		//}
 
- 		
 
- 		if(meshMissing)
 
- 			if(_atlas != null)
 
- 				SetupMeshes(); 
 
- 		
 
- 		if(dirty)
 
- 			ReBuildGeometry();
 
- 	}
 
- 	
 
- 	//Late update
 
- 	void LateUpdate () {
 
-  		
 
- 		if(_atlas == null)
 
- 			return;
 
- 		
 
- 		UpdateFlares();
 
- 	
 
- 	}
 
- 	
 
- 	public void UpdateFlares(){
 
- 		
 
- 		bufferMesh = PingPong ? meshA : meshB;
 
- 		
 
- 		PingPong = !PingPong;
 
- 		
 
- 		UpdateGeometry();
 
- 		
 
- 		//Profiler.BeginSample("Set Arrays");
 
- 		if(bufferMesh != null){
 
- 			bufferMesh.vertices = vertices;
 
- 			
 
- 			bufferMesh.colors32 = colors;
 
- 		  	meshFilter.sharedMesh = bufferMesh;
 
- 		}
 
- 		//Profiler.EndSample();
 
- 	}
 
- 	
 
- 	public void ForceRefresh(){
 
- 		
 
- 		FlaresList.Clear();
 
- 		
 
- 		ProFlare[] flares = GameObject.FindObjectsOfType(typeof(ProFlare)) as ProFlare[];
 
- 		
 
- 		for(int i = 0; i < flares.Length; i++){
 
- 			if(flares[i]._Atlas == _atlas)
 
- 				this.AddFlare(flares[i]);
 
- 		}
 
- 		
 
- 		dirty = true;
 
- 	}
 
- 	
 
- 	
 
- 	void ReBuildGeometry(){
 
- #if UNITY_EDITOR
 
- 		//See when the geometry is built, try and avoid triggering this in the middle of your game.
 
- 		//This can be triggered by the new culling system, if your only using a few flares you may want to turn it off as the speed increase from culling will be more limited.
 
- 		if(debugMessages)
 
- 			Debug.Log("ProFlares - Rebuilding Geometry : "+ gameObject.name,gameObject);
 
- #endif
 
- 		
 
- 		FlareElements.Clear();
 
- 		
 
- 		int flareElementsCount = 0;
 
- 		bool missingFlare = false;
 
- 		for(int i = 0; i < FlaresList.Count; i++){
 
- 			
 
- 			if(FlaresList[i].flare == null){
 
- 				missingFlare = true;
 
- 				break;
 
- 			}
 
- 			
 
- 			for(int i2 = 0; i2 < FlaresList[i].flare.Elements.Count; i2++){
 
- 		//		FlareElements.Add(Flares[i].Elements[i2]);
 
- 				
 
- 				if(FlaresList[i].occlusion._CullingState ==  FlareOcclusion.CullingState.CanCull){
 
- 					FlaresList[i].occlusion._CullingState = FlareOcclusion.CullingState.Culled;
 
- 					FlaresList[i].occlusion.cullFader = 0;
 
- 				}
 
- 				
 
- 				
 
- 				if(FlaresList[i].occlusion._CullingState != FlareOcclusion.CullingState.Culled){
 
- 					flareElementsCount++;
 
- 				}
 
- 				
 
- 			}
 
- 		}
 
- 		
 
- 		FlareElementsArray = new ProFlareElement[flareElementsCount];
 
- 		
 
- 		flareElementsCount = 0;
 
- 		if(!missingFlare)
 
- 		for(int i = 0; i < FlaresList.Count; i++){
 
- 			
 
- 			for(int i2 = 0; i2 < FlaresList[i].flare.Elements.Count; i2++){
 
- 				if(FlaresList[i].occlusion._CullingState != FlareOcclusion.CullingState.Culled){
 
- 					FlareElementsArray[flareElementsCount] = (FlaresList[i].flare.Elements[i2]);
 
- 					flareElementsCount++;
 
- 				}
 
- 			}
 
- 		}
 
- 		
 
- 		if(missingFlare){
 
- 			ForceRefresh();
 
- 			ReBuildGeometry();
 
- 			missingFlare = false;
 
- 			
 
- 		}
 
- 		meshA = null;
 
- 		meshB = null;
 
- 		bufferMesh = null;
 
- 		
 
- 		SetupMeshes();
 
- 		dirty = false;
 
- 	}
 
- 	
 
- 	void SetupMeshes()
 
-     {
 
- 		
 
- 		if(_atlas == null)
 
- 			return;
 
- 		if(FlareElementsArray == null)
 
- 			return;
 
-         
 
- 		meshA = new Mesh();
 
- 		meshB = new Mesh();
 
- 		
 
- 		int vertSize = 0;
 
- 		int uvSize = 0;
 
- 		int colSize = 0;
 
- 		int triCount = 0;
 
- 		
 
- 		//Calculate how big each array needs to be based on the Flares
 
- 	 	for(int i = 0; i < FlareElementsArray.Length; i++){
 
- 			switch(FlareElementsArray[i].type){
 
- 				case(ProFlareElement.Type.Single):
 
- 				{
 
- 					vertSize = vertSize+4;
 
- 					uvSize = uvSize+4;
 
- 					colSize = colSize+4;
 
- 					triCount = triCount+6;
 
- 				}
 
-                     break;
 
- 				case(ProFlareElement.Type.Multi):
 
- 				{
 
- 					int subCount = FlareElementsArray[i].subElements.Count;
 
- 					vertSize = vertSize+(4*subCount);
 
- 					uvSize = uvSize+(4*subCount);
 
- 					colSize = colSize+(4*subCount);
 
- 					triCount = triCount+(6*subCount);
 
- 				}
 
-                     break;
 
- 			}
 
- 		}
 
- 		
 
- 		
 
- 		//Create Built in arrays
 
- 		vertices = new Vector3[vertSize];
 
-     	uv = new Vector2[uvSize];
 
- 		colors = new Color32[colSize];
 
- 		triangles = new int[triCount];
 
-         
 
- 		
 
- 		//Set Inital valuse for each vertex
 
- 		for(int i = 0; i < vertices.Length/4; i++){
 
- 			int extra = i * 4;
 
- 			vertices[0+extra] = new Vector3(1,1,0); //((Vector3.right)+(Vector3.up));
 
- 			vertices[1+extra] = new Vector3(1,-1,0);//((Vector3.right)+(Vector3.down));
 
- 			vertices[2+extra] = new Vector3(-1,1,0);//((Vector3.left)+(Vector3.up));
 
- 			vertices[3+extra] = new Vector3(-1,-1,0);//((Vector3.left)+(Vector3.down));
 
- 		}
 
- 		
 
- 		//Set UV coordinates for each vertex, this only needs to be done in the mesh rebuild.
 
- 		int count = 0;
 
- 		for(int i = 0; i < FlareElementsArray.Length; i++){
 
- 			switch(FlareElementsArray[i].type){
 
- 				case(ProFlareElement.Type.Single):
 
- 				{
 
- 					int extra = (count) * 4;
 
- 					Rect final = _atlas.elementsList[FlareElementsArray[i].elementTextureID].UV;
 
- 					uv[0+extra] = new Vector2(final.xMax,final.yMax);
 
- 					uv[1+extra] = new Vector2(final.xMax,final.yMin);
 
- 					uv[2+extra] = new Vector2(final.xMin,final.yMax);
 
- 					uv[3+extra] = new Vector2(final.xMin,final.yMin);
 
- 					count++;
 
- 				}break;
 
- 				case(ProFlareElement.Type.Multi):
 
- 				{
 
- 					for(int i2 = 0; i2 < FlareElementsArray[i].subElements.Count; i2++){
 
- 						
 
- 						int extra2 = (count+i2) * 4;
 
- 						
 
- 						Rect final = _atlas.elementsList[FlareElementsArray[i].elementTextureID].UV;
 
- 						
 
- 						uv[0+extra2] = new Vector2(final.xMax,final.yMax);
 
- 						uv[1+extra2] = new Vector2(final.xMax,final.yMin);
 
- 						uv[2+extra2] = new Vector2(final.xMin,final.yMax);
 
- 						uv[3+extra2] = new Vector2(final.xMin,final.yMin);
 
-                         
 
- 					}
 
- 					count = count+FlareElementsArray[i].subElements.Count;
 
- 				}break;
 
- 			}
 
- 		}
 
- 		Color32 newColor = new Color32(255,255,255,255);
 
- 		//Set inital vertex colors.
 
- 		for(int i = 0; i < colors.Length/4; i++){
 
- 			int extra = i * 4;
 
- 			colors[0+extra] = newColor;
 
- 			colors[1+extra] = newColor;
 
- 			colors[2+extra] = newColor;
 
- 			colors[3+extra] = newColor;
 
- 		}
 
- 		
 
-         
 
- 		
 
- 		//Set triangle array, this is only done in the mesh rebuild.
 
- 		for(int i = 0; i < triangles.Length/6; i++){
 
- 			int extra = i * 4;
 
- 			int extra2 = i * 6;
 
- 			triangles[0+extra2] = 0+extra;
 
- 			triangles[1+extra2] = 1+extra;
 
- 			triangles[2+extra2] = 2+extra;
 
- 			triangles[3+extra2] = 2+extra;
 
- 			triangles[4+extra2] = 1+extra;
 
- 			triangles[5+extra2] = 3+extra;
 
- 		}
 
- 		
 
-         meshA.vertices = vertices;
 
-         meshA.uv = uv;
 
-         meshA.triangles = triangles;
 
-   		meshA.colors32 = colors;
 
- 		
 
- 		meshA.bounds = new Bounds(Vector3.zero,Vector3.one*1000);
 
- 		
 
-         meshB.vertices = vertices;
 
-         meshB.uv = uv;
 
-         meshB.triangles = triangles;
 
-   		meshB.colors32 = colors;
 
- 		meshB.bounds = new Bounds(Vector3.zero,Vector3.one*1000);
 
- 	 	
 
-     }
 
- 	
 
- 	Vector3[] verts;
 
- 	Vector2 _scale;
 
- 	Color32 _color;
 
-     
 
- 	float PI_Div180;
 
- 	float Div180_PI;
 
- 	
 
- 	int visibleFlares = 0;
 
- 	
 
- 	/*
 
- 	public Vector3 RotatePoint(Vector3 p, float d,float ct,float st) {
 
- 		//float r = d * (Mathf.PI / 180);
 
- 		//float ct = Mathf.Cos(r);
 
- 		//float st = Mathf.Sin(r);
 
- 		float x = (ct * p.x - st * p.y);
 
- 		float y = (st * p.x + ct * p.y);
 
- 		return new Vector3(x,y,0);
 
- 	}*/
 
- 	
 
- 	void Update2(){
 
- 		
 
- 	
 
- 		if (!dirty) {
 
- 			for (int F = 0; F < FlaresList.Count; F++) {
 
- 			
 
- 				if (FlaresList [F].flare == null)
 
- 					continue;
 
- 				ProFlare flare_ = FlaresList [F].flare;
 
- 				FlareOcclusion data = FlaresList [F].occlusion;
 
- 			
 
- 				float distanceRay = -1;
 
- 				if (flare_.isVisible) {
 
- 					if(flare_.DisabledPlayMode)
 
- 						continue;
 
- 					if (flare_.RaycastPhysics) {
 
- 						data.occluded = true;
 
- 						RaycastHit hit;
 
- 				
 
- 						Vector3 direction = GameCameraTrans.position - flare_.thisTransform.position;
 
- 				
 
- 						if (flare_.sunMode) {
 
- 							direction = GameCameraTrans.position - flare_.sunModeTransformB.position;
 
- 						}
 
- 						distanceRay = Vector3.Distance (GameCameraTrans.position, flare_.thisTransform.position);
 
- 						Ray ray = new Ray (flare_.thisTransform.position, direction);
 
- 					
 
- 						if (Physics.Raycast (ray, out hit, distanceRay, flare_.mask)) {
 
- 						
 
- 							data.occluded = true;
 
- 							data.occlusionTarget = 0;
 
- 							#if UNITY_EDITOR					
 
- 							Debug.DrawRay (flare_.thisTransform.position, direction, Color.red);
 
- 							flare_.OccludingObject = hit.collider.gameObject;
 
- 							#endif
 
- 						} else {
 
- 							data.occluded = false;
 
- 							data.occlusionTarget = 1;
 
- 							#if UNITY_EDITOR
 
- 							flare_.OccludingObject = null;
 
- 							Debug.DrawRay (flare_.thisTransform.position, direction);
 
- 							#endif
 
- 						}
 
- 					}
 
- 					if (flare_.pixelBasedOcclusion && Application.isPlaying) {
 
- 						FlarePixelOcclusion flarePixelOcclusion = data.flarePixelOcclusion;
 
- 						if(!flarePixelOcclusion.pixelOcclusionPingPong){
 
- 							if (distanceRay < 0) {
 
- 								distanceRay = Vector3.Distance (GameCameraTrans.position, flare_.thisTransform.position);
 
- 							}
 
- 					
 
- 							if (flare_.sunMode) {
 
- 								flarePixelOcclusion.pixelCameraTransform.LookAt (flare_.sunModeTransformB);
 
- 								distanceRay = GameCamera.farClipPlane;
 
- 							} 
 
- 							else {
 
- 									if(flarePixelOcclusion.pixelCameraTransform != null)
 
- 										flarePixelOcclusion.pixelCameraTransform.LookAt (flare_.thisTransform);
 
- 							}
 
- 				
 
- 							flarePixelOcclusion.pixelCamera.farClipPlane = distanceRay;
 
- 							RenderTexture.active = flarePixelOcclusion.renderTexture;
 
- 					
 
- 							flarePixelOcclusion.pixelCamera.Render ();
 
- 									
 
- 							flarePixelOcclusion.texture2D.ReadPixels (flarePixelOcclusion.rect, 0, 0);
 
- 							flarePixelOcclusion.texture2D.Apply ();
 
- 							
 
- 								flarePixelOcclusion.pixelOcclusionPingPong = true;
 
- 						}else{
 
- 							Color pix = Color.white;
 
- 							
 
- 							pix = flarePixelOcclusion.texture2D.GetPixel(0, 0);
 
- 							float pixA = pix.a;
 
- 							data.occlusionTarget = Mathf.Abs(1 - Mathf.Clamp01(pixA));
 
- 							if (data.occlusionTarget < 0.01){
 
- 								data.occluded = false;
 
- 							}else if (pix.a < 1.0){
 
- 								data.occluded = false;
 
- 							}else{
 
- 								data.occluded = true;
 
- 							}
 
- 						
 
- 							if (data.occlusionTarget > 1)
 
- 								data.occlusionTarget = 1;
 
- 							if (data.occlusionTarget < 0)
 
- 								data.occlusionTarget = 0;
 
- 								flarePixelOcclusion.pixelOcclusionPingPong = false;
 
- 						}
 
-   						//Debug.Log (pix);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
-     
 
- 	
 
-  	
 
- 	void UpdateGeometry(){
 
- 		
 
- 		if(GameCamera == null){
 
- 			meshRender.enabled = false;
 
- 			return;
 
- 		}
 
- 		
 
- 		meshRender.enabled = true;
 
- 		//Profiler.BeginSample("Update Pos");
 
- 		visibleFlares = 0;
 
- 		int canCullFlares = 0;
 
- 		for(int F = 0; F < FlaresList.Count; F++){
 
- 			//Profiler.BeginSample("Lens Pos");
 
- 			
 
- 			ProFlare flare_ = FlaresList[F].flare;
 
- 			FlareOcclusion data = FlaresList[F].occlusion;
 
- 			
 
- 			if(flare_ == null)
 
- 				continue;
 
- 			if ((flare_.sunMode)&&(flare_.sunModeTransformA!=null)&&(flare_.sunModeTransformB!=null)){
 
- 					flare_.sunModeTransformA.position = GameCameraTrans.position;
 
- 					flare_.LensPosition = GameCamera.WorldToViewportPoint(flare_.sunModeTransformB.position);
 
- 			
 
- 					flare_.sunModeTransformA.rotation = flare_.thisTransform.rotation;
 
- 			}else
 
- 				flare_.LensPosition = GameCamera.WorldToViewportPoint(flare_.thisTransform.position);
 
- 			Vector3 LensPosition = flare_.LensPosition;
 
- 			bool isVisible = (LensPosition.z > 0f && LensPosition.x+flare_.OffScreenFadeDist > 0f && LensPosition.x-flare_.OffScreenFadeDist < 1f && LensPosition.y+flare_.OffScreenFadeDist > 0f && LensPosition.y-flare_.OffScreenFadeDist < 1f);
 
- 			flare_.isVisible = isVisible;
 
- 			//Profiler.EndSample();
 
- 			//Profiler.BeginSample("offScreen Fading");
 
- 			//Off Screen fading
 
- 			float offScreenFade = 1;
 
- 			if(!(LensPosition.x > 0f && LensPosition.x < 1f && LensPosition.y > 0f && LensPosition.y < 1f)){
 
- 				float offScreenNorm = 1f/flare_.OffScreenFadeDist;
 
- 				float xPos = 0;
 
- 				float yPos = 0;
 
- 				
 
- 				if(!(LensPosition.x > 0f && LensPosition.x < 1f))
 
- 					xPos = LensPosition.x > 0.5f ? LensPosition.x-1f : Mathf.Abs(LensPosition.x);
 
- 				
 
- 				if(!(LensPosition.y > 0f && LensPosition.y < 1f))
 
- 					yPos = LensPosition.y > 0.5f ? LensPosition.y-1f : Mathf.Abs(LensPosition.y);
 
- 				
 
- 				offScreenFade = Mathf.Clamp01( offScreenFade - (Mathf.Max(xPos,yPos))*offScreenNorm);
 
- 			}
 
- 	        
 
- 			
 
- 			//Profiler.EndSample();
 
- 			//Profiler.BeginSample("Dynamic Triggering");
 
- 			
 
- 			//Dynamic Triggering Center
 
- 			float centerBoost = 0;
 
- 			if(LensPosition.x > 0.5f-flare_.DynamicCenterRange && LensPosition.x < 0.5f+flare_.DynamicCenterRange && LensPosition.y > 0.5f-flare_.DynamicCenterRange && LensPosition.y < 0.5f+flare_.DynamicCenterRange){
 
- 				if(flare_.DynamicCenterRange > 0){
 
- 					float centerBoostNorm = 1/(flare_.DynamicCenterRange);
 
- 					centerBoost = 1-Mathf.Max(Mathf.Abs(LensPosition.x-0.5f),Mathf.Abs(LensPosition.y-0.5f))*centerBoostNorm;
 
- 				}
 
- 			}
 
- 		
 
- 			//Dynamic Triggering Edge
 
- 			float DynamicEdgeAmount = 0;
 
- 			
 
- 			bool isInEdgeZone1 = (
 
- 	                              LensPosition.x > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) &&
 
- 	                              LensPosition.x < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange) &&
 
- 	                              LensPosition.y > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) &&
 
- 	                              LensPosition.y < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange)
 
- 	                              );
 
- 			
 
- 			bool isInEdgeZone2 = (
 
- 	                              LensPosition.x+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias &&
 
- 	                              LensPosition.x-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias &&
 
- 	                              LensPosition.y+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias &&
 
- 	                              LensPosition.y-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias
 
- 	                              );
 
- 			
 
- 			if(!isInEdgeZone1&&isInEdgeZone2){
 
- 				
 
- 				float DynamicEdgeNormalizeValue = 1/(flare_.DynamicEdgeRange);
 
- 				float DynamicEdgeX = 0;
 
- 				float DynamicEdgeY = 0;
 
- 				
 
- 				bool isInEdgeZoneX1 = (LensPosition.x > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) && LensPosition.x < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange));
 
- 				bool isInEdgeZoneX2 = (LensPosition.x+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias && LensPosition.x-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias);
 
- 				bool isInEdgeZoneY1 = (LensPosition.y > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) && LensPosition.y < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange));
 
- 				bool isInEdgeZoneY2 = (LensPosition.y+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias && LensPosition.y-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias);
 
- 				
 
- 				if(!isInEdgeZoneX1&&isInEdgeZoneX2){
 
- 					DynamicEdgeX = LensPosition.x > 0.5f ? (LensPosition.x - 1 +flare_.DynamicEdgeBias) + (flare_.DynamicEdgeRange) : Mathf.Abs(LensPosition.x -flare_.DynamicEdgeBias - (flare_.DynamicEdgeRange));
 
- 	                
 
- 					DynamicEdgeX = (DynamicEdgeX*DynamicEdgeNormalizeValue)*0.5f;
 
- 				}
 
- 				
 
- 				if(!isInEdgeZoneY1&&isInEdgeZoneY2){
 
- 					DynamicEdgeY = LensPosition.y > 0.5f ? (LensPosition.y - 1 + flare_.DynamicEdgeBias) + (flare_.DynamicEdgeRange) : Mathf.Abs(LensPosition.y-flare_.DynamicEdgeBias - (flare_.DynamicEdgeRange));
 
- 					
 
- 					DynamicEdgeY = (DynamicEdgeY*DynamicEdgeNormalizeValue)*0.5f;
 
- 				}
 
- 				
 
- 				DynamicEdgeAmount = Mathf.Max(DynamicEdgeX,DynamicEdgeY);
 
- 			}
 
- 			
 
- 						
 
- 			DynamicEdgeAmount = flare_.DynamicEdgeCurve.Evaluate(DynamicEdgeAmount);
 
- 			
 
- 			//Profiler.EndSample();
 
- 			//Profiler.BeginSample("Angle Fall Off");
 
- 			
 
- 			
 
- 			/*
 
- 			float AngleFallOff = 1;
 
-  
 
- 			 
 
- 			if(flare_.UseAngleLimit){
 
- 				Vector3 playerAngle = flare_.thisTransform.forward;
 
- 				
 
-  
 
- 				Vector3 cameraAngle = GameCameraTrans.forward;
 
- 				
 
- 				float horizDiffAngle = Vector3.Angle(cameraAngle, playerAngle);
 
- 				
 
-  
 
- 				horizDiffAngle = Mathf.Abs( Mathf.Clamp(180-horizDiffAngle,-flare_.maxAngle,flare_.maxAngle));
 
- 				
 
- 				AngleFallOff = 1f-(horizDiffAngle*(1f/(flare_.maxAngle*0.5f)));
 
- 				
 
- 				if(flare_.UseAngleCurve)
 
- 					AngleFallOff = flare_.AngleCurve.Evaluate(AngleFallOff);
 
- 			}*/
 
- 			
 
- 			float AngleFallOff = 1;
 
- 			
 
- 			if(flare_.UseAngleLimit){
 
- 				Vector3 playerAngle = flare_.thisTransform.forward;          
 
- 				//Vector3 cameraAngle = GameCameraTrans.forward;
 
- 				
 
- 				//the direct vector from flare point to camera point
 
- 				Vector3 camToPoint = GameCameraTrans.position - flare_.thisTransform.position;
 
- 				float horizDiffAngle = Vector3.Angle(playerAngle, camToPoint);
 
- 				
 
- 				horizDiffAngle = Mathf.Abs( Mathf.Clamp(horizDiffAngle,-flare_.maxAngle,flare_.maxAngle));
 
- 				
 
- 				if (horizDiffAngle > flare_.maxAngle)
 
- 					AngleFallOff = 0;
 
- 				else
 
- 				{
 
- 					AngleFallOff = 1f - (horizDiffAngle * (1f / (flare_.maxAngle * 0.5f)));
 
- 					if (flare_.UseAngleCurve)
 
- 						AngleFallOff = flare_.AngleCurve.Evaluate(AngleFallOff);
 
- 				}          
 
- 			}
 
- 			
 
- 			
 
- 			//Profiler.EndSample();
 
- 			//Profiler.BeginSample("Distance Check");
 
- 			
 
- 			float distanceFalloff = 1f;
 
- 			
 
- 			if(flare_.useMaxDistance){
 
- 				
 
- 				Vector3 heading  = flare_.thisTransform.position - GameCameraTrans.position;
 
- 				
 
- 				float distance = Vector3.Dot(heading, GameCameraTrans.forward);
 
- 				
 
- 				float distanceNormalised = 1f-(distance/flare_.GlobalMaxDistance);
 
- 				
 
- 				distanceFalloff =  1f*distanceNormalised;
 
- 				if(distanceFalloff < 0.001f)
 
- 					flare_.isVisible = false;
 
- 				
 
- 			}
 
- 			//Profiler.EndSample();
 
- 			//Profiler.BeginSample("Check Occlusion Data");
 
- 			if(!dirty)
 
- 				if(data != null){
 
- 					data.occlusionScale = Mathf.Lerp(data.occlusionScale,data.occlusionTarget,Time.deltaTime*flare_.occlusionScaleSpeed);
 
- 					data.occlusionBrigtness = Mathf.Lerp(data.occlusionBrigtness,data.occlusionTarget,Time.deltaTime*flare_.occlusionBrightnessSpeed);
 
- 				}
 
- 					//if(data.occluded){
 
- 					//data.occlusionScale = Mathf.Lerp(data.occlusionScale,data.occlusionTarget,Time.deltaTime*16);
 
- 					//}else{
 
- 					//data.occlusionScale = Mathf.Lerp(data.occlusionScale,data.occlusionTarget,Time.deltaTime*16);
 
- 					//}
 
- 			
 
- 			//Profiler.EndSample();
 
- 			//Profiler.BeginSample("Final Lens Pos Set");
 
- 			
 
- //			Debug.Log("Visible = "+Flares[F].isVisible+" | offScreenFade "+offScreenFade);
 
- //			Debug.Log("distanceFalloff "+distanceFalloff);
 
- 			
 
- 			if(!flare_.isVisible)
 
- 				offScreenFade = 0;
 
- 				
 
- 			float tempScale = 1;
 
- 			
 
- 		 	if(FlareCamera)
 
- 		 		helperTransform.position = FlareCamera.ViewportToWorldPoint(LensPosition);
 
- 			
 
- 		  	LensPosition = helperTransform.localPosition;
 
- 			
 
- 			//Profiler.EndSample();
 
- 			
 
- 			if((!VR_Mode) && (!SingleCamera_Mode))
 
- 			  	LensPosition.z = 0f;
 
- 	        
 
- 			float finalAlpha;
 
- 			
 
- 			//Profiler.BeginSample("Elements Loo[");
 
- 			for(int i = 0; i < flare_.Elements.Count; i++){
 
- 				ProFlareElement _element = flare_.Elements[i];
 
- 				Color GlobalColor = flare_.GlobalTintColor;
 
- 				if(isVisible)
 
- 					switch(_element.type){
 
- 						case(ProFlareElement.Type.Single):
 
- 							//Do the color stuff.
 
- 					
 
- 							_element.ElementFinalColor.r = (_element.ElementTint.r * GlobalColor.r);
 
- 						 	_element.ElementFinalColor.g = (_element.ElementTint.g * GlobalColor.g);
 
- 						 	_element.ElementFinalColor.b = (_element.ElementTint.b * GlobalColor.b);
 
- 	                        
 
- 							finalAlpha = _element.ElementTint.a * GlobalColor.a;
 
- 							
 
- 							if(flare_.useDynamicEdgeBoost){
 
- 								if(_element.OverrideDynamicEdgeBrightness)
 
- 									finalAlpha = finalAlpha + (_element.DynamicEdgeBrightnessOverride*DynamicEdgeAmount);
 
- 								else
 
- 									finalAlpha = finalAlpha + (flare_.DynamicEdgeBrightness*DynamicEdgeAmount);
 
- 							}
 
- 							
 
- 							if(flare_.useDynamicCenterBoost){
 
- 								if(_element.OverrideDynamicCenterBrightness)
 
- 	                                finalAlpha += (_element.DynamicCenterBrightnessOverride*centerBoost);
 
- 								else
 
- 	                                finalAlpha += (flare_.DynamicCenterBrightness*centerBoost);
 
- 	                        }
 
- 							
 
- 							if(flare_.UseAngleBrightness)
 
- 								finalAlpha *= AngleFallOff;
 
- 	                        
 
- 							if(flare_.useDistanceFade)
 
- 								finalAlpha *= distanceFalloff;
 
- 	                        
 
-  							finalAlpha *= data.occlusionBrigtness;
 
- 							
 
- 							finalAlpha *= data.cullFader;
 
- 					
 
- 							finalAlpha *= offScreenFade;
 
- 												
 
- 							_element.ElementFinalColor.a = finalAlpha;
 
- 	                        
 
- 	                        break;
 
- 	                        
 
- 						case(ProFlareElement.Type.Multi):
 
- 					//Profiler.BeginSample("Color Mutli Loop");
 
- 							for(int i2 = 0; i2 < _element.subElements.Count; i2++){
 
- 	                            //Do the color stuff.
 
-  								SubElement _subElement = _element.subElements[i2];
 
- 	                            _subElement.colorFinal.r = (_subElement.color.r * GlobalColor.r);
 
- 	                           	_subElement.colorFinal.g = (_subElement.color.g * GlobalColor.g);
 
- 	                            _subElement.colorFinal.b = (_subElement.color.b * GlobalColor.b);
 
- 	                            
 
- 	                            finalAlpha = _subElement.color.a * GlobalColor.a;
 
- 	                            
 
- 	                            if(flare_.useDynamicEdgeBoost){
 
- 	                                if(_element.OverrideDynamicEdgeBrightness)
 
- 	                                    finalAlpha = finalAlpha + (_element.DynamicEdgeBrightnessOverride*DynamicEdgeAmount);
 
- 	                                else
 
- 	                                    finalAlpha = finalAlpha + (flare_.DynamicEdgeBrightness*DynamicEdgeAmount);
 
- 	                            }
 
- 	                            
 
- 	                            if(flare_.useDynamicCenterBoost){
 
- 	                                if(_element.OverrideDynamicCenterBrightness)
 
- 	                                    finalAlpha += (_element.DynamicCenterBrightnessOverride*centerBoost);
 
- 	                                else
 
- 	                                    finalAlpha += (flare_.DynamicCenterBrightness*centerBoost);
 
- 	                            } 
 
- 	                            
 
- 	                            if(flare_.UseAngleBrightness)
 
- 	                                finalAlpha *= AngleFallOff;
 
- 	                            
 
- 	                            if(flare_.useDistanceFade)
 
- 	                                finalAlpha *= distanceFalloff;
 
- 	                            
 
- 								finalAlpha *= data.occlusionBrigtness;
 
- 						
 
- 								finalAlpha *= data.cullFader;
 
- 						
 
- 	                            finalAlpha *= offScreenFade;
 
- 	                            
 
-  	                            _subElement.colorFinal.a = finalAlpha;
 
- 	                            
 
- 							}
 
- 					//Profiler.EndSample();
 
- 	                        break;
 
- 					}
 
- 				else{
 
- 					switch(_element.type){
 
- 						case(ProFlareElement.Type.Single):
 
- 						//	_element.ElementFinalColor = Color.black;
 
- 							tempScale = 0;
 
- 						break;
 
- 						case(ProFlareElement.Type.Multi):
 
- 						//	for(int i2 = 0; i2 < _element.subElements.Count; i2++){
 
- 						//		_element.subElements[i2].colorFinal = Color.black;
 
- 						//	}
 
- 							tempScale = 0;
 
- 						break;
 
- 					}
 
- 				}
 
- 	            
 
- 				//Element Scale
 
- 				float finalScale = tempScale;
 
- 				
 
- 				if(flare_.useDynamicEdgeBoost){
 
- 					if(_element.OverrideDynamicEdgeBoost)
 
- 						finalScale = finalScale+((DynamicEdgeAmount)*_element.DynamicEdgeBoostOverride);
 
- 					else
 
- 						finalScale = finalScale+((DynamicEdgeAmount)*flare_.DynamicEdgeBoost);
 
- 				}
 
- 				
 
- 				if(flare_.useDynamicCenterBoost){
 
- 					if(_element.OverrideDynamicCenterBoost)
 
- 						finalScale = finalScale+(_element.DynamicCenterBoostOverride*centerBoost);
 
- 					else
 
- 						finalScale = finalScale+(flare_.DynamicCenterBoost*centerBoost);
 
- 				}
 
- 				
 
- 				if(finalScale < 0) finalScale = 0;
 
- 				
 
- 				if(flare_.UseAngleScale)
 
- 					finalScale *= AngleFallOff;
 
- 				
 
- 				if(flare_.useDistanceScale)
 
- 					finalScale *= distanceFalloff;
 
- 				
 
- 				finalScale *= data.occlusionScale;
 
- 				
 
- 				if(!_element.Visible)
 
- 					finalScale = 0;
 
- 				
 
- 				if(!isVisible)
 
- 					finalScale = 0;
 
- 				
 
- 				_element.ScaleFinal = finalScale;
 
- 	            
 
- 				float angles = 0;
 
- 				//Apply final screen position.
 
- 				if(isVisible)
 
- 				switch(_element.type){
 
- 					case(ProFlareElement.Type.Single):{
 
- 						Vector3 pos = LensPosition*-_element.position;
 
- 						//Debug.Log(pos.magnitude);
 
- 						float zpos = LensPosition.z;
 
- 						
 
- 						if(VR_Mode){
 
- 							float flarePos = (_element.position*-1)-1; 
 
- 							zpos = LensPosition.z *((flarePos*VR_Depth)+1);
 
- 						} 
 
- 					
 
- 						Vector3 newVect = new Vector3(
 
- 	                                                  Mathf.Lerp(pos.x,LensPosition.x,_element.Anamorphic.x),
 
- 	                                                  Mathf.Lerp(pos.y,LensPosition.y,_element.Anamorphic.y),
 
- 													  zpos
 
- 	                                                  );
 
- 						
 
- 						newVect = newVect + _element.OffsetPostion;
 
- 						_element.OffsetPosition = newVect;
 
- 						 
 
- 						if(_element.rotateToFlare){
 
- 							angles =  (Div180_PI)*(Mathf.Atan2(LensPosition.y - _element.OffsetPosition.y,LensPosition.x - _element.OffsetPosition.x));
 
- 						}
 
- 					}break;
 
- 					case(ProFlareElement.Type.Multi):{
 
- 					//Profiler.BeginSample("Scale Mutli Loop");
 
- 						for(int i2 = 0; i2 < _element.subElements.Count; i2++){
 
- 							SubElement _subElement = _element.subElements[i2];
 
- 	                        if(_element.useRangeOffset){
 
- 								
 
- 	                            Vector3 posM = LensPosition*-_subElement.position;
 
- 								//Vector3 posM = new Vector3(
 
- 								//	LensPosition.x*-_subElement.position+(_subElement.offset.x*_subElement.random*0.5f),
 
- 								//	LensPosition.y*-_subElement.position+(_subElement.offset.y*_subElement.random*0.5f),
 
- 								//	LensPosition.z*-_subElement.position
 
- 								//	);
 
- 								
 
- 								float zpos = LensPosition.z;
 
- 								
 
- 								if(VR_Mode){
 
- 									float  flarePos = (_subElement.position*-1)-1;	 
 
- 									zpos = LensPosition.z *((flarePos*VR_Depth)+1);
 
- 								}
 
- 							
 
- 	                            Vector3 newVectM = new Vector3(
 
- 	                                                           Mathf.Lerp(posM.x,LensPosition.x,_element.Anamorphic.x),
 
- 															   Mathf.Lerp(posM.y,LensPosition.y,_element.Anamorphic.y),
 
- 															   zpos
 
- 	                                                           );
 
- 	                            
 
- 	                            newVectM = newVectM + _element.OffsetPostion;
 
- 	                            
 
- 								_subElement.offset = newVectM;
 
- 								
 
- 								if(_element.rotateToFlare)
 
- 									_subElement.angle = (Div180_PI)*(Mathf.Atan2(LensPosition.y - _subElement.offset.y,LensPosition.x - _subElement.offset.x));
 
-  								
 
- 	                        }
 
- 	                        else
 
- 	                            _subElement.offset = LensPosition*-_element.position;
 
- 						}
 
- 						//Profiler.EndSample();
 
- 						}break;
 
- 				}
 
- 				
 
- 				//Apply final element angle.
 
- 				//float angles = 0;
 
- 				//if(_element.rotateToFlare){
 
- 				//	angles =  (Div180_PI)*(Mathf.Atan2(LensPosition.y - 0,LensPosition.x - 0));
 
- 				//}
 
- 				angles = angles + (LensPosition.x*_element.rotationSpeed);
 
- 				
 
- 				angles = angles + (LensPosition.y*_element.rotationSpeed);
 
- 				
 
- 				angles = angles + (Time.time*_element.rotationOverTime);
 
- 				
 
- 				_element.FinalAngle = (_element.angle)+angles;
 
- 				
 
- 				
 
- 			}
 
- 			//Profiler.EndSample();
 
- 			
 
- 			
 
- 			
 
- 			if((!flare_.neverCull)&&useCulling){
 
- 				FlareOcclusion.CullingState _CullingState = data._CullingState;
 
- 				 
 
- 				if(flare_.isVisible){
 
- 					visibleFlares++;
 
- 					
 
- 					
 
- 					if(data.occluded){
 
- 						if(_CullingState == FlareOcclusion.CullingState.Visible){
 
- 							//Debug.Log("Culled via Occlusion");
 
- 							data.CullTimer = cullFlaresAfterTime;
 
- 							_CullingState = FlareOcclusion.CullingState.CullCountDown;
 
- 						}
 
- 					}else{
 
-  						if(_CullingState == FlareOcclusion.CullingState.Culled){
 
- 							//Debug.Log("Re show not occluded");
 
- 							culledFlaresNowVisiable = true;
 
- 							
 
- 						}
 
- 						_CullingState = FlareOcclusion.CullingState.Visible;
 
- 					}
 
- 					
 
- 						
 
- 				}else{
 
- 					if(_CullingState == FlareOcclusion.CullingState.Visible){
 
- 						//Debug.Log("Culled via Not Vis");
 
- 						data.CullTimer = cullFlaresAfterTime;
 
- 						_CullingState = FlareOcclusion.CullingState.CullCountDown;
 
- 					}
 
- 				}
 
- 				
 
- 				switch(_CullingState){
 
- 					case(FlareOcclusion.CullingState.Visible):{
 
- 					
 
- 						
 
- 					}break;
 
- 					case(FlareOcclusion.CullingState.CullCountDown):{
 
- 						
 
- 						data.CullTimer = data.CullTimer-Time.deltaTime;
 
- 						
 
- 						if(data.CullTimer < 0)
 
- 							_CullingState = FlareOcclusion.CullingState.CanCull;
 
- 						
 
- 					}break;
 
- 				}
 
- 				
 
- 				if(_CullingState != FlareOcclusion.CullingState.Culled)
 
- 					data.cullFader = Mathf.Clamp01(data.cullFader+(Time.deltaTime));
 
- 	
 
- 				
 
- 				if(_CullingState == FlareOcclusion.CullingState.CanCull)
 
- 					canCullFlares++;
 
- 				
 
- 				data._CullingState = _CullingState;
 
- 				
 
- 			}
 
- 		 
 
- 			reshowCulledFlaresTimer += Time.deltaTime;
 
- 			
 
- 			if(reshowCulledFlaresTimer > reshowCulledFlaresAfter){
 
- 				reshowCulledFlaresTimer = 0;
 
- 				
 
- 				if(culledFlaresNowVisiable){
 
- 					//Debug.Log("A culled flare has now become visiable");
 
- 					dirty = true;
 
- 					culledFlaresNowVisiable = false;
 
- 					
 
- 				}
 
- 			}
 
- 			
 
- 			if(!dirty)
 
- 				if(canCullFlares >= cullFlaresAfterCount){
 
- 					
 
- 					Debug.Log("Culling Flares");dirty = true;	
 
- 				}
 
- 		}
 
- 		
 
- 		//Profiler.BeginSample("Rendering Bit");
 
- 		//Rendering Bit
 
- 		int count = 0;
 
- 		if(FlareElementsArray != null)
 
- 		for(int i = 0; i < FlareElementsArray.Length; i++){
 
- 			
 
- 			
 
- 			float scaleMulti = 1;
 
- 			ProFlare flare = FlareElementsArray[i].flare;
 
- 			if(flare.MultiplyScaleByTransformScale)
 
- 				scaleMulti = flare.thisTransform.localScale.x;
 
- 			
 
- 			
 
- 			switch(FlareElementsArray[i].type){
 
- 				case(ProFlareElement.Type.Single):
 
- 				{
 
- 					int extra = (count) * 4;
 
- 					
 
- 					//Check for DisabledPlayMode, then scale to zero. then skip over the rest of the calculations
 
- 					if(FlareElementsArray[i].flare.DisabledPlayMode){
 
- 					
 
- 						vertices[0+extra] = Vector3.zero;
 
- 						vertices[1+extra] = Vector3.zero;
 
- 						vertices[2+extra] = Vector3.zero;
 
- 						vertices[3+extra] = Vector3.zero;
 
- 						
 
- 					}
 
- 					
 
- 					_scale = (((FlareElementsArray[i].size*FlareElementsArray[i].Scale*0.01f)*flare.GlobalScale)*FlareElementsArray[i].ScaleFinal)*scaleMulti;
 
- 					
 
- 					//Avoid Negative scaling
 
- 					if((_scale.x < 0)||(_scale.y < 0))
 
-                         _scale = Vector3.zero;
 
- 					
 
- 					Vector3 offset = FlareElementsArray[i].OffsetPosition;
 
- 					
 
- 					float angle = FlareElementsArray[i].FinalAngle;
 
- 					
 
- 					_color = FlareElementsArray[i].ElementFinalColor;
 
- 					
 
- 					if(useBrightnessThreshold){
 
-                         
 
- 						if(_color.a < BrightnessThreshold){
 
- 							_scale = Vector2.zero;
 
- 						}else if(_color.r+_color.g+_color.b < BrightnessThreshold){
 
- 							_scale = Vector2.zero;
 
- 						}
 
- 					}
 
- 					
 
- 					if(overdrawDebug)
 
- 						_color = new Color32(20,20,20,100);
 
- 					
 
- 					if(!FlareElementsArray[i].flare.DisabledPlayMode){
 
- 						//Precalculate some of the RotatePoint function to avoid repeat math.
 
- 						float r = angle * (PI_Div180);
 
- 						float ct = Mathf.Cos(r);
 
- 						float st = Mathf.Sin(r);
 
-                       
 
- 						vertices[0+extra] = new Vector3((ct * (1*_scale.x) - st * (1*_scale.y)),(st * (1*_scale.x) + ct * (1*_scale.y)),0)+offset;
 
- 						vertices[1+extra] = new Vector3((ct * (1*_scale.x) - st * (-1*_scale.y)),(st * (1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
 
- 						vertices[2+extra] = new Vector3((ct * (-1*_scale.x) - st * (1*_scale.y)),(st * (-1*_scale.x) + ct * (1*_scale.y)),0)+offset;
 
- 						vertices[3+extra] = new Vector3((ct * (-1*_scale.x) - st * (-1*_scale.y)),(st * (-1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
 
- 					
 
- 					
 
- 					}
 
- 				
 
- 					Color32 _color32 = _color;
 
- 					colors[0+extra] = _color32;
 
- 					colors[1+extra] = _color32; 
 
- 					colors[2+extra] = _color32; 
 
- 					colors[3+extra] = _color32;
 
- 					
 
-                     count++;
 
- 				}
 
-                     break;
 
-                     
 
- 				case(ProFlareElement.Type.Multi):
 
- 				{
 
- 					for(int i2 = 0; i2 < FlareElementsArray[i].subElements.Count; i2++){
 
- 						int extra2 = (count+i2) * 4;
 
-                         
 
- 						//Check for DisabledPlayMode, then scale to zero. then skip over the rest of the calculations
 
-                         if(FlareElementsArray[i].flare.DisabledPlayMode){
 
- 							vertices[0+extra2] = Vector3.zero;
 
- 							vertices[1+extra2] = Vector3.zero;
 
- 							vertices[2+extra2] = Vector3.zero;
 
- 							vertices[3+extra2] = Vector3.zero;
 
- 							continue;
 
- 						}
 
-                         
 
-                         ////Profiler.BeginSample("Calc Scale");
 
- 						_scale = (((FlareElementsArray[i].size*FlareElementsArray[i].Scale*0.01f)*FlareElementsArray[i].flare.GlobalScale)*FlareElementsArray[i].subElements[i2].scale)*FlareElementsArray[i].ScaleFinal;
 
- 						//Avoid Negative scaling
 
- 					
 
- 						_scale = _scale*scaleMulti;
 
- 						if((_scale.x < 0)||(_scale.y < 0))
 
- 							_scale = Vector3.zero;
 
- 						////Profiler.EndSample();
 
- 					
 
- 						////Profiler.BeginSample("Calc Extras");
 
- 						Vector3 offset = FlareElementsArray[i].subElements[i2].offset;
 
-                         
 
- 						float angle = FlareElementsArray[i].FinalAngle;
 
- 						
 
- 						//angle = 0;
 
- 						angle += FlareElementsArray[i].subElements[i2].angle;
 
- 						
 
- 						_color = FlareElementsArray[i].subElements[i2].colorFinal;
 
-                         
 
- 						if(useBrightnessThreshold){
 
- 							if(_color.a < BrightnessThreshold){
 
- 								_scale = Vector2.zero;
 
- 							}else if(_color.r+_color.g+_color.b < BrightnessThreshold){
 
- 								_scale = Vector2.zero;
 
- 							}
 
- 						}
 
-                         
 
- 						if(overdrawDebug)
 
- 							_color = new Color32(20,20,20,100);
 
-                        // //Profiler.EndSample();
 
- 						////Profiler.BeginSample("Set Pos and Rot");
 
- 						if(!FlareElementsArray[i].flare.DisabledPlayMode){
 
-                             
 
- 							//Precalculate some of the RotatePoint function to avoid repeat math.
 
- 							float r = angle * (PI_Div180);
 
- 							float ct = Mathf.Cos(r);
 
- 							float st = Mathf.Sin(r);
 
- 						
 
- 							vertices[0+extra2] = new Vector3((ct * (1*_scale.x) - st * (1*_scale.y)),(st * (1*_scale.x) + ct * (1*_scale.y)),0)+offset;
 
- 							vertices[1+extra2] = new Vector3((ct * (1*_scale.x) - st * (-1*_scale.y)),(st * (1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
 
- 							vertices[2+extra2] = new Vector3((ct * (-1*_scale.x) - st * (1*_scale.y)),(st * (-1*_scale.x) + ct * (1*_scale.y)),0)+offset;
 
- 							vertices[3+extra2] = new Vector3((ct * (-1*_scale.x) - st * (-1*_scale.y)),(st * (-1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
 
- 							
 
- 						}
 
- 						////Profiler.EndSample();
 
- 						////Profiler.BeginSample("SetColors");
 
- 						 
 
- 							Color32 _color32 = _color;
 
- 							colors[0+extra2] = _color32;
 
- 							colors[1+extra2] = _color32;
 
- 							colors[2+extra2] = _color32;
 
- 							colors[3+extra2] = _color32;
 
-  						////Profiler.EndSample();
 
- 					}
 
- 					count = count+FlareElementsArray[i].subElements.Count;
 
- 				}
 
-                 break;
 
- 			}
 
- 		}
 
- 		
 
- 		//Profiler.EndSample();
 
- //		Debug.Log("updare Done");
 
-     }
 
- }
 
 
  |