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facepunch.highlight's Issues

Shaders don't compile

  • Open Unity 2018.1.2f1+
  • Set build target to iOS
  • Drag the materials, shaders and scripts into a folder under Assets/
  • See that the materials are magenta due to shader compilation errors

Support for SkinnedMeshRenderers with multiple submeshes/materials

So, more than an issue it's just a quick comment to say that the current effect only takes into account the first submesh of the renderer. For models with multiple submeshes or materials per mesh, you need a small addition for them to work properly. Just replace the foreach loop in Highlight.cs to this:

 foreach ( Renderer r in Highlighted )
{
                if ( !r ) continue;

                if (r is SkinnedMeshRenderer)
                {
                    int n = (r as SkinnedMeshRenderer).sharedMesh.subMeshCount;
                    for (int s = 0; s < n; s++) commandBuffer.DrawRenderer(r, MeshRenderMaterial, s);
                }
                else 
                    commandBuffer.DrawRenderer(r, MeshRenderMaterial);
}

Cheers and thanks for the script!

  • David L

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