diff --git a/.rive_head b/.rive_head
index d8f4dac3a..b6def711a 100644
--- a/.rive_head
+++ b/.rive_head
@@ -1 +1 @@
-55853117b23477b737f1ede00bd4f9fddf0d9bec
+27085dfb0c26c8ccb9b05b69c7a3923d981d9f80
diff --git a/package/Editor/AssetEditor.cs b/package/Editor/AssetEditor.cs
index 84c26a0df..ffd275f47 100644
--- a/package/Editor/AssetEditor.cs
+++ b/package/Editor/AssetEditor.cs
@@ -446,13 +446,36 @@ int height
if (rt != null)
{
- RenderTexture.active = rt;
+ RenderTexture sourceForRead = rt;
+ RenderTexture temp = null;
+
+ // Static preview: use the runtime decode material (Rive/UI/Default) in Linear color space.
+ // This decodes gamma to linear, which works correctly with ReadPixels→Texture2D path.
+ // We DON'T use the pass-through shader here because the blit+ReadPixels seems to cause issues, and leads to nothing rendering for the static preview.
+ // TODO: Remove this once we have a proper way to display the texture in Linear color space.
+ if (Rive.TextureHelper.ProjectNeedsColorSpaceFix)
+ {
+ var mat = Rive.TextureHelper.GammaToLinearUIMaterial;
+ if (mat != null)
+ {
+ temp = RenderTexture.GetTemporary(rt.width, rt.height, 0, RenderTextureFormat.ARGB32);
+ Graphics.Blit(rt, temp, mat);
+ sourceForRead = temp;
+ }
+ }
+
+ RenderTexture.active = sourceForRead;
Texture2D tex = new Texture2D(width, height);
tex.ReadPixels(rect, 0, 0);
tex.Apply(true);
RenderTexture.active = prev;
+ if (temp != null)
+ {
+ RenderTexture.ReleaseTemporary(temp);
+ }
+ RenderTexture.ReleaseTemporary(rt);
return tex;
}
return null;
@@ -522,7 +545,7 @@ RenderTexture Render(Rect rect, bool isStatic = false)
rt = temp;
}
- RenderTexture.ReleaseTemporary(rt);
+ // Caller releases the temporary RT
return rt;
}
@@ -532,15 +555,35 @@ public override void OnPreviewGUI(Rect rect, GUIStyle background)
{
RenderTexture rt = Render(rect);
- UnityEditor.EditorGUI.DrawPreviewTexture(
- FlipY()
- ? new Rect(rect.x, rect.y + rect.height, rect.width, -rect.height)
- : rect,
- rt
- );
+ var drawRect = FlipY()
+ ? new Rect(rect.x, rect.y + rect.height, rect.width, -rect.height)
+ : rect;
+
+ // Live preview: use a simple pass-through shader in Linear color space.
+ // Rive outputs gamma values, and it looks like EditorGUI.DrawPreviewTexture expects sRGB input.
+ // We DON'T use the decode material here because it would decode to linear, causing burnt/dark colors.
+ // The pass-through shader (Hidden/Rive/Editor/SRGBEncodePreview) just returns the texture unchanged.
+ // TODO: Remove this once we have a proper way to display the texture in Linear color space.
+ var mat = (Rive.TextureHelper.ProjectNeedsColorSpaceFix ? GetEncodePreviewMaterial() : null);
+ UnityEditor.EditorGUI.DrawPreviewTexture(drawRect, rt, mat);
+ RenderTexture.ReleaseTemporary(rt);
}
}
+ private static Material s_encodePreviewMaterial;
+ private static Material GetEncodePreviewMaterial()
+ {
+ if (s_encodePreviewMaterial != null) return s_encodePreviewMaterial;
+ var shader = Shader.Find("Hidden/Rive/Editor/SRGBEncodePreview");
+ if (shader == null) return null;
+ s_encodePreviewMaterial = new Material(shader)
+ {
+ name = "Rive_Editor_SRGBEncodePreview",
+ hideFlags = HideFlags.HideAndDontSave
+ };
+ return s_encodePreviewMaterial;
+ }
+
private void UnloadPreview()
{
m_stateMachine = null;
diff --git a/package/Editor/Components/TexturePanelRendererEditor.cs b/package/Editor/Components/TexturePanelRendererEditor.cs
index f62206098..2667ebd2f 100644
--- a/package/Editor/Components/TexturePanelRendererEditor.cs
+++ b/package/Editor/Components/TexturePanelRendererEditor.cs
@@ -1,13 +1,41 @@
-using Rive.Components;
-using UnityEditor;
-
-
-namespace Rive.EditorTools
-{
- [CustomEditor(typeof(RiveTextureRenderer), true)]
- internal class TexturePanelRendererEditor : PanelRendererInspector
- {
-
- }
-}
-
+using Rive.Components;
+using UnityEditor;
+using UnityEngine.UIElements;
+
+
+namespace Rive.EditorTools
+{
+
+ [CustomEditor(typeof(RiveTextureRenderer), true)]
+ internal class TexturePanelRendererEditor : PanelRendererInspector
+ {
+ public override VisualElement CreateInspectorGUI()
+ {
+ var root = base.CreateInspectorGUI() ?? new VisualElement();
+
+ // For worldspace renderers, we display a button to convert materials on the current mesh renderer, if needed.
+ // Makes it easier for users to switch to Rive materials without having to know the right ones to pick.
+ var textureRenderer = (RiveTextureRenderer)target;
+ if (textureRenderer != null && textureRenderer.Renderer != null)
+ {
+ System.Action clickAction = () =>
+ {
+ // This will replace any non-Rive materials with Rive equivalents, even if the existing materials are not Unity defaults.
+ MaterialConversionUtility.ReplaceMaterialsWithRive(textureRenderer.Renderer);
+ };
+ var convertButton = new Button(() => clickAction())
+ {
+ text = "Replace Materials with Rive Materials"
+ };
+ convertButton.name = "RiveConvertMaterialsButton";
+ convertButton.userData = clickAction; // allow tests to invoke without event system/panel
+ convertButton.style.marginTop = 6;
+ root.Add(convertButton);
+ }
+
+ return root;
+ }
+
+ }
+}
+
diff --git a/package/Editor/Menu/SupportInfoMenu.cs b/package/Editor/Menu/SupportInfoMenu.cs
index 59d365c66..cf9c9aecc 100644
--- a/package/Editor/Menu/SupportInfoMenu.cs
+++ b/package/Editor/Menu/SupportInfoMenu.cs
@@ -45,7 +45,7 @@ private static string GenerateSupportInfo()
string operatingSystem = SystemInfo.operatingSystem;
string graphicsDevice = SystemInfo.graphicsDeviceName + " (" + SystemInfo.graphicsDeviceType + ")";
- string riveVersion = GetPackageVersion(PackageInfo.PACKAGE_NAME);
+ string riveVersion = GetPackageVersion(Rive.EditorTools.PackageInfo.PACKAGE_NAME);
return
"Rive Unity Support Info\n" +
@@ -57,7 +57,7 @@ private static string GenerateSupportInfo()
$"Render Pipeline: {renderPipeline}\n" +
$"OS: {operatingSystem}\n" +
$"GPU: {graphicsDevice}\n" +
- $"Rive Plugin: {PackageInfo.PACKAGE_NAME} {riveVersion}\n";
+ $"Rive Plugin: {Rive.EditorTools.PackageInfo.PACKAGE_NAME} {riveVersion}\n";
}
private static string GetRenderPipelineDescription()
diff --git a/package/Editor/PackageVersionChecker.cs b/package/Editor/PackageVersionChecker.cs
index 9bc4bc0e4..fca808dcc 100644
--- a/package/Editor/PackageVersionChecker.cs
+++ b/package/Editor/PackageVersionChecker.cs
@@ -24,7 +24,7 @@ private static void OnPackagesRegistered(PackageRegistrationEventArgs args)
// Check if the Rive package was updated
foreach (var changedPackage in args.changedTo)
{
- if (changedPackage.name == PackageInfo.PACKAGE_NAME)
+ if (changedPackage.name == Rive.EditorTools.PackageInfo.PACKAGE_NAME)
{
ShowRestartDialog(changedPackage.version);
break;
@@ -42,7 +42,7 @@ private static void ShowRestartDialog(string newVersion)
);
DebugLogger.Instance.LogWarning(
- $"[{PackageInfo.PACKAGE_NAME}] Package updated to {newVersion}. " +
+ $"[{Rive.EditorTools.PackageInfo.PACKAGE_NAME}] Package updated to {newVersion}. " +
"Please restart the Unity Editor to make sure the new version is fully loaded. If you skip this step, you might run into issues, and riv files may not work properly."
);
}
diff --git a/package/Editor/Shaders.meta b/package/Editor/Shaders.meta
new file mode 100644
index 000000000..de22dbb47
--- /dev/null
+++ b/package/Editor/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1530c7930ed7d4437995a5d0cdc9a669
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/package/Editor/Shaders/SRGBEncodePreview.shader b/package/Editor/Shaders/SRGBEncodePreview.shader
new file mode 100644
index 000000000..8bb880456
--- /dev/null
+++ b/package/Editor/Shaders/SRGBEncodePreview.shader
@@ -0,0 +1,60 @@
+// Editor-only shader for Rive asset preview in the Unity Inspector.
+// This is a simple pass-through shader used ONLY for live preview in Linear color space projects in AssetEditor.cs.
+//
+// Why pass-through?
+// - Rive outputs gamma into the RenderTexture
+// - EditorGUI.DrawPreviewTexture expects sRGB input for correct display
+// - We just pass the values through unchanged to avoid color conversion issues
+//
+// Note: Static preview uses a different path (Rive/UI/Default decode material + ReadPixels) so this shader is not used there.
+Shader "Hidden/Rive/Editor/SRGBEncodePreview"
+{
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "Queue"="Overlay" }
+ Pass
+ {
+ ZWrite Off
+ Cull Off
+ ZTest Always
+ Blend One Zero
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ v2f vert(appdata v)
+ {
+ v2f o;
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.uv = v.uv;
+ return o;
+ }
+
+ sampler2D _MainTex;
+
+ float4 frag(v2f i) : SV_Target
+ {
+ // Simple pass-through: Rive RenderTexture contains gamma values,
+ // return them unchanged for correct display in EditorGUI preview
+ float4 c = tex2D(_MainTex, i.uv);
+ return c;
+ }
+ ENDHLSL
+ }
+ }
+}
\ No newline at end of file
diff --git a/package/Editor/Shaders/SRGBEncodePreview.shader.meta b/package/Editor/Shaders/SRGBEncodePreview.shader.meta
new file mode 100644
index 000000000..d6d4ba3c2
--- /dev/null
+++ b/package/Editor/Shaders/SRGBEncodePreview.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c21beb37ff9a947549f53fb49764de5a
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/package/Runtime/Components/EditorOnly/MaterialConversionUtility.cs b/package/Runtime/Components/EditorOnly/MaterialConversionUtility.cs
new file mode 100644
index 000000000..fc435c05b
--- /dev/null
+++ b/package/Runtime/Components/EditorOnly/MaterialConversionUtility.cs
@@ -0,0 +1,420 @@
+using UnityEngine;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+namespace Rive.Components
+{
+
+ ///
+ /// Helper class for converting default RP materials to Rive variants.
+ ///
+ internal static class MaterialConversionUtility
+ {
+#if UNITY_EDITOR
+ // Exposed constants so tests and editor code can reference folder and name conventions from one place.
+ internal static class Constants
+ {
+ public const string PackageName = Rive.EditorTools.PackageInfo.PACKAGE_NAME;
+ public const string RPFolderRoot = "RenderPipelines";
+ public const string URPFolder = "URP";
+ public const string HDRPFolder = "HDRP";
+ public const string BuiltInFolder = "BuiltIn";
+ public const string MaterialsFolder = "Materials";
+
+ public const string BaseRiveLit = "RiveLit";
+ public const string BaseRiveUnlit = "RiveUnlit";
+
+ public const string SuffixURP = "URP";
+ public const string SuffixHDRP = "HDRP";
+ public const string SuffixBiRP = "BiRP";
+
+ // Unity default shader names for detection (used to identify pipeline defaults)
+ public const string UnityDefaultShaderURPLit = "Universal Render Pipeline/Lit";
+ public const string UnityDefaultShaderURPUnlit = "Universal Render Pipeline/Unlit";
+ public const string UnityDefaultShaderHDRPLit = "HDRP/Lit";
+ public const string UnityDefaultShaderHDRPUnlit = "HDRP/Unlit";
+ public const string UnityDefaultShaderBuiltInLit = "Standard";
+ public const string UnityDefaultShaderBuiltInUnlitPrefix = "Unlit/";
+
+ // Expected material names for the current render pipeline
+ internal static string ExpectedLitNameForCurrentPipeline
+ {
+ get
+ {
+ return BaseRiveLit + GetCurrentPipelineSuffix();
+ }
+ }
+ internal static string ExpectedUnlitNameForCurrentPipeline
+ {
+ get
+ {
+ return BaseRiveUnlit + GetCurrentPipelineSuffix();
+ }
+ }
+
+ private static string GetCurrentPipelineSuffix()
+ {
+ switch (GetCurrentPipeline())
+ {
+ case Pipeline.URP:
+ return SuffixURP;
+ case Pipeline.HDRP:
+ return SuffixHDRP;
+ default:
+ return SuffixBiRP;
+ }
+ }
+ }
+
+ private enum Pipeline
+ {
+ BuiltIn = 0,
+ URP = 1,
+ HDRP = 2,
+ }
+
+ private static Pipeline GetCurrentPipeline()
+ {
+ var rp = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
+ if (rp == null)
+ {
+ return Pipeline.BuiltIn;
+ }
+ var typeName = rp.GetType().FullName;
+ if (!string.IsNullOrEmpty(typeName))
+ {
+ if (typeName.Contains("UniversalRenderPipelineAsset"))
+ {
+ return Pipeline.URP;
+ }
+ if (typeName.Contains("HDRenderPipelineAsset"))
+ {
+ return Pipeline.HDRP;
+ }
+ }
+ return Pipeline.BuiltIn;
+ }
+
+ // ---------------------------
+ // Project-material resolution
+ // ---------------------------
+ private static Material s_cachedLitMaterial;
+ private static Material s_cachedUnlitMaterial;
+
+ private static string GetTargetFolderPath()
+ {
+ return "Assets/Plugins/Rive/Materials";
+ }
+
+ private static string GetBaseName(bool lit)
+ {
+ return lit ? Constants.BaseRiveLit : Constants.BaseRiveUnlit;
+ }
+
+ private static string GetRPFolder(out string suffix)
+ {
+ switch (GetCurrentPipeline())
+ {
+ case Pipeline.URP:
+ suffix = Constants.SuffixURP;
+ return Constants.URPFolder;
+ case Pipeline.HDRP:
+ suffix = Constants.SuffixHDRP;
+ return Constants.HDRPFolder;
+ default:
+ suffix = Constants.SuffixBiRP;
+ return Constants.BuiltInFolder;
+ }
+ }
+
+ private static void EnsureAssetFolder(string path)
+ {
+ var parts = path.Split('/');
+ if (parts.Length == 0 || parts[0] != "Assets") return;
+ string current = "Assets";
+ for (int i = 1; i < parts.Length; i++)
+ {
+ string next = current + "/" + parts[i];
+ if (!AssetDatabase.IsValidFolder(next))
+ {
+ AssetDatabase.CreateFolder(current, parts[i]);
+ }
+ current = next;
+ }
+ }
+
+ private static Shader LoadShaderFromRenderPipelinesFolder(string rpFolder, bool lit, out string resolvedName)
+ {
+ // Attempt to load shader directly from RP ShaderGraph asset
+ string litOrUnlit = lit ? "Lit" : "Unlit";
+ string shaderGraphPath = $"Packages/{Constants.PackageName}/Runtime/Components/Public/RenderPipelines/{rpFolder}/Shaders/{litOrUnlit}.shadergraph";
+ var shader = AssetDatabase.LoadAssetAtPath(shaderGraphPath);
+ if (shader != null)
+ {
+ resolvedName = shader.name;
+ return shader;
+ }
+ // Fallback search within the RP Shaders folder for any Shader assets and pick by name hint
+ string folder = $"Packages/{Constants.PackageName}/Runtime/Components/Public/RenderPipelines/{rpFolder}/Shaders";
+ string[] guids = AssetDatabase.FindAssets("t:Shader", new[] { folder });
+ for (int i = 0; i < guids.Length; i++)
+ {
+ string path = AssetDatabase.GUIDToAssetPath(guids[i]);
+ var s = AssetDatabase.LoadAssetAtPath(path);
+ if (s != null && s.name.IndexOf(litOrUnlit, System.StringComparison.OrdinalIgnoreCase) >= 0)
+ {
+ resolvedName = s.name;
+ return s;
+ }
+ }
+ resolvedName = $"";
+ return null;
+ }
+
+ private static Shader GetPipelineShader(bool lit, out string shaderName)
+ {
+ switch (GetCurrentPipeline())
+ {
+ case Pipeline.URP:
+ return LoadShaderFromRenderPipelinesFolder(Constants.URPFolder, lit, out shaderName);
+ case Pipeline.HDRP:
+ return LoadShaderFromRenderPipelinesFolder(Constants.HDRPFolder, lit, out shaderName);
+ default:
+ return LoadShaderFromRenderPipelinesFolder(Constants.BuiltInFolder, lit, out shaderName);
+ }
+
+ }
+
+ private static System.Collections.Generic.List FindProjectMaterialsUsingShader(Shader shader)
+ {
+ var results = new System.Collections.Generic.List();
+ if (shader == null)
+ {
+ return results;
+ }
+ var guids = AssetDatabase.FindAssets("t:material", new[] { "Assets" });
+ for (int i = 0; i < guids.Length; i++)
+ {
+ var path = AssetDatabase.GUIDToAssetPath(guids[i]);
+ var mat = AssetDatabase.LoadAssetAtPath(path);
+ if (mat != null && mat.shader == shader)
+ {
+ results.Add(mat);
+ }
+ }
+ results.Sort((a, b) =>
+ {
+ string ta = AssetDatabase.GetAssetPath(a);
+ string tb = AssetDatabase.GetAssetPath(b);
+ bool aPrefer = ta.StartsWith(GetTargetFolderPath());
+ bool bPrefer = tb.StartsWith(GetTargetFolderPath());
+ if (aPrefer == bPrefer) return string.Compare(ta, tb, System.StringComparison.OrdinalIgnoreCase);
+ return aPrefer ? -1 : 1;
+ });
+ return results;
+ }
+
+ private static bool ShaderMatches(Shader candidate, Shader target, string targetName)
+ {
+ if (candidate == null)
+ {
+ return false;
+ }
+ if (target != null && candidate == target)
+ {
+ return true;
+ }
+ if (!string.IsNullOrEmpty(targetName) &&
+ string.Equals(candidate.name, targetName, System.StringComparison.OrdinalIgnoreCase))
+ {
+ return true;
+ }
+ return false;
+ }
+
+ ///
+ /// Resolve or create a project-local Rive material with exact-name-first strategy:
+ /// 1) Use Assets/Plugins/Rive/Materials/<Base+Suffix>.mat if present.
+ /// 2) Else use any material in Assets with that exact name and matching shader.
+ /// 3) Else, if materials exist with the matching shader, optionally prompt to use suggested; otherwise create.
+ /// 4) Else create under Assets/Plugins/Rive/Materials with a unique name.
+ ///
+ private static Material LoadOrCreateProjectRiveMaterial(bool lit)
+ {
+ if (lit && s_cachedLitMaterial != null) return s_cachedLitMaterial;
+ if (!lit && s_cachedUnlitMaterial != null) return s_cachedUnlitMaterial;
+
+ string suffix;
+ string rpFolder = GetRPFolder(out suffix);
+ string expectedName = GetBaseName(lit) + suffix;
+
+ // 1) Exact expected path in Assets/Plugins/Rive/Materials
+ string targetFolder = GetTargetFolderPath();
+ string targetPath = $"{targetFolder}/{expectedName}.mat";
+ var atTarget = AssetDatabase.LoadAssetAtPath(targetPath);
+ if (atTarget != null)
+ {
+ if (lit) s_cachedLitMaterial = atTarget; else s_cachedUnlitMaterial = atTarget;
+ return atTarget;
+ }
+
+ // Resolve shader
+ var shader = GetPipelineShader(lit, out var shaderName);
+ if (shader == null)
+ {
+ Debug.LogWarning($"Rive: Could not resolve shader for current render pipeline (lit={lit}).");
+ }
+
+ // 2) Exact-name anywhere in Assets with matching shader
+ string[] nameMatches = AssetDatabase.FindAssets($"t:material {expectedName}", new[] { "Assets" });
+ for (int i = 0; i < nameMatches.Length; i++)
+ {
+ string path = AssetDatabase.GUIDToAssetPath(nameMatches[i]);
+ var mat = AssetDatabase.LoadAssetAtPath(path);
+ // If the user has a material with the exact expected name, prefer it regardless of shader;
+ // this allows overriding shader source differences (Graph vs HLSL) while honoring the name contract.
+ if (mat != null && mat.name == expectedName)
+ {
+ if (lit) s_cachedLitMaterial = mat; else s_cachedUnlitMaterial = mat;
+ return mat;
+ }
+ }
+
+ // 3) If no exact-name match is found, always create a new material in the Plugins folder.
+
+ // 4) Create new in Assets/Plugins/Rive/Materials with unique name if needed
+ EnsureAssetFolder(targetFolder);
+ string basePath = $"{targetFolder}/{expectedName}.mat";
+ string uniquePath = AssetDatabase.GenerateUniqueAssetPath(basePath);
+
+ Material toSave = new Material(shader != null ? shader : Shader.Find("Hidden/InternalErrorShader"));
+
+ AssetDatabase.CreateAsset(toSave, uniquePath);
+ AssetDatabase.SaveAssets();
+ AssetDatabase.ImportAsset(uniquePath);
+
+ if (lit) s_cachedLitMaterial = toSave; else s_cachedUnlitMaterial = toSave;
+ return toSave;
+ }
+
+
+ ///
+ /// Ensures that the given renderer has Rive materials assigned for any default materials. Unlike ReplaceMaterialsWithRive, this only replaces materials that appear to be Unity default materials that Unity would assign automatically.
+ ///
+ ///
+ internal static void EnsureRiveMaterialsOnRenderer(UnityEngine.Renderer renderer)
+ {
+ if (renderer == null)
+ {
+ return;
+ }
+
+ var materials = renderer.sharedMaterials;
+ bool changed = false;
+ for (int i = 0; i < materials.Length; i++)
+ {
+ var mat = materials[i];
+ if (mat == null || mat.shader == null)
+ {
+ continue;
+ }
+ string shaderName = mat.shader.name;
+ bool isDefaultLit = false;
+ bool isDefaultUnlit = false;
+
+
+ switch (GetCurrentPipeline())
+ {
+ case Pipeline.URP:
+ isDefaultLit = shaderName == Constants.UnityDefaultShaderURPLit ||
+ shaderName == "Universal Render Pipeline/Simple Lit";
+ isDefaultUnlit = shaderName == Constants.UnityDefaultShaderURPUnlit;
+ break;
+ case Pipeline.HDRP:
+ isDefaultLit = shaderName == Constants.UnityDefaultShaderHDRPLit;
+ isDefaultUnlit = shaderName == Constants.UnityDefaultShaderHDRPUnlit;
+ break;
+ default:
+ isDefaultLit = shaderName == Constants.UnityDefaultShaderBuiltInLit;
+ isDefaultUnlit = shaderName.StartsWith(Constants.UnityDefaultShaderBuiltInUnlitPrefix);
+ break;
+ }
+
+ if (isDefaultLit || isDefaultUnlit)
+ {
+ var target = LoadOrCreateProjectRiveMaterial(lit: !isDefaultUnlit);
+ if (target != null && target != mat)
+ {
+ materials[i] = target;
+ changed = true;
+ }
+ }
+ }
+
+ if (changed)
+ {
+ renderer.sharedMaterials = materials;
+ EditorUtility.SetDirty(renderer);
+ }
+ }
+ ///
+ /// Replaces any non-Rive materials on the given renderer with Rive equivalents. Unlike EnsureRiveMaterialsOnRenderer, this will replace any material that is not already a Rive material, even if it's a custom material.
+ ///
+ ///
+ internal static void ReplaceMaterialsWithRive(UnityEngine.Renderer renderer)
+ {
+ if (renderer == null)
+ {
+ return;
+ }
+ var materials = renderer.sharedMaterials;
+ // If there are no materials at all, assign a single lit material.
+ if (materials == null || materials.Length == 0)
+ {
+ var targetIfNone = LoadOrCreateProjectRiveMaterial(lit: true);
+ if (targetIfNone != null)
+ {
+ renderer.sharedMaterials = new[] { targetIfNone };
+ EditorUtility.SetDirty(renderer);
+ }
+ return;
+ }
+ bool changed = false;
+ for (int i = 0; i < materials.Length; i++)
+ {
+ var mat = materials[i];
+ if (mat == null || mat.shader == null)
+ {
+ // Replace missing/invalid material with a lit material by default.
+ var defaultLit = LoadOrCreateProjectRiveMaterial(lit: true);
+ if (defaultLit != null)
+ {
+ materials[i] = defaultLit;
+ changed = true;
+ }
+ continue;
+ }
+ string shaderName = mat.shader.name ?? string.Empty;
+ bool appearsUnlit =
+ shaderName.IndexOf("unlit", System.StringComparison.OrdinalIgnoreCase) >= 0 ||
+ shaderName.StartsWith("Unlit/", System.StringComparison.OrdinalIgnoreCase);
+
+ var target = LoadOrCreateProjectRiveMaterial(lit: !appearsUnlit);
+ if (target != null && target != mat)
+ {
+ materials[i] = target;
+ changed = true;
+ }
+ }
+ if (changed)
+ {
+ renderer.sharedMaterials = materials;
+ EditorUtility.SetDirty(renderer);
+ }
+ }
+#endif
+ }
+}
+
+
diff --git a/package/Runtime/Components/EditorOnly/MaterialConversionUtility.cs.meta b/package/Runtime/Components/EditorOnly/MaterialConversionUtility.cs.meta
new file mode 100644
index 000000000..22103c9a0
--- /dev/null
+++ b/package/Runtime/Components/EditorOnly/MaterialConversionUtility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8a7e31256da344ea6847dbe0dde1888a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/package/Runtime/Components/Previews/CanvasPanelPreview.cs b/package/Runtime/Components/Previews/CanvasPanelPreview.cs
index 1c51c2aca..db5f583ac 100644
--- a/package/Runtime/Components/Previews/CanvasPanelPreview.cs
+++ b/package/Runtime/Components/Previews/CanvasPanelPreview.cs
@@ -1,124 +1,141 @@
-using UnityEngine;
-
-#if UNITY_EDITOR
-using UnityEditor;
-using UnityEditor.SceneManagement;
-using UnityEngine.SceneManagement;
-#endif
-
-namespace Rive.Components
-{
- ///
- /// Handles the preview rendering for the RiveCanvasPanel component in the editor.
- ///
- internal class CanvasPanelPreview : PanelPreview
- {
-#if UNITY_EDITOR
- private CanvasRendererRawImage m_displayImage;
- private Texture m_lastPreviewTexture;
- private bool m_isUpdating;
-
- public CanvasPanelPreview(RivePanel panel) : base(panel)
- {
- m_displayImage = panel.GetComponent();
- }
-
- protected override void Initialize()
- {
- EditorSceneManager.sceneLoaded += OnSceneLoaded;
- base.Initialize();
- }
-
- public override void Dispose()
- {
- EditorSceneManager.sceneLoaded -= OnSceneLoaded;
- CleanupResources();
- base.Dispose();
- }
-
- private void OnSceneLoaded(Scene arg0, LoadSceneMode arg1)
- {
- UpdateEditorPreview();
- }
-
- protected override void CleanupResources()
- {
- base.CleanupResources();
- if (m_displayImage != null)
- {
- m_displayImage.CleanupEditorPreview();
- }
- m_lastPreviewTexture = null;
- m_isUpdating = false;
- }
-
- protected override void UpdateEditorPreview()
- {
- // We want to prevent multiple calls to UpdateEditorPreview in the same frame
- // as that can cause performance issues and glitches
- if (!m_isUpdating && RivePanel != null && RivePanel.gameObject.activeInHierarchy && RivePanel.enabled)
- {
- DelayedUpdatePreview();
- }
-
- }
-
- private void DelayedUpdatePreview()
- {
- // If the scene is not loaded, we don't want to update the preview
- // because it can cause issues when switching scenes
- if (m_displayImage == null && RivePanel != null)
- {
- m_displayImage = RivePanel.GetComponent();
- }
-
- if (m_displayImage == null)
- {
- m_isUpdating = false;
- return;
- }
-
- if (!EditorSceneManager.GetActiveScene().isLoaded ||
- Application.isPlaying ||
- RivePanel == null ||
- m_displayImage == null)
- {
- m_isUpdating = false;
- return;
- }
-
- Texture previewTexture;
-
- if (RivePanel == null)
- {
- previewTexture = GetDefaultTexture();
- }
- else
- {
- RenderTexture rt = RenderPreview();
- previewTexture = rt != null ? rt : GetDefaultTexture();
- }
-
- if (previewTexture != m_lastPreviewTexture || m_displayImage.mainTexture != previewTexture)
- {
- m_displayImage.UpdateEditorPreview(previewTexture);
-
- m_lastPreviewTexture = previewTexture;
-
- // Update PreviewRenderTexture only if the new texture is a RenderTexture
- if (previewTexture is RenderTexture)
- {
- PreviewRenderTexture = previewTexture as RenderTexture;
- }
- else
- {
- PreviewRenderTexture = null;
- }
- }
-
- m_isUpdating = false;
-
- }
-#endif
- }
+using UnityEngine;
+
+#if UNITY_EDITOR
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine.SceneManagement;
+#endif
+
+namespace Rive.Components
+{
+ ///
+ /// Handles the preview rendering for the RiveCanvasPanel component in the editor.
+ ///
+ internal class CanvasPanelPreview : PanelPreview
+ {
+#if UNITY_EDITOR
+ private CanvasRendererRawImage m_displayImage;
+ private Texture m_lastPreviewTexture;
+ private bool m_isUpdating;
+
+ public CanvasPanelPreview(RivePanel panel) : base(panel)
+ {
+ m_displayImage = panel.GetComponent();
+ }
+
+ protected override void Initialize()
+ {
+ EditorSceneManager.sceneLoaded += OnSceneLoaded;
+ base.Initialize();
+ }
+
+ public override void Dispose()
+ {
+ EditorSceneManager.sceneLoaded -= OnSceneLoaded;
+ CleanupResources();
+ base.Dispose();
+ }
+
+ private void OnSceneLoaded(Scene arg0, LoadSceneMode arg1)
+ {
+ UpdateEditorPreview();
+ }
+
+ protected override void CleanupResources()
+ {
+ base.CleanupResources();
+ if (m_displayImage != null)
+ {
+ m_displayImage.CleanupEditorPreview();
+ }
+ m_lastPreviewTexture = null;
+ m_isUpdating = false;
+ }
+
+ protected override void UpdateEditorPreview()
+ {
+ // We want to prevent multiple calls to UpdateEditorPreview in the same frame
+ // as that can cause performance issues and glitches
+ if (!m_isUpdating && RivePanel != null && RivePanel.gameObject.activeInHierarchy && RivePanel.enabled)
+ {
+ DelayedUpdatePreview();
+ }
+
+ }
+
+ private void DelayedUpdatePreview()
+ {
+ // If the scene is not loaded, we don't want to update the preview
+ // because it can cause issues when switching scenes
+ if (m_displayImage == null && RivePanel != null)
+ {
+ m_displayImage = RivePanel.GetComponent();
+ }
+
+ if (m_displayImage == null)
+ {
+ m_isUpdating = false;
+ return;
+ }
+
+ if (!EditorSceneManager.GetActiveScene().isLoaded ||
+ Application.isPlaying ||
+ RivePanel == null ||
+ m_displayImage == null)
+ {
+ m_isUpdating = false;
+ return;
+ }
+
+ Texture previewTexture;
+
+ if (RivePanel == null)
+ {
+ previewTexture = GetDefaultTexture();
+ }
+ else
+ {
+ RenderTexture rt = RenderPreview();
+ previewTexture = rt != null ? rt : GetDefaultTexture();
+ }
+
+ // Ensure correct color in Linear space by using the decode UI material
+ if (Rive.TextureHelper.ProjectNeedsColorSpaceFix)
+ {
+ var decodeMat = Rive.TextureHelper.GammaToLinearUIMaterial;
+ if (decodeMat != null && m_displayImage.material != decodeMat)
+ {
+ m_displayImage.material = decodeMat;
+ }
+ }
+ else
+ {
+ if (m_displayImage.material != null)
+ {
+ m_displayImage.material = null;
+ }
+ }
+
+ if (previewTexture != m_lastPreviewTexture || m_displayImage.mainTexture != previewTexture)
+ {
+ m_displayImage.UpdateEditorPreview(previewTexture);
+
+ m_lastPreviewTexture = previewTexture;
+
+ // Update PreviewRenderTexture only if the new texture is a RenderTexture
+ if (previewTexture is RenderTexture)
+ {
+ PreviewRenderTexture = previewTexture as RenderTexture;
+ }
+ else
+ {
+ PreviewRenderTexture = null;
+ }
+ }
+
+ m_isUpdating = false;
+
+ }
+#endif
+ }
}
\ No newline at end of file
diff --git a/package/Runtime/Components/Previews/WorldspacePanelPreview.cs b/package/Runtime/Components/Previews/WorldspacePanelPreview.cs
index 0fc0fa3f9..f0fa7b1a7 100644
--- a/package/Runtime/Components/Previews/WorldspacePanelPreview.cs
+++ b/package/Runtime/Components/Previews/WorldspacePanelPreview.cs
@@ -111,6 +111,30 @@ private IEnumerator UpdatePreviewCoroutine()
previewTexture = rt != null ? rt : GetDefaultTexture();
}
+ // Apply color correction in Linear color space for correct preview display
+ // The scene view renders 3D objects normally, so we need to use a material that decodes
+ // Rive's gamma output to linear for the scene view to display correctly.
+ if (Rive.TextureHelper.ProjectNeedsColorSpaceFix)
+ {
+ var decodeMat = Rive.TextureHelper.GammaToLinearUIMaterial;
+ if (decodeMat != null && m_previewMaterial != null && m_previewMaterial.shader != decodeMat.shader)
+ {
+ m_previewMaterial.shader = decodeMat.shader;
+ }
+ }
+ else
+ {
+ // In Gamma color space, use Unlit/Transparent, no need to decode anything.
+ if (m_previewMaterial != null && m_previewMaterial.shader.name != "Unlit/Transparent")
+ {
+ Shader unlitTransparent = Shader.Find("Unlit/Transparent");
+ if (unlitTransparent != null)
+ {
+ m_previewMaterial.shader = unlitTransparent;
+ }
+ }
+ }
+
if (previewTexture != m_lastPreviewTexture)
{
if (m_previewMaterial != null)
diff --git a/package/Runtime/Components/Public/PanelRenderers/RiveCanvasRenderer.cs b/package/Runtime/Components/Public/PanelRenderers/RiveCanvasRenderer.cs
index ab12787d6..f367c0c01 100644
--- a/package/Runtime/Components/Public/PanelRenderers/RiveCanvasRenderer.cs
+++ b/package/Runtime/Components/Public/PanelRenderers/RiveCanvasRenderer.cs
@@ -1,5 +1,6 @@
using Rive.EditorTools;
using Rive.Utils;
+using Rive;
using UnityEngine;
namespace Rive.Components
@@ -248,10 +249,19 @@ private void Start()
private void UpdateCustomMaterial()
{
- if (DisplayImage != null)
+ if (DisplayImage == null)
{
- DisplayImage.material = m_customMaterial;
+ return;
+ }
+
+ Material materialToApply = m_customMaterial;
+
+ if (materialToApply == null && Application.isPlaying && TextureHelper.ProjectNeedsColorSpaceFix)
+ {
+ materialToApply = TextureHelper.GammaToLinearUIMaterial;
}
+
+ DisplayImage.material = materialToApply;
}
diff --git a/package/Runtime/Components/Public/PanelRenderers/RiveTextureRenderer.cs b/package/Runtime/Components/Public/PanelRenderers/RiveTextureRenderer.cs
index 9bea81f89..f6c382969 100644
--- a/package/Runtime/Components/Public/PanelRenderers/RiveTextureRenderer.cs
+++ b/package/Runtime/Components/Public/PanelRenderers/RiveTextureRenderer.cs
@@ -1,509 +1,525 @@
-using System;
-using System.Collections.Generic;
-using Rive.EditorTools;
-using Rive.Utils;
-using UnityEngine;
-using UnityEngine.Serialization;
-
-namespace Rive.Components
-{
- ///
- /// Renders a RivePanel to a texture. This component should be attached to a GameObject that has a Renderer component.
- ///
- [AddComponentMenu("Rive/Rive Texture Renderer")]
-#if UNITY_EDITOR
- [InspectorSection(InspectorSections.RendererSettings, "Renderer Settings", startExpanded: true)]
- [HideComponents(hideFlags: HideFlags.HideInInspector, typeof(TexturePanelInputProvider), typeof(PanelVisibilityOptimizer))]
-#endif
- public class RiveTextureRenderer : PanelRenderer
- {
- private static class InspectorSections
- {
-
- public const string RendererSettings = "RendererSettings";
- }
-
- public enum TextureAssignmentMode
- {
- ///
- /// Sets the texture to the main texture of the material.
- ///
- MainTexture = 0,
-
- ///
- /// Sets the texture to the specified material properties.
- ///
- TextureProperties = 1
- }
-
- [Tooltip("The RivePanel to display")]
- [InspectorField(displayName: "Rive Panel")]
- [SerializeField] private RivePanel m_initialRivePanel;
-
- private IRivePanel m_rivePanel;
-
- [InspectorField(InspectorSections.RendererSettings, displayName: "Mesh Renderer")]
- [Tooltip("The MeshRenderer that will display the Rive graphic.")]
- [SerializeField] private UnityEngine.Renderer m_objectRenderer;
-
- [InspectorField(InspectorSections.RendererSettings)]
- [Tooltip("Determines how the texture is set on the material. If set to MainTexture, the texture is set to the main texture of the material. If set to TextureProperties, the texture is set to the specified material properties.")]
- [SerializeField] private TextureAssignmentMode m_textureAssignmentMode = TextureAssignmentMode.MainTexture;
-
-
- [Tooltip("Determines the RivePanel will automatically stop rendering when the mesh is not visible to the camera.")]
- [SerializeField] private VisibilityOptimizationMode m_visibilityOptimization = VisibilityOptimizationMode.AlwaysRender;
-
- private Material[] m_materials;
-
-
- private PanelVisibilityOptimizer m_visibilityOptimizer;
-
- private TexturePanelInputProvider m_inputProvider;
-
-
-
- ///
- /// Inherits from SerializedDictionary to store the material property names. This is needed because Unity does not properly serialize Lists within Lists in the SerializedDictionary.
- ///
- [System.Serializable]
- internal class SerializedDictionary_Material_ListString : SerializedDictionary
- {
-
- }
- // We use a custom editor to display the material property names in a more user-friendly way
-
- // We use a holder class to store the list of property names for each material because Unity does not properly serialize Lists within Lists in the SerializedDictionary.
- [System.Serializable]
- internal class PropertyNameListHolder
- {
- [SerializeField]
- List m_propertyNames = new List();
-
-
- private List m_propertyIDs;
- public List PropertyNames => m_propertyNames;
-
- public List PropertyIDs
- {
- get
- {
- if (m_propertyIDs == null || m_propertyIDs.Count != m_propertyNames.Count)
- {
- UpdatePropertyIDs();
- }
- return m_propertyIDs;
- }
- }
-
- public void UpdatePropertyIDs()
- {
- if (m_propertyIDs == null)
- {
- m_propertyIDs = new List();
- }
- m_propertyIDs.Clear();
- for (int i = 0; i < m_propertyNames.Count; i++)
- {
- m_propertyIDs.Add(Shader.PropertyToID(m_propertyNames[i]));
- }
- }
-
-#if UNITY_EDITOR
- public static string BindingPath_PropertyNames => nameof(m_propertyNames);
-#endif
- }
-
-
-#if UNITY_EDITOR
- [ShowIf(nameof(ShouldShowMaterialPropertyNames))]
- [InspectorField(InspectorSections.RendererSettings)]
- [Tooltip("The material properties to set the texture to.")]
- [MaterialProperties(nameof(GetRendererMaterials), UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv)]
-#endif
- [SerializeField]
- private SerializedDictionary_Material_ListString m_materialPropertyNameData = new SerializedDictionary_Material_ListString();
-
-
-#if UNITY_EDITOR
-
- private Material[] GetRendererMaterials()
- {
- if (m_objectRenderer == null)
- {
- return new Material[0];
- }
-
- return m_objectRenderer.sharedMaterials;
- }
-
- private bool ShouldShowMaterialPropertyNames => m_textureAssignmentMode == TextureAssignmentMode.TextureProperties;
-
-
- protected override void OnValidate()
- {
- base.OnValidate();
-
- if (m_objectRenderer == null || !ReferenceEquals(m_objectRenderer.gameObject, this.gameObject))
- {
- m_objectRenderer = GetComponent();
- }
- }
-
-
-#endif
-
-
- ///
- /// Returns the Renderer component that is used to render the Rive graphic.
- ///
- public UnityEngine.Renderer Renderer => m_objectRenderer;
-
- ///
- /// The mode of setting the material texture. Use this to determine how the texture is set on the material.
- ///
- public TextureAssignmentMode MaterialTextureAssignmentMode
- {
- get => m_textureAssignmentMode;
- set
- {
- m_textureAssignmentMode = value;
- }
- }
-
-
- ///
- /// Determines if the RivePanel should stop rendering when the mesh is not visible to the camera.
- ///
- public VisibilityOptimizationMode VisibilityOptimization
- {
- get
- {
- if (m_visibilityOptimizer != null)
- {
- return m_visibilityOptimizer.VisibilityMode;
- }
-
- return m_visibilityOptimization;
- }
- set
- {
- m_visibilityOptimization = value;
- if (m_visibilityOptimizer != null)
- {
- m_visibilityOptimizer.VisibilityMode = value;
- }
- }
- }
-
- ///
- /// Gets the number of materials that have property names assigned.
- ///
- public int MaterialPropertyCount => m_materialPropertyNameData.Count;
-
-
- public override IRivePanel RivePanel
- {
- get
- {
- // Outside of play mode, we want to reference the serialized field.
- if (!Application.isPlaying)
- {
- return m_initialRivePanel;
- }
- return m_rivePanel;
- }
- internal set
- {
-
- m_initialRivePanel = value as RivePanel;
- }
- }
-
- public Action OnPanelChanged;
-
- ///
- /// Sets the RivePanel that this renderer will render.
- ///
- ///
- public void SetPanel(IRivePanel panel)
- {
- if (ReferenceEquals(m_rivePanel, panel))
- {
- return;
- }
-
- if (m_rivePanel != null)
- {
- m_rivePanel.UnregisterInputProvider(m_inputProvider);
-
- UnsubscribeFromPanelEvents();
- }
- m_rivePanel = panel;
-
- if (m_rivePanel != null)
- {
- if (m_inputProvider != null)
- {
- m_rivePanel.RegisterInputProvider(m_inputProvider);
-
- }
- SubscribeToPanelEvents();
- }
-
- UpdateVisualTarget();
-
- OnPanelChanged?.Invoke();
- }
-
- protected override void OnEnable()
- {
- Setup();
- base.OnEnable();
-
- if (m_rivePanel != null && m_inputProvider != null)
- {
- RivePanel.RegisterInputProvider(m_inputProvider);
- }
- }
-
- protected override void OnDisable()
- {
- base.OnDisable();
-
- if (m_rivePanel != null && m_inputProvider != null)
- {
- m_rivePanel.UnregisterInputProvider(m_inputProvider);
- }
-
- }
-
- private void LogInputErrorWarningsIfNeeded()
- {
- if (PointerInputMode == PointerInputMode.DisablePointerInput)
- {
- return;
- }
- // If there's no event system in the scene, we log a warning.
- if (UnityEngine.EventSystems.EventSystem.current == null)
- {
- DebugLogger.Instance.LogWarning($"No EventSystem found in the scene. Please add an {nameof(UnityEngine.EventSystems.EventSystem)} to the scene to receive pointer input events.");
- }
-
-#if UNITY_EDITOR
- var camera = Camera.main;
- if (camera != null && camera.gameObject.GetComponent() == null)
- {
- DebugLogger.Instance.LogWarning($"No {nameof(UnityEngine.EventSystems.PhysicsRaycaster)} found on the main camera. Please add a {nameof(UnityEngine.EventSystems.PhysicsRaycaster)} component to the main camera to receive pointer input events. Or set the {nameof(PointerInputMode)} to {nameof(PointerInputMode.DisablePointerInput)}.");
- }
-
-#endif
-
- }
-
- private void Start()
- {
- LogInputErrorWarningsIfNeeded();
-
-
-
-
-
- }
-
-
-
- private void SpawnVisibilityOptimizerIfNeeded()
- {
- if (m_objectRenderer == null || m_visibilityOptimizer != null)
- {
- return;
- }
-
-
-
- if (!m_objectRenderer.TryGetComponent(out m_visibilityOptimizer))
- {
- // We add the component to the GameObject that has the Renderer component because we can't be certain that it's the same GameObject as the RivePanel.
- m_visibilityOptimizer = m_objectRenderer.gameObject.AddComponent();
- }
-
- m_visibilityOptimizer.VisibilityMode = m_visibilityOptimization;
- }
-
- public IEnumerable GetMaterialPropertyNames(int materialIndex)
- {
- return m_materialPropertyNameData.TryGetValue(materialIndex, out var holder)
- ? holder.PropertyNames
- : Array.Empty();
- }
-
- public void SetMaterialPropertyNames(int materialIndex, IEnumerable propertyNames)
- {
- if (!m_materialPropertyNameData.TryGetValue(materialIndex, out var holder))
- {
- holder = new PropertyNameListHolder();
- m_materialPropertyNameData[materialIndex] = holder;
- }
- holder.PropertyNames.Clear();
- holder.PropertyNames.AddRange(propertyNames);
-
- // Force recreation of property IDs on next use
- holder.UpdatePropertyIDs();
- }
-
- public void ClearMaterialPropertyNames()
- {
- m_materialPropertyNameData.Clear();
- }
-
-
-
-
- ///
- /// Checks if a material index has any property names assigned.
- ///
- public bool HasPropertyNames(int materialIndex) => m_materialPropertyNameData.ContainsKey(materialIndex);
-
-
- private void SetMaterialTexture(RenderTexture texture, Vector2 offset, Vector2 scale)
- {
- if (m_objectRenderer == null)
- {
- return;
- }
- // We loop through all the material properties and set the texture to all of them.
- // We do this because the material might have multiple textures that we want to update.
- // We also need to account for there being multiple materials on the renderer.
-
- for (int i = 0; i < m_materials.Length; i++)
- {
- var material = m_materials[i];
- if (material == null)
- {
- continue;
- }
-
- if (m_textureAssignmentMode == TextureAssignmentMode.MainTexture)
- {
- material.mainTexture = texture;
- material.mainTextureOffset = offset;
- material.mainTextureScale = scale;
- }
- else if (m_textureAssignmentMode == TextureAssignmentMode.TextureProperties)
- {
- if (m_materialPropertyNameData.TryGetValue(i, out var holder))
- {
- var propertyIDs = holder.PropertyIDs;
- for (int g = 0; g < propertyIDs.Count; g++)
- {
- material.SetTexture(propertyIDs[g], texture);
- material.SetTextureOffset(propertyIDs[g], offset);
- material.SetTextureScale(propertyIDs[g], scale);
- }
- }
- }
- }
- }
-
- private void Setup()
- {
- if (m_objectRenderer == null)
- {
- m_objectRenderer = GetComponent();
- }
-
- if (m_objectRenderer == null)
- {
- DebugLogger.Instance.Log($"No {nameof(UnityEngine.Renderer)} found. Please assign a renderer to the {nameof(RiveTextureRenderer)}.");
- return;
- }
-
- if (m_rivePanel == null)
- {
- m_rivePanel = m_initialRivePanel;
- }
-
- // Cache the materials so we can set the texture on them later
- m_materials = m_objectRenderer.materials;
-
-
- SpawnVisibilityOptimizerIfNeeded();
-
- SpawnInputProviderIfNeeded();
-
-
- }
-
- ///
- /// Spawns the input provider on the game object that has the MeshRenderer and collider. The input provider receives IPointer events from the Unity Event System and forwards them to the RiveWidgets, so it needs to be attached to the same GameObject that receives the events, which is the Render game object with the collider.
- ///
- private void SpawnInputProviderIfNeeded()
- {
- if (m_objectRenderer == null)
- {
- return;
- }
-
- if (m_inputProvider != null)
- {
- return;
- }
-
- if (!m_objectRenderer.gameObject.TryGetComponent(out m_inputProvider))
- {
- m_inputProvider = m_objectRenderer.gameObject.AddComponent();
- }
-
- }
-
-
- protected override void UpdateVisualTarget()
- {
- var renderTexture = RivePanel.RenderTexture;
-
-
- Vector2 offset = RivePanel.OffsetInRenderTexture;
- Vector2 scale = RivePanel.ScaleInRenderTexture;
-
- SetMaterialTexture(renderTexture, offset, scale);
-
- }
-
- ///
- /// Refreshes the materials on the renderer. This method should be called after changing the materials on the renderer.
- ///
- public void RefreshMaterials()
- {
- m_materials = m_objectRenderer.materials;
-
- UpdateVisualTarget();
- }
-
- void OnDestroy()
- {
-
- if (m_materials == null)
- {
- return;
- }
- // Destroy the materials that we instantiated.
- for (int i = m_materials.Length - 1; i >= 0; i--)
- {
- var material = m_materials[i];
-
- if (material == null)
- {
- continue;
- }
- Destroy(material);
- }
-
-
-
- }
-
-
-
- }
-}
+using System;
+using System.Collections.Generic;
+using Rive.EditorTools;
+using Rive.Utils;
+using UnityEngine;
+using UnityEngine.Serialization;
+
+namespace Rive.Components
+{
+ ///
+ /// Renders a RivePanel to a texture. This component should be attached to a GameObject that has a Renderer component.
+ ///
+ [AddComponentMenu("Rive/Rive Texture Renderer")]
+#if UNITY_EDITOR
+ [InspectorSection(InspectorSections.RendererSettings, "Renderer Settings", startExpanded: true)]
+ [HideComponents(hideFlags: HideFlags.HideInInspector, typeof(TexturePanelInputProvider), typeof(PanelVisibilityOptimizer))]
+#endif
+ public class RiveTextureRenderer : PanelRenderer
+ {
+ private static class InspectorSections
+ {
+
+ public const string RendererSettings = "RendererSettings";
+ }
+
+ public enum TextureAssignmentMode
+ {
+ ///
+ /// Sets the texture to the main texture of the material.
+ ///
+ MainTexture = 0,
+
+ ///
+ /// Sets the texture to the specified material properties.
+ ///
+ TextureProperties = 1
+ }
+
+ [Tooltip("The RivePanel to display")]
+ [InspectorField(displayName: "Rive Panel")]
+ [SerializeField] private RivePanel m_initialRivePanel;
+
+ private IRivePanel m_rivePanel;
+
+ [InspectorField(InspectorSections.RendererSettings, displayName: "Mesh Renderer")]
+ [Tooltip("The MeshRenderer that will display the Rive graphic.")]
+ [SerializeField] private UnityEngine.Renderer m_objectRenderer;
+
+ [InspectorField(InspectorSections.RendererSettings)]
+ [Tooltip("Determines how the texture is set on the material. If set to MainTexture, the texture is set to the main texture of the material. If set to TextureProperties, the texture is set to the specified material properties.")]
+ [SerializeField] private TextureAssignmentMode m_textureAssignmentMode = TextureAssignmentMode.MainTexture;
+
+
+ [Tooltip("Determines the RivePanel will automatically stop rendering when the mesh is not visible to the camera.")]
+ [SerializeField] private VisibilityOptimizationMode m_visibilityOptimization = VisibilityOptimizationMode.AlwaysRender;
+
+ private Material[] m_materials;
+
+
+ private PanelVisibilityOptimizer m_visibilityOptimizer;
+
+ private TexturePanelInputProvider m_inputProvider;
+
+
+
+ ///
+ /// Inherits from SerializedDictionary to store the material property names. This is needed because Unity does not properly serialize Lists within Lists in the SerializedDictionary.
+ ///
+ [System.Serializable]
+ internal class SerializedDictionary_Material_ListString : SerializedDictionary
+ {
+
+ }
+ // We use a custom editor to display the material property names in a more user-friendly way
+
+ // We use a holder class to store the list of property names for each material because Unity does not properly serialize Lists within Lists in the SerializedDictionary.
+ [System.Serializable]
+ internal class PropertyNameListHolder
+ {
+ [SerializeField]
+ List m_propertyNames = new List();
+
+
+ private List m_propertyIDs;
+ public List PropertyNames => m_propertyNames;
+
+ public List PropertyIDs
+ {
+ get
+ {
+ if (m_propertyIDs == null || m_propertyIDs.Count != m_propertyNames.Count)
+ {
+ UpdatePropertyIDs();
+ }
+ return m_propertyIDs;
+ }
+ }
+
+ public void UpdatePropertyIDs()
+ {
+ if (m_propertyIDs == null)
+ {
+ m_propertyIDs = new List();
+ }
+ m_propertyIDs.Clear();
+ for (int i = 0; i < m_propertyNames.Count; i++)
+ {
+ m_propertyIDs.Add(Shader.PropertyToID(m_propertyNames[i]));
+ }
+ }
+
+#if UNITY_EDITOR
+ public static string BindingPath_PropertyNames => nameof(m_propertyNames);
+#endif
+ }
+
+
+#if UNITY_EDITOR
+ [ShowIf(nameof(ShouldShowMaterialPropertyNames))]
+ [InspectorField(InspectorSections.RendererSettings)]
+ [Tooltip("The material properties to set the texture to.")]
+ [MaterialProperties(nameof(GetRendererMaterials), UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv)]
+#endif
+ [SerializeField]
+ private SerializedDictionary_Material_ListString m_materialPropertyNameData = new SerializedDictionary_Material_ListString();
+
+
+#if UNITY_EDITOR
+
+ private Material[] GetRendererMaterials()
+ {
+ if (m_objectRenderer == null)
+ {
+ return new Material[0];
+ }
+
+ return m_objectRenderer.sharedMaterials;
+ }
+
+ private bool ShouldShowMaterialPropertyNames => m_textureAssignmentMode == TextureAssignmentMode.TextureProperties;
+
+
+ protected override void OnValidate()
+ {
+ base.OnValidate();
+
+ if (m_objectRenderer == null || !ReferenceEquals(m_objectRenderer.gameObject, this.gameObject))
+ {
+ m_objectRenderer = GetComponent();
+ }
+ }
+
+
+#endif
+
+ // Perform one-time conversion of default pipeline materials when the component is first added or Reset is invoked.
+ void Reset()
+ {
+#if UNITY_EDITOR
+
+ if (m_objectRenderer == null)
+ {
+ m_objectRenderer = GetComponent();
+
+ if (m_objectRenderer == null)
+ {
+ return;
+ }
+ }
+
+ MaterialConversionUtility.EnsureRiveMaterialsOnRenderer(m_objectRenderer);
+#endif
+ }
+
+
+
+
+ ///
+ /// Returns the Renderer component that is used to render the Rive graphic.
+ ///
+ public UnityEngine.Renderer Renderer => m_objectRenderer;
+
+ ///
+ /// The mode of setting the material texture. Use this to determine how the texture is set on the material.
+ ///
+ public TextureAssignmentMode MaterialTextureAssignmentMode
+ {
+ get => m_textureAssignmentMode;
+ set
+ {
+ m_textureAssignmentMode = value;
+ }
+ }
+
+
+ ///
+ /// Determines if the RivePanel should stop rendering when the mesh is not visible to the camera.
+ ///
+ public VisibilityOptimizationMode VisibilityOptimization
+ {
+ get
+ {
+ if (m_visibilityOptimizer != null)
+ {
+ return m_visibilityOptimizer.VisibilityMode;
+ }
+
+ return m_visibilityOptimization;
+ }
+ set
+ {
+ m_visibilityOptimization = value;
+ if (m_visibilityOptimizer != null)
+ {
+ m_visibilityOptimizer.VisibilityMode = value;
+ }
+ }
+ }
+
+ ///
+ /// Gets the number of materials that have property names assigned.
+ ///
+ public int MaterialPropertyCount => m_materialPropertyNameData.Count;
+
+
+ public override IRivePanel RivePanel
+ {
+ get
+ {
+ // Outside of play mode, we want to reference the serialized field.
+ if (!Application.isPlaying)
+ {
+ return m_initialRivePanel;
+ }
+ return m_rivePanel;
+ }
+ internal set
+ {
+
+ m_initialRivePanel = value as RivePanel;
+ }
+ }
+
+ public Action OnPanelChanged;
+
+ ///
+ /// Sets the RivePanel that this renderer will render.
+ ///
+ ///
+ public void SetPanel(IRivePanel panel)
+ {
+ if (ReferenceEquals(m_rivePanel, panel))
+ {
+ return;
+ }
+
+ if (m_rivePanel != null)
+ {
+ m_rivePanel.UnregisterInputProvider(m_inputProvider);
+
+ UnsubscribeFromPanelEvents();
+ }
+ m_rivePanel = panel;
+
+ if (m_rivePanel != null)
+ {
+ if (m_inputProvider != null)
+ {
+ m_rivePanel.RegisterInputProvider(m_inputProvider);
+
+ }
+ SubscribeToPanelEvents();
+ }
+
+ UpdateVisualTarget();
+
+ OnPanelChanged?.Invoke();
+ }
+
+ protected override void OnEnable()
+ {
+ Setup();
+ base.OnEnable();
+
+ if (m_rivePanel != null && m_inputProvider != null)
+ {
+ RivePanel.RegisterInputProvider(m_inputProvider);
+ }
+ }
+
+ protected override void OnDisable()
+ {
+ base.OnDisable();
+
+ if (m_rivePanel != null && m_inputProvider != null)
+ {
+ m_rivePanel.UnregisterInputProvider(m_inputProvider);
+ }
+
+ }
+
+ private void LogInputErrorWarningsIfNeeded()
+ {
+ if (PointerInputMode == PointerInputMode.DisablePointerInput)
+ {
+ return;
+ }
+ // If there's no event system in the scene, we log a warning.
+ if (UnityEngine.EventSystems.EventSystem.current == null)
+ {
+ DebugLogger.Instance.LogWarning($"No EventSystem found in the scene. Please add an {nameof(UnityEngine.EventSystems.EventSystem)} to the scene to receive pointer input events.");
+ }
+
+#if UNITY_EDITOR
+ var camera = Camera.main;
+ if (camera != null && camera.gameObject.GetComponent() == null)
+ {
+ DebugLogger.Instance.LogWarning($"No {nameof(UnityEngine.EventSystems.PhysicsRaycaster)} found on the main camera. Please add a {nameof(UnityEngine.EventSystems.PhysicsRaycaster)} component to the main camera to receive pointer input events. Or set the {nameof(PointerInputMode)} to {nameof(PointerInputMode.DisablePointerInput)}.");
+ }
+
+#endif
+
+ }
+
+ private void Start()
+ {
+ LogInputErrorWarningsIfNeeded();
+ }
+
+
+
+ private void SpawnVisibilityOptimizerIfNeeded()
+ {
+ if (m_objectRenderer == null || m_visibilityOptimizer != null)
+ {
+ return;
+ }
+
+
+
+ if (!m_objectRenderer.TryGetComponent(out m_visibilityOptimizer))
+ {
+ // We add the component to the GameObject that has the Renderer component because we can't be certain that it's the same GameObject as the RivePanel.
+ m_visibilityOptimizer = m_objectRenderer.gameObject.AddComponent();
+ }
+
+ m_visibilityOptimizer.VisibilityMode = m_visibilityOptimization;
+ }
+
+ public IEnumerable GetMaterialPropertyNames(int materialIndex)
+ {
+ return m_materialPropertyNameData.TryGetValue(materialIndex, out var holder)
+ ? holder.PropertyNames
+ : Array.Empty();
+ }
+
+ public void SetMaterialPropertyNames(int materialIndex, IEnumerable propertyNames)
+ {
+ if (!m_materialPropertyNameData.TryGetValue(materialIndex, out var holder))
+ {
+ holder = new PropertyNameListHolder();
+ m_materialPropertyNameData[materialIndex] = holder;
+ }
+ holder.PropertyNames.Clear();
+ holder.PropertyNames.AddRange(propertyNames);
+
+ // Force recreation of property IDs on next use
+ holder.UpdatePropertyIDs();
+ }
+
+ public void ClearMaterialPropertyNames()
+ {
+ m_materialPropertyNameData.Clear();
+ }
+
+
+
+
+ ///
+ /// Checks if a material index has any property names assigned.
+ ///
+ public bool HasPropertyNames(int materialIndex) => m_materialPropertyNameData.ContainsKey(materialIndex);
+
+
+ private void SetMaterialTexture(RenderTexture texture, Vector2 offset, Vector2 scale)
+ {
+ if (m_objectRenderer == null)
+ {
+ return;
+ }
+ // We loop through all the material properties and set the texture to all of them.
+ // We do this because the material might have multiple textures that we want to update.
+ // We also need to account for there being multiple materials on the renderer.
+
+ for (int i = 0; i < m_materials.Length; i++)
+ {
+ var material = m_materials[i];
+ if (material == null)
+ {
+ continue;
+ }
+
+ if (m_textureAssignmentMode == TextureAssignmentMode.MainTexture)
+ {
+ material.mainTexture = texture;
+ material.mainTextureOffset = offset;
+ material.mainTextureScale = scale;
+ }
+ else if (m_textureAssignmentMode == TextureAssignmentMode.TextureProperties)
+ {
+ if (m_materialPropertyNameData.TryGetValue(i, out var holder))
+ {
+ var propertyIDs = holder.PropertyIDs;
+ for (int g = 0; g < propertyIDs.Count; g++)
+ {
+ material.SetTexture(propertyIDs[g], texture);
+ material.SetTextureOffset(propertyIDs[g], offset);
+ material.SetTextureScale(propertyIDs[g], scale);
+ }
+ }
+ }
+ }
+ }
+
+ private void Setup()
+ {
+ if (m_objectRenderer == null)
+ {
+ m_objectRenderer = GetComponent();
+ }
+
+ if (m_objectRenderer == null)
+ {
+ DebugLogger.Instance.Log($"No {nameof(UnityEngine.Renderer)} found. Please assign a renderer to the {nameof(RiveTextureRenderer)}.");
+ return;
+ }
+
+ if (m_rivePanel == null)
+ {
+ m_rivePanel = m_initialRivePanel;
+ }
+
+ // Cache the materials so we can set the texture on them later
+ m_materials = m_objectRenderer.materials;
+
+
+ SpawnVisibilityOptimizerIfNeeded();
+
+ SpawnInputProviderIfNeeded();
+
+
+ }
+
+ ///
+ /// Spawns the input provider on the game object that has the MeshRenderer and collider. The input provider receives IPointer events from the Unity Event System and forwards them to the RiveWidgets, so it needs to be attached to the same GameObject that receives the events, which is the Render game object with the collider.
+ ///
+ private void SpawnInputProviderIfNeeded()
+ {
+ if (m_objectRenderer == null)
+ {
+ return;
+ }
+
+ if (m_inputProvider != null)
+ {
+ return;
+ }
+
+ if (!m_objectRenderer.gameObject.TryGetComponent(out m_inputProvider))
+ {
+ m_inputProvider = m_objectRenderer.gameObject.AddComponent();
+ }
+
+ }
+
+
+ protected override void UpdateVisualTarget()
+ {
+ var renderTexture = RivePanel.RenderTexture;
+
+
+ Vector2 offset = RivePanel.OffsetInRenderTexture;
+ Vector2 scale = RivePanel.ScaleInRenderTexture;
+
+ SetMaterialTexture(renderTexture, offset, scale);
+
+ }
+
+ ///
+ /// Refreshes the materials on the renderer. This method should be called after changing the materials on the renderer.
+ ///
+ public void RefreshMaterials()
+ {
+ m_materials = m_objectRenderer.materials;
+
+ UpdateVisualTarget();
+ }
+
+ void OnDestroy()
+ {
+
+ if (m_materials == null)
+ {
+ return;
+ }
+ // Destroy the materials that we instantiated.
+ for (int i = m_materials.Length - 1; i >= 0; i--)
+ {
+ var material = m_materials[i];
+
+ if (material == null)
+ {
+ continue;
+ }
+ Destroy(material);
+ }
+
+
+
+ }
+
+
+
+ }
+}
diff --git a/package/Runtime/Components/Public/RenderPipelines/BuiltIn/Shaders.meta b/package/Runtime/Components/Public/RenderPipelines/BuiltIn/Shaders.meta
new file mode 100644
index 000000000..a015cf09f
--- /dev/null
+++ b/package/Runtime/Components/Public/RenderPipelines/BuiltIn/Shaders.meta
@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/package/Runtime/Components/Public/RenderPipelines/BuiltIn/Shaders/Lit.shadergraph b/package/Runtime/Components/Public/RenderPipelines/BuiltIn/Shaders/Lit.shadergraph
new file mode 100644
index 000000000..7a5e0cae0
--- /dev/null
+++ b/package/Runtime/Components/Public/RenderPipelines/BuiltIn/Shaders/Lit.shadergraph
@@ -0,0 +1,1993 @@
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index 000000000..8b873f820
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diff --git a/package/Runtime/Components/Shaders/SubGraphs/SampleMainRiveTexture.shadersubgraph.meta b/package/Runtime/Components/Shaders/SubGraphs/SampleMainRiveTexture.shadersubgraph.meta
new file mode 100644
index 000000000..0e440242d
--- /dev/null
+++ b/package/Runtime/Components/Shaders/SubGraphs/SampleMainRiveTexture.shadersubgraph.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 287ae8d259edf47cf9ec073950debe11
+ScriptedImporter:
+ internalIDToNameTable: []
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+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}
diff --git a/package/Runtime/Libraries/Android/arm/librive.so b/package/Runtime/Libraries/Android/arm/librive.so
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diff --git a/package/Runtime/Libraries/Android/arm64/librive.so b/package/Runtime/Libraries/Android/arm64/librive.so
index 8ec3afd0b..2aeceb31b 100644
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diff --git a/package/Runtime/Libraries/Linux/x86_64/librive.so b/package/Runtime/Libraries/Linux/x86_64/librive.so
index db25d4d27..32ba76ee4 100644
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diff --git a/package/Runtime/Libraries/MacOS/rive.dylib b/package/Runtime/Libraries/MacOS/rive.dylib
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diff --git a/package/Runtime/Libraries/iOS/rive.xcframework/ios-arm64_x86_64-simulator/rive.simulator.a b/package/Runtime/Libraries/iOS/rive.xcframework/ios-arm64_x86_64-simulator/rive.simulator.a
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diff --git a/package/Runtime/Libraries/tvOS/rive.a b/package/Runtime/Libraries/tvOS/rive.a
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diff --git a/package/Editor/PackageInfo.cs b/package/Runtime/PackageInfo.cs
similarity index 77%
rename from package/Editor/PackageInfo.cs
rename to package/Runtime/PackageInfo.cs
index a14646862..3e4e3ecb4 100644
--- a/package/Editor/PackageInfo.cs
+++ b/package/Runtime/PackageInfo.cs
@@ -1,6 +1,6 @@
namespace Rive.EditorTools
{
- internal class PackageInfo
+ public class PackageInfo
{
public const string PACKAGE_NAME = "app.rive.rive-unity";
diff --git a/package/Editor/PackageInfo.cs.meta b/package/Runtime/PackageInfo.cs.meta
similarity index 100%
rename from package/Editor/PackageInfo.cs.meta
rename to package/Runtime/PackageInfo.cs.meta
diff --git a/package/Runtime/Shaders.meta b/package/Runtime/Shaders.meta
new file mode 100644
index 000000000..3c12b0a5d
--- /dev/null
+++ b/package/Runtime/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 12e115b69e58a4773b660d01de25576d
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/package/Runtime/Shaders/Resources.meta b/package/Runtime/Shaders/Resources.meta
new file mode 100644
index 000000000..17650da5e
--- /dev/null
+++ b/package/Runtime/Shaders/Resources.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 62573dc224ed44030905194a2ff13186
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/package/Runtime/Shaders/Resources/RiveUIDefault.shader b/package/Runtime/Shaders/Resources/RiveUIDefault.shader
new file mode 100644
index 000000000..23b5c6966
--- /dev/null
+++ b/package/Runtime/Shaders/Resources/RiveUIDefault.shader
@@ -0,0 +1,132 @@
+Shader "Rive/UI/Default"
+{
+ Properties
+ {
+ // Standard UI/Main texture (per renderer)
+ [PerRendererData] _MainTex ("Texture", 2D) = "white" {}
+ _Color ("Tint", Color) = (1,1,1,1)
+
+ // Stencil properties so Mask / RectMask2D work
+ [PerRendererData] _StencilComp ("Stencil Comparison", Float) = 8
+ [PerRendererData] _Stencil ("Stencil ID", Float) = 0
+ [PerRendererData] _StencilOp ("Stencil Operation", Float) = 0
+ [PerRendererData] _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ [PerRendererData] _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ // Color mask / alpha clip for UI
+ [PerRendererData] _ColorMask ("Color Mask", Float) = 15
+ [PerRendererData] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
+ }
+
+ SubShader
+ {
+ Tags
+ {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ "PreviewType"="Plane"
+ "CanUseSpriteAtlas"="True"
+ }
+
+ // Stencil setup used by Mask / RectMask2D
+ Stencil
+ {
+ Ref [_Stencil]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ }
+
+ ColorMask [_ColorMask]
+
+ Cull Off
+ ZWrite Off
+ ZTest [unity_GUIZTestMode]
+
+
+ Blend One OneMinusSrcAlpha
+
+ Pass
+ {
+ Name "RiveGammaDecodeUI"
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 2.0
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ struct appdata_t
+ {
+ float4 vertex : POSITION;
+ float4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1; // used for RectMask2D
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ float4 worldPosition : TEXCOORD1;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ fixed4 _Color;
+ float4 _ClipRect;
+
+ v2f vert (appdata_t v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ o.worldPosition = v.vertex;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+ o.color = v.color * _Color;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ // Sample texture
+ fixed4 tex = tex2D(_MainTex, i.texcoord);
+
+ // Decode from gamma only when the project is Linear
+ #if !defined(UNITY_COLORSPACE_GAMMA)
+ tex.rgb = GammaToLinearSpace(tex.rgb);
+ #endif
+
+ // Standard UI tinting
+ fixed4 color = i.color * tex;
+
+ // RectMask2D clipping
+ #ifdef UNITY_UI_CLIP_RECT
+ color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
+ #endif
+
+ // Optional alpha clipping for masking
+ #ifdef UNITY_UI_ALPHACLIP
+ clip (color.a - 0.001);
+ #endif
+
+ return color;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "UI/Default"
+}
diff --git a/package/Runtime/Shaders/Resources/RiveUIDefault.shader.meta b/package/Runtime/Shaders/Resources/RiveUIDefault.shader.meta
new file mode 100644
index 000000000..6b6df90b2
--- /dev/null
+++ b/package/Runtime/Shaders/Resources/RiveUIDefault.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 6ce86fb0d1c604912a5c633e43cb30ef
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/package/Runtime/TextureHelper.cs b/package/Runtime/TextureHelper.cs
index 23ccde86a..c5fa0c476 100644
--- a/package/Runtime/TextureHelper.cs
+++ b/package/Runtime/TextureHelper.cs
@@ -1,3 +1,4 @@
+using Rive.Utils;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
@@ -12,6 +13,50 @@ public static class TextureHelper
///
public static GraphicsFormat Format => GraphicsFormat.R8G8B8A8_UNorm;
+ private static Material s_gammaToLinearUIMaterial;
+
+ const string GAMMA_TO_LINEAR_UI_SHADER_NAME = "Rive/UI/Default";
+
+ ///
+ /// Lazily creates and returns a material that decodes gamma content to linear
+ /// Used to display Rive's RenderTexture correctly in Linear color space without relying on sRGB RenderTextures (which are unreliable on some backends).
+ ///
+ internal static Material GammaToLinearUIMaterial
+ {
+ get
+ {
+ if (s_gammaToLinearUIMaterial == null)
+ {
+ var shader = Shader.Find(GAMMA_TO_LINEAR_UI_SHADER_NAME);
+ if (shader != null)
+ {
+ s_gammaToLinearUIMaterial = new Material(shader)
+ {
+ name = "Rive_UI_Default",
+ hideFlags = HideFlags.HideAndDontSave
+ };
+ }
+ else
+ {
+ DebugLogger.Instance.LogError($"Shader '{GAMMA_TO_LINEAR_UI_SHADER_NAME}' not found.");
+ }
+ }
+
+ return s_gammaToLinearUIMaterial;
+ }
+ }
+
+ ///
+ /// Whether we should decode Gamma content to linear when displaying Rive RenderTextures.
+ ///
+ internal static bool ProjectNeedsColorSpaceFix
+ {
+ get
+ {
+ return QualitySettings.activeColorSpace == ColorSpace.Linear;
+ }
+ }
+
///
/// Returns a RenderTexture descriptor guaranteed to be compatible with
/// Rive's Renderer.
diff --git a/package/package.json b/package/package.json
index 503721d6f..3313d3eed 100644
--- a/package/package.json
+++ b/package/package.json
@@ -1,21 +1,24 @@
{
- "name": "app.rive.rive-unity",
- "version": "0.0.0",
- "displayName": "Rive",
- "description": "Create and ship interactive animations to any platform",
- "unity": "2020.1",
- "unityRelease": "0a10",
- "documentationUrl": "https://rive.app/community/doc/getting-started/docQycIiNOv4",
- "changelogUrl": "https://github.com/rive-app/rive-unity/tags",
- "licensesUrl": "https://github.com/rive-app/rive-unity/license",
- "keywords": [
- "Vector",
- "Graphics",
- "Animation"
- ],
- "author": {
- "name": "Rive Team",
- "email": "hello@rive.app",
- "url": "https://rive.app"
- }
+ "name": "app.rive.rive-unity",
+ "version": "0.3.9-canary.151",
+ "displayName": "Rive",
+ "description": "Create and ship interactive animations to any platform",
+ "unity": "2021.3",
+ "unityRelease": "0a10",
+ "documentationUrl": "https://rive.app/community/doc/getting-started/docQycIiNOv4",
+ "changelogUrl": "https://github.com/rive-app/rive-unity/tags",
+ "licensesUrl": "https://github.com/rive-app/rive-unity/license",
+ "keywords": [
+ "Vector",
+ "Graphics",
+ "Animation"
+ ],
+ "author": {
+ "name": "Rive Team",
+ "email": "hello@rive.app",
+ "url": "https://rive.app"
+ },
+ "dependencies": {
+ "com.unity.shadergraph": "14.0.11"
+ }
}
\ No newline at end of file
diff --git a/tests/package/EditorTests/MaterialConversionTests.cs b/tests/package/EditorTests/MaterialConversionTests.cs
new file mode 100644
index 000000000..dbbc2ac42
--- /dev/null
+++ b/tests/package/EditorTests/MaterialConversionTests.cs
@@ -0,0 +1,410 @@
+using NUnit.Framework;
+using UnityEditor;
+using UnityEngine;
+using Rive.Components;
+using UnityEngine.UIElements;
+
+namespace Rive.Tests.EditorTests
+{
+ public class MaterialConversionTests
+ {
+ private const string kTempRoot = "Assets/RiveConversionTests";
+ private const string kPluginsPath = "Assets/Plugins";
+ private const string kRivePath = "Assets/Plugins/Rive";
+ private const string kRiveMaterialsPath = "Assets/Plugins/Rive/Materials";
+
+ private bool m_pluginsFolderPreExisted;
+ private bool m_riveFolderPreExisted;
+ private bool m_riveMaterialsFolderPreExisted;
+ private System.Collections.Generic.HashSet m_preExistingPluginMaterialPaths;
+
+ [SetUp]
+ public void SetUp()
+ {
+ EnsureFolder("Assets");
+ EnsureFolder(kTempRoot);
+ SnapshotPluginsFolderState();
+ }
+
+ ///
+ /// Test that we account for the user moving a material outside the Plugins folder, as long as it has the exact expected name.
+ ///
+ [Test]
+ public void Reuses_ExactName_Outside_Plugins_When_Found()
+ {
+ var expectedName = MaterialConversionUtility.Constants.ExpectedLitNameForCurrentPipeline;
+ Shader pipelineLitShader =
+#if RIVE_USING_URP
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderURPLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderURPLit);
+#elif RIVE_USING_HDRP
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderHDRPLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderHDRPLit);
+#else
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderBuiltInLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderBuiltInLit);
+#endif
+
+ // Ensure plugin copy doesn't override the outside-Plugins candidate.
+ var pluginPathPre = $"Assets/Plugins/Rive/Materials/{expectedName}.mat";
+ var existingPluginPre = AssetDatabase.LoadAssetAtPath(pluginPathPre);
+ if (existingPluginPre != null)
+ {
+ AssetDatabase.DeleteAsset(pluginPathPre);
+ AssetDatabase.Refresh();
+ }
+
+ // Create candidate with exact expected name outside Plugins path.
+ var candidatePath = $"{kTempRoot}/{expectedName}.mat";
+ var candidateMat = new Material(pipelineLitShader);
+ AssetDatabase.CreateAsset(candidateMat, candidatePath);
+ AssetDatabase.ImportAsset(candidatePath);
+
+ var go = new GameObject("RiveGO_ReusesExactName");
+ try
+ {
+ var mr = go.AddComponent();
+ mr.sharedMaterial = new Material(pipelineLitShader);
+
+ var rtr = go.AddComponent();
+ InvokeReset(rtr);
+
+ Assert.AreEqual(candidateMat, mr.sharedMaterial, "Expected reuse of existing exact-name material.");
+ }
+ finally
+ {
+ Object.DestroyImmediate(go);
+ }
+ }
+
+
+ [TearDown]
+ public void TearDown()
+ {
+ AssetDatabase.DeleteAsset(kTempRoot);
+ AssetDatabase.Refresh();
+ CleanupPluginArtifacts();
+ }
+
+ ///
+ /// Test that we convert the default material to a Rive lit material when the user adds a RiveTextureRenderer component.
+ ///
+ [Test]
+ public void Converts_Default_To_RiveLit_On_Reset()
+ {
+ var expectedName = MaterialConversionUtility.Constants.ExpectedLitNameForCurrentPipeline;
+
+ var go = new GameObject("RiveGO_DefaultConvert");
+ try
+ {
+ var mr = go.AddComponent();
+ // Always add a mesh filter to avoid pipeline-specific surprises
+ var mf = go.AddComponent();
+ mf.sharedMesh = Resources.GetBuiltinResource("Cube.fbx");
+
+ // Pick the pipeline default shader to simulate Unity defaults
+ Shader defaultShader =
+#if RIVE_USING_URP
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderURPLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderURPLit);
+#elif RIVE_USING_HDRP
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderHDRPLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderHDRPLit);
+#else
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderBuiltInLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderBuiltInLit);
+#endif
+ mr.sharedMaterial = new Material(defaultShader);
+
+ // Add RiveTextureRenderer which triggers Reset() in edit mode.
+ var rtr = go.AddComponent();
+ // Force a Reset invocation explicitly to be safe.
+ InvokeReset(rtr);
+
+ AssertProjectMaterialMatchesExpectation(mr.sharedMaterial, expectedName);
+ }
+ finally
+ {
+ Object.DestroyImmediate(go);
+ }
+ }
+
+ ///
+ /// Test that we create a new plugin material when no exact name match is found either in the Plugins folder or in the project.
+ ///
+ [Test]
+ public void CreatesPluginMaterial_WhenNoExactNameMatch()
+ {
+ var expectedName = MaterialConversionUtility.Constants.ExpectedLitNameForCurrentPipeline;
+ Shader pipelineLitShader =
+#if RIVE_USING_URP
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderURPLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderURPLit);
+#elif RIVE_USING_HDRP
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderHDRPLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderHDRPLit);
+#else
+ Shader.Find(MaterialConversionUtility.Constants.UnityDefaultShaderBuiltInLit) ?? CreateOrFindDummyShader(MaterialConversionUtility.Constants.UnityDefaultShaderBuiltInLit);
+#endif
+
+ // Create candidate with matching shader but different name, outside Plugins path.
+ var candidatePath = $"{kTempRoot}/Custom_{expectedName}.mat";
+ var candidateMat = new Material(pipelineLitShader);
+ AssetDatabase.CreateAsset(candidateMat, candidatePath);
+ AssetDatabase.ImportAsset(candidatePath);
+
+ var go = new GameObject("RiveGO_ReuseShaderMatch");
+ try
+ {
+ var mr = go.AddComponent();
+ mr.sharedMaterial = new Material(pipelineLitShader); // default material that triggers conversion
+
+ var rtr = go.AddComponent();
+ InvokeReset(rtr);
+
+ // We always create a new plugin material rather than reusing arbitrary candidates.
+ AssertProjectMaterialMatchesExpectation(mr.sharedMaterial, expectedName);
+ }
+ finally
+ {
+ Object.DestroyImmediate(go);
+ }
+ }
+
+ ///
+ /// Test that we do not convert a non-default material when the user adds a RiveTextureRenderer component. We do this to avoid converting materials that the user has explicitly set.
+ ///
+ [Test]
+ public void NonDefaultMaterial_IsNotConverted()
+ {
+
+ var go = new GameObject("RiveGO_NoConvert");
+ try
+ {
+ var mr = go.AddComponent();
+ // Use a custom shader name that is not a default one (so it does not match converter's rules).
+ var customShader = CreateOrFindDummyShader("Hidden/Rive/NotDefault");
+ var customMat = new Material(customShader);
+ mr.sharedMaterial = customMat;
+
+ var rtr = go.AddComponent();
+ InvokeReset(rtr);
+
+ Assert.AreEqual(customMat, mr.sharedMaterial, "Non-default material should not be converted.");
+ }
+ finally
+ {
+ Object.DestroyImmediate(go);
+ }
+ }
+
+ // Helpers
+ private static void AssertProjectMaterialMatchesExpectation(Material mat, string expectedBaseName)
+ {
+ Assert.IsNotNull(mat, "Converted material should not be null.");
+ var path = AssetDatabase.GetAssetPath(mat);
+ Assert.IsTrue(path.StartsWith("Assets/Plugins/Rive/Materials"), $"Converted material should live under 'Assets/Plugins/Rive/Materials', but was '{path}'.");
+ // Name should be exact or Unity-appended with a number suffix (e.g., "Name 1").
+ Assert.IsTrue(mat.name == expectedBaseName || mat.name.StartsWith(expectedBaseName + " "), $"Converted material name '{mat.name}' should start with '{expectedBaseName}'.");
+ }
+
+ private static void EnsureFolder(string path)
+ {
+ var parts = path.Split('/');
+ var current = parts[0];
+ for (int i = 1; i < parts.Length; i++)
+ {
+ var next = $"{current}/{parts[i]}";
+ if (!AssetDatabase.IsValidFolder(next))
+ {
+ AssetDatabase.CreateFolder(current, parts[i]);
+ }
+ current = next;
+ }
+ }
+
+ private void SnapshotPluginsFolderState()
+ {
+ // Track pre-existing plugin folders and assets so we can cleanup safely
+ m_pluginsFolderPreExisted = AssetDatabase.IsValidFolder(kPluginsPath);
+ m_riveFolderPreExisted = AssetDatabase.IsValidFolder(kRivePath);
+ m_riveMaterialsFolderPreExisted = AssetDatabase.IsValidFolder(kRiveMaterialsPath);
+ m_preExistingPluginMaterialPaths = new System.Collections.Generic.HashSet();
+ if (m_riveMaterialsFolderPreExisted)
+ {
+ var existingGuids = AssetDatabase.FindAssets("", new[] { kRiveMaterialsPath });
+ for (int i = 0; i < existingGuids.Length; i++)
+ {
+ var path = AssetDatabase.GUIDToAssetPath(existingGuids[i]);
+ m_preExistingPluginMaterialPaths.Add(path);
+ }
+ }
+ }
+
+ private void CleanupPluginArtifacts()
+ {
+ // Remove plugin materials this test run may have created
+ if (AssetDatabase.IsValidFolder(kRiveMaterialsPath))
+ {
+ string litPrefix = MaterialConversionUtility.Constants.ExpectedLitNameForCurrentPipeline;
+ string unlitPrefix = MaterialConversionUtility.Constants.ExpectedUnlitNameForCurrentPipeline;
+ var guids = AssetDatabase.FindAssets("", new[] { kRiveMaterialsPath });
+ for (int i = 0; i < guids.Length; i++)
+ {
+ var path = AssetDatabase.GUIDToAssetPath(guids[i]);
+ if (m_preExistingPluginMaterialPaths.Contains(path))
+ {
+ continue;
+ }
+ var filename = System.IO.Path.GetFileNameWithoutExtension(path) ?? string.Empty;
+ if (filename.StartsWith(litPrefix) || filename.StartsWith(unlitPrefix))
+ {
+ AssetDatabase.DeleteAsset(path);
+ }
+ }
+ AssetDatabase.Refresh();
+ }
+ // Delete folders only if they didn't exist before and are now empty
+ RemoveFolderIfCreatedAndEmpty(kRiveMaterialsPath, m_riveMaterialsFolderPreExisted);
+ RemoveFolderIfCreatedAndEmpty(kRivePath, m_riveFolderPreExisted);
+ RemoveFolderIfCreatedAndEmpty(kPluginsPath, m_pluginsFolderPreExisted);
+ }
+
+ private static void RemoveFolderIfCreatedAndEmpty(string folderPath, bool preExisted)
+ {
+ if (preExisted || !AssetDatabase.IsValidFolder(folderPath))
+ {
+ return;
+ }
+ var remaining = AssetDatabase.FindAssets("", new[] { folderPath });
+ if (remaining == null || remaining.Length == 0)
+ {
+ AssetDatabase.DeleteAsset(folderPath);
+ AssetDatabase.Refresh();
+ }
+ }
+
+ private static Shader CreateOrFindDummyShader(string shaderName)
+ {
+ var shader = Shader.Find(shaderName);
+ if (shader != null)
+ {
+ return shader;
+ }
+ // Create a minimal unlit shader with the provided name.
+ var shaderPath = $"{kTempRoot}/{SanitizeFilename(shaderName)}.shader";
+ var code = "Shader \"" + shaderName + "\" {\n" +
+ " SubShader { Tags { \"RenderType\"=\"Opaque\" } Pass { } }\n" +
+ "}";
+ System.IO.File.WriteAllText(shaderPath, code);
+ AssetDatabase.ImportAsset(shaderPath);
+ return AssetDatabase.LoadAssetAtPath(shaderPath);
+ }
+
+ private static string SanitizeFilename(string name)
+ {
+ foreach (var c in System.IO.Path.GetInvalidFileNameChars())
+ {
+ name = name.Replace(c, '_');
+ }
+ return name.Replace('/', '_');
+ }
+
+ private static void InvokeReset(RiveTextureRenderer rtr)
+ {
+ // Unity calls Reset when adding a component in editor; invoke explicitly for tests.
+ var method = typeof(RiveTextureRenderer).GetMethod("Reset", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
+ method?.Invoke(rtr, null);
+ }
+
+ private static void RunEditorButtonConversionTest(string pipelineFolder, string[] candidateMaterialNames)
+ {
+ var expectedName = MaterialConversionUtility.Constants.ExpectedLitNameForCurrentPipeline;
+
+ var go = new GameObject($"RiveGO_Button_{pipelineFolder}");
+ try
+ {
+ var mr = go.AddComponent();
+ // Start with a non-default shader so Reset doesn't convert.
+ var nonDefault = CreateOrFindDummyShader("Hidden/Rive/NotDefaultForButton");
+ mr.sharedMaterial = new Material(nonDefault);
+
+ var rtr = go.AddComponent();
+
+ var editor = Editor.CreateEditor(rtr);
+ try
+ {
+ var root = (editor as Editor).CreateInspectorGUI();
+ Assert.IsNotNull(root, "Inspector root should not be null.");
+ var button = root.Q