TMP_SubMeshUI.cs 26.1 KB
Newer Older
BlackAngle233's avatar
BlackAngle233 committed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;

#pragma warning disable 0414 // Disabled a few warnings related to serialized variables not used in this script but used in the editor.

namespace TMPro
{
    [ExecuteAlways]
    public class TMP_SubMeshUI : MaskableGraphic, IClippable, IMaskable, IMaterialModifier
    {
        /// <summary>
        /// The TMP Font Asset assigned to this sub text object.
        /// </summary>
        public TMP_FontAsset fontAsset
        {
            get { return m_fontAsset; }
            set { m_fontAsset = value; }
        }
        [SerializeField]
        private TMP_FontAsset m_fontAsset;


        /// <summary>
        /// The TMP Sprite Asset assigned to this sub text object.
        /// </summary>
        public TMP_SpriteAsset spriteAsset
        {
            get { return m_spriteAsset; }
            set { m_spriteAsset = value; }
        }
        [SerializeField]
        private TMP_SpriteAsset m_spriteAsset;


        /// <summary>
        /// 
        /// </summary>
        public override Texture mainTexture
        {
            get
            {
                if (this.sharedMaterial != null)
                    return this.sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex);


                return null;
            }
        }


        /// <summary>
        /// The material to be assigned to this object. Returns an instance of the material.
        /// </summary>
        public override Material material
        {
            // Return a new Instance of the Material if none exists. Otherwise return the current Material Instance.
            get { return GetMaterial(m_sharedMaterial); }

            // Assign new font material
            set
            {
                if (m_sharedMaterial != null && m_sharedMaterial.GetInstanceID() == value.GetInstanceID())
                    return;

                m_sharedMaterial = m_material = value;

                m_padding = GetPaddingForMaterial();

                SetVerticesDirty();
                SetMaterialDirty();
            }
        }
        [SerializeField]
        private Material m_material;


        /// <summary>
        /// The material to be assigned to this text object.
        /// </summary>
        public Material sharedMaterial
        {
            get { return m_sharedMaterial; }
            set { SetSharedMaterial(value); }
        }
        [SerializeField]
        private Material m_sharedMaterial;


        /// <summary>
        /// 
        /// </summary>
        public Material fallbackMaterial
        {
            get { return m_fallbackMaterial; }
            set
            {
                if (m_fallbackMaterial == value) return;

                if (m_fallbackMaterial != null && m_fallbackMaterial != value)
                    TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);

                m_fallbackMaterial = value;
                TMP_MaterialManager.AddFallbackMaterialReference(m_fallbackMaterial);

                SetSharedMaterial(m_fallbackMaterial);
            }
        }
        private Material m_fallbackMaterial;


        /// <summary>
        /// The source material used by the fallback font
        /// </summary>
        public Material fallbackSourceMaterial
        {
            get { return m_fallbackSourceMaterial; }
            set { m_fallbackSourceMaterial = value; }
        }
        private Material m_fallbackSourceMaterial;


        /// <summary>
        /// Get the material that will be used for rendering.
        /// </summary>
        public override Material materialForRendering
        {
            get
            {
                return TMP_MaterialManager.GetMaterialForRendering(this, m_sharedMaterial);
            }
        }


        /// <summary>
        /// Is the text object using the default font asset material.
        /// </summary>
        public bool isDefaultMaterial
        {
            get { return m_isDefaultMaterial; }
            set { m_isDefaultMaterial = value; }
        }
        [SerializeField]
        private bool m_isDefaultMaterial;


        /// <summary>
        /// Padding value resulting for the property settings on the material.
        /// </summary>
        public float padding
        {
            get { return m_padding; }
            set { m_padding = value; }
        }
        [SerializeField]
        private float m_padding;


        /// <summary>
        /// The Mesh Renderer of this text sub object.
        /// </summary>
        public new CanvasRenderer canvasRenderer
        {
            get { if (m_canvasRenderer == null) m_canvasRenderer = GetComponent<CanvasRenderer>();

                return m_canvasRenderer;
            }
        }
        [SerializeField]
        private CanvasRenderer m_canvasRenderer;


        /// <summary>
        /// The Mesh of this text sub object.
        /// </summary>
        public Mesh mesh
        {
            get
            {
                if (m_mesh == null)
                {
                    m_mesh = new Mesh();
                    m_mesh.hideFlags = HideFlags.HideAndDontSave;
                }

                return m_mesh;
            }
            set { m_mesh = value; }
        }
        private Mesh m_mesh;


        [SerializeField]
        private TextMeshProUGUI m_TextComponent;


        [System.NonSerialized]
        private bool m_isRegisteredForEvents;
        private bool m_materialDirty;
        [SerializeField]
        private int m_materialReferenceIndex;



        /// <summary>
        /// Function to add a new sub text object.
        /// </summary>
        /// <param name="textComponent"></param>
        /// <param name="materialReference"></param>
        /// <returns></returns>
        public static TMP_SubMeshUI AddSubTextObject(TextMeshProUGUI textComponent, MaterialReference materialReference)
        {
            GameObject go = new GameObject("TMP UI SubObject [" + materialReference.material.name + "]", typeof(RectTransform));

            go.transform.SetParent(textComponent.transform, false);
            go.layer = textComponent.gameObject.layer;

            RectTransform rectTransform = go.GetComponent<RectTransform>();
            rectTransform.anchorMin = Vector2.zero;
            rectTransform.anchorMax = Vector2.one;
            rectTransform.sizeDelta = Vector2.zero;
            rectTransform.pivot = textComponent.rectTransform.pivot;

            TMP_SubMeshUI subMesh = go.AddComponent<TMP_SubMeshUI>();

            subMesh.m_canvasRenderer = subMesh.canvasRenderer;
            subMesh.m_TextComponent = textComponent;

            subMesh.m_materialReferenceIndex = materialReference.index;
            subMesh.m_fontAsset = materialReference.fontAsset;
            subMesh.m_spriteAsset = materialReference.spriteAsset;
            subMesh.m_isDefaultMaterial = materialReference.isDefaultMaterial;
            subMesh.SetSharedMaterial(materialReference.material);

            return subMesh;
        }



        /// <summary>
        /// 
        /// </summary>
        protected override void OnEnable()
        {
            //Debug.Log("*** SubObject OnEnable() ***");

            // Register Callbacks for various events.
            if (!m_isRegisteredForEvents)
            {

            #if UNITY_EDITOR
                TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Add(ON_MATERIAL_PROPERTY_CHANGED);
                TMPro_EventManager.FONT_PROPERTY_EVENT.Add(ON_FONT_PROPERTY_CHANGED);
                //TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Add(ON_TEXTMESHPRO_PROPERTY_CHANGED);
                TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Add(ON_DRAG_AND_DROP_MATERIAL);
                //TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Add(ON_TEXT_STYLE_CHANGED);
                TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Add(ON_SPRITE_ASSET_PROPERTY_CHANGED);
                //TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Add(ON_TMP_SETTINGS_CHANGED);
            #endif

                m_isRegisteredForEvents = true;
            }

            m_ShouldRecalculateStencil = true;
            RecalculateClipping();
            RecalculateMasking();

            //SetAllDirty();
        }


        protected override void OnDisable()
        {
            //Debug.Log("*** SubObject OnDisable() ***");

            //m_canvasRenderer.Clear();
            TMP_UpdateRegistry.UnRegisterCanvasElementForRebuild(this);

            if (m_MaskMaterial != null)
            {
                TMP_MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);
                m_MaskMaterial = null;
            }

            if (m_fallbackMaterial != null)
            {
                TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
                m_fallbackMaterial = null;
            }

            base.OnDisable();
        }


        protected override void OnDestroy()
        {
            //Debug.Log("*** OnDestroy() ***");

            // Destroy Mesh
            if (m_mesh != null) DestroyImmediate(m_mesh);

            if (m_MaskMaterial != null)
                TMP_MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);

            if (m_fallbackMaterial != null)
            {
                TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
                m_fallbackMaterial = null;
            }

#if UNITY_EDITOR
            // Unregister the event this object was listening to
            TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Remove(ON_MATERIAL_PROPERTY_CHANGED);
            TMPro_EventManager.FONT_PROPERTY_EVENT.Remove(ON_FONT_PROPERTY_CHANGED);
            //TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Remove(ON_TEXTMESHPRO_PROPERTY_CHANGED);
            TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Remove(ON_DRAG_AND_DROP_MATERIAL);
            //TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Remove(ON_TEXT_STYLE_CHANGED);
            TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Remove(ON_SPRITE_ASSET_PROPERTY_CHANGED);
            //TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Remove(ON_TMP_SETTINGS_CHANGED);
        #endif

            m_isRegisteredForEvents = false;

            RecalculateClipping();
        }



#if UNITY_EDITOR
        // Event received when custom material editor properties are changed.
        void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
        {
            //Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");

            int targetMaterialID = mat.GetInstanceID();
            int sharedMaterialID = m_sharedMaterial.GetInstanceID();
            int maskingMaterialID = m_MaskMaterial == null ? 0 : m_MaskMaterial.GetInstanceID();
            int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID();

            // Filter events and return if the affected material is not this object's material.
            //if (targetMaterialID != sharedMaterialID && targetMaterialID != maskingMaterialID) return;

            // Filter events and return if the affected material is not this object's material.
            if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID)
                TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial);

            if (m_TextComponent == null) m_TextComponent = GetComponentInParent<TextMeshProUGUI>();

            // Make sure material properties are synchronized between the assigned material and masking material.
            if (m_MaskMaterial != null)
            {
                UnityEditor.Undo.RecordObject(m_MaskMaterial, "Material Property Changes");
                UnityEditor.Undo.RecordObject(m_sharedMaterial, "Material Property Changes");

                if (targetMaterialID == sharedMaterialID)
                {
                    //Debug.Log("Copy base material properties to masking material if not null.");
                    float stencilID = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID);
                    float stencilComp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp);
                    m_MaskMaterial.CopyPropertiesFromMaterial(mat);
                    m_MaskMaterial.shaderKeywords = mat.shaderKeywords;

                    m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID);
                    m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
                }
                else if (targetMaterialID == maskingMaterialID)
                {
                    // Update the padding 
                    GetPaddingForMaterial(mat);

                    m_sharedMaterial.CopyPropertiesFromMaterial(mat);
                    m_sharedMaterial.shaderKeywords = mat.shaderKeywords;
                    m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilID, 0);
                    m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilComp, 8);
                }
                else if (fallbackSourceMaterialID == targetMaterialID)
                {
                    float stencilID = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID);
                    float stencilComp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp);
                    m_MaskMaterial.CopyPropertiesFromMaterial(m_fallbackMaterial);
                    m_MaskMaterial.shaderKeywords = m_fallbackMaterial.shaderKeywords;

                    m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID);
                    m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
                }
            }

            m_padding = GetPaddingForMaterial();

            SetVerticesDirty();
            m_ShouldRecalculateStencil = true;
            RecalculateClipping();
            RecalculateMasking();
        }


        // Event to Track Material Changed resulting from Drag-n-drop.
        void ON_DRAG_AND_DROP_MATERIAL(GameObject obj, Material currentMaterial, Material newMaterial)
        {
            // Check if event applies to this current object
            #if UNITY_2018_2_OR_NEWER
            if (obj == gameObject || UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(gameObject) == obj)
            #else
            if (obj == gameObject || UnityEditor.PrefabUtility.GetPrefabParent(gameObject) == obj)
            #endif
            {
                if (!m_isDefaultMaterial) return;

                // Make sure we have a valid reference to the renderer.
                if (m_canvasRenderer == null) m_canvasRenderer = GetComponent<CanvasRenderer>();

                UnityEditor.Undo.RecordObject(this, "Material Assignment");
                UnityEditor.Undo.RecordObject(m_canvasRenderer, "Material Assignment");

                SetSharedMaterial(newMaterial);
                m_TextComponent.havePropertiesChanged = true;
            }
        }

        // Event received when font asset properties are changed in Font Inspector
        void ON_SPRITE_ASSET_PROPERTY_CHANGED(bool isChanged, UnityEngine.Object obj)
        {
            //if (spriteSheet != null && (obj as TMP_SpriteAsset == m_spriteAsset || obj as Texture2D == m_spriteAsset.spriteSheet))
            //{
            if (m_TextComponent != null)
            {
                m_TextComponent.havePropertiesChanged = true;
                //m_TextComponent.SetVerticesDirty();
            }

            //}
        }

        // Event received when font asset properties are changed in Font Inspector
        void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
        {
            if (m_fontAsset != null && font.GetInstanceID() == m_fontAsset.GetInstanceID())
            {
                // Copy Normal and Bold Weight
                if (m_fallbackMaterial != null)
                {
                    m_fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightNormal, m_fontAsset.normalStyle);
                    m_fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightBold, m_fontAsset.boldStyle);
                }
            }
        }

        /// <summary>
        /// Event received when the TMP Settings are changed.
        /// </summary>
        void ON_TMP_SETTINGS_CHANGED()
        {
            //Debug.Log("TMP Setting have changed.");
            //SetVerticesDirty();
            //SetMaterialDirty();
        }
#endif

        /// <summary>
        /// 
        /// </summary>
        protected override void OnTransformParentChanged()
        {
            if (!this.IsActive())
                return;

            m_ShouldRecalculateStencil = true;
            RecalculateClipping();
            RecalculateMasking();
        }


        /// <summary>
        /// Function returning the modified material for masking if necessary.
        /// </summary>
        /// <param name="baseMaterial"></param>
        /// <returns></returns>
        public override Material GetModifiedMaterial(Material baseMaterial)
        {
            Material mat = baseMaterial;

            if (m_ShouldRecalculateStencil)
            {
                m_StencilValue = TMP_MaterialManager.GetStencilID(gameObject);
                m_ShouldRecalculateStencil = false;
            }

            if (m_StencilValue > 0)
            {
                mat = TMP_MaterialManager.GetStencilMaterial(baseMaterial, m_StencilValue);
                if (m_MaskMaterial != null)
                    TMP_MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);

                m_MaskMaterial = mat;
            }

            return mat;
        }


        /// <summary>
        /// Function called when the padding value for the material needs to be re-calculated.
        /// </summary>
        /// <returns></returns>
        public float GetPaddingForMaterial()
        {
            float padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_TextComponent.extraPadding, m_TextComponent.isUsingBold);

            return padding;
        }


        /// <summary>
        /// Function called when the padding value for the material needs to be re-calculated.
        /// </summary>
        /// <returns></returns>
        public float GetPaddingForMaterial(Material mat)
        {
            float padding = ShaderUtilities.GetPadding(mat, m_TextComponent.extraPadding, m_TextComponent.isUsingBold);

            return padding;
        }


        /// <summary>
        /// 
        /// </summary>
        /// <param name="isExtraPadding"></param>
        /// <param name="isBold"></param>
        public void UpdateMeshPadding(bool isExtraPadding, bool isUsingBold)
        {
            m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, isExtraPadding, isUsingBold);
        }


        /// <summary>
        /// 
        /// </summary>
        public override void SetAllDirty()
        {
            //SetLayoutDirty();
            //SetVerticesDirty();
            //SetMaterialDirty();
        }


        /// <summary>
        /// 
        /// </summary>
        public override void SetVerticesDirty()
        {
            if (!this.IsActive())
                return;

            // This is called on the parent TextMeshPro component.
            if (m_TextComponent != null)
            {
                m_TextComponent.havePropertiesChanged = true;
                m_TextComponent.SetVerticesDirty();
            }
        }


        /// <summary>
        /// 
        /// </summary>
        public override void SetLayoutDirty()
        {

        }


        /// <summary>
        /// 
        /// </summary>
        public override void SetMaterialDirty()
        {
            //Debug.Log("*** STO-UI - SetMaterialDirty() *** FRAME (" + Time.frameCount + ")");

            //if (!this.IsActive())
            //    return;

            m_materialDirty = true;

            UpdateMaterial();

            if (m_OnDirtyMaterialCallback != null)
                m_OnDirtyMaterialCallback();

            //TMP_ITextElementUpdateManager.RegisterTextElementForGraphicRebuild(this);

            //TMP_UpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
            //m_TextComponent.SetMaterialDirty();
        }


        /// <summary>
        /// 
        /// </summary>
        public void SetPivotDirty()
        {
            if (!this.IsActive())
                return;

            this.rectTransform.pivot = m_TextComponent.rectTransform.pivot;
        }


        /// <summary>
        /// Override to Cull function of MaskableGraphic to prevent Culling.
        /// </summary>
        /// <param name="clipRect"></param>
        /// <param name="validRect"></param>
        public override void Cull(Rect clipRect, bool validRect)
        {
            if (m_TextComponent.ignoreRectMaskCulling) return;

            base.Cull(clipRect, validRect);
        }


        /// <summary>
        /// 
        /// </summary>
        protected override void UpdateGeometry()
        {
            // Need to override to prevent Unity from changing the geometry of the object.
            Debug.Log("UpdateGeometry()");
        }


        /// <summary>
        /// 
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (update == CanvasUpdate.PreRender)
            {
                if (!m_materialDirty) return;

                UpdateMaterial();
                m_materialDirty = false;
            }
        }


        /// <summary>
        /// Function to update the material from the parent text object.
        /// </summary>
        public void RefreshMaterial()
        {
            UpdateMaterial();
        }


        /// <summary>
        /// 
        /// </summary>
        protected override void UpdateMaterial()
        {
            //Debug.Log("*** STO-UI - UpdateMaterial() *** FRAME (" + Time.frameCount + ")");

            //if (!this.IsActive())
            //    return;

            if (m_canvasRenderer == null) m_canvasRenderer = this.canvasRenderer;

            m_canvasRenderer.materialCount = 1;
            m_canvasRenderer.SetMaterial(materialForRendering, 0);
            m_canvasRenderer.SetTexture(mainTexture);

            #if UNITY_EDITOR
            if (m_sharedMaterial != null && gameObject.name != "TMP SubMeshUI [" + m_sharedMaterial.name + "]")
                gameObject.name = "TMP SubMeshUI [" + m_sharedMaterial.name + "]";
            #endif
        }


        // IClippable implementation
        /// <summary>
        /// Method called when the state of a parent changes.
        /// </summary>
        public override void RecalculateClipping()
        {
            //Debug.Log("*** RecalculateClipping() ***");
            base.RecalculateClipping();
        }


        /// <summary>
        /// 
        /// </summary>
        public override void RecalculateMasking()
        {
            //Debug.Log("RecalculateMasking()");

            this.m_ShouldRecalculateStencil = true;
            SetMaterialDirty();
        }



        /// <summary>
        /// Method which returns an instance of the shared material
        /// </summary>
        /// <returns></returns>
        Material GetMaterial()
        {
            // Make sure we have a valid reference to the renderer.
            //if (m_renderer == null) m_renderer = GetComponent<Renderer>();

            //if (m_material == null || m_isNewSharedMaterial)
            //{
            //    m_renderer.material = m_sharedMaterial;
            //    m_material = m_renderer.material;
            //    m_sharedMaterial = m_material;
            //    m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_TextMeshPro.extraPadding, false);
            //    m_isNewSharedMaterial = false;
            //}

            return m_sharedMaterial;
        }


        // Function called internally when a new material is assigned via the fontMaterial property.
        Material GetMaterial(Material mat)
        {
            // Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
            // This can occur when the Duplicate Material Context menu is used on an inactive object.
            //if (m_renderer == null)
            //    m_renderer = GetComponent<Renderer>();

            // Create Instance Material only if the new material is not the same instance previously used.
            if (m_material == null || m_material.GetInstanceID() != mat.GetInstanceID())
                m_material = CreateMaterialInstance(mat);

            m_sharedMaterial = m_material;

            // Compute and Set new padding values for this new material. 
            m_padding = GetPaddingForMaterial();

            SetVerticesDirty();
            SetMaterialDirty();

            return m_sharedMaterial;
        }


        /// <summary>
        /// Method used to create an instance of the material
        /// </summary>
        /// <param name="source"></param>
        /// <returns></returns>
        Material CreateMaterialInstance(Material source)
        {
            Material mat = new Material(source);
            mat.shaderKeywords = source.shaderKeywords;
            mat.name += " (Instance)";

            return mat;
        }


        /// <summary>
        /// Method returning the shared material assigned to the text object.
        /// </summary>
        /// <returns></returns>
        Material GetSharedMaterial()
        {
            if (m_canvasRenderer == null)
                m_canvasRenderer = GetComponent<CanvasRenderer>();

            return m_canvasRenderer.GetMaterial();
        }


        /// <summary>
        /// Method to set the shared material.
        /// </summary>
        /// <param name="mat"></param>
        void SetSharedMaterial(Material mat)
        {
            //Debug.Log("*** SetSharedMaterial UI() *** FRAME (" + Time.frameCount + ")");

            // Assign new material.
            m_sharedMaterial = mat;
            m_Material = m_sharedMaterial;

            //m_isDefaultMaterial = false;
            //if (mat.GetInstanceID() == m_fontAsset.material.GetInstanceID())
            //    m_isDefaultMaterial = true;

            // Compute and Set new padding values for this new material.
            m_padding = GetPaddingForMaterial();

            //SetVerticesDirty();
            SetMaterialDirty();

#if UNITY_EDITOR
            //if (m_sharedMaterial != null)
            //    gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
#endif
        }
    }
}