Trim comments and use implicit null checks for Unity objects

Reduce comments to non-obvious "why" notes and convert UnityEngine.Object
null checks to implicit bool (if (obj) / if (!obj)). Input System devices
(Mouse.current, Keyboard.current) and plain arrays keep explicit != null.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-22 17:26:41 +02:00
1 parent 3da613e1a1
commit f758c96dc5
8 files changed
+220 -427

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@@ -5,46 +5,28 @@ using UnityEngine.InputSystem;
#endif
/// <summary>
/// Live mesh painting in Play mode.
/// Paints a fixed color (brush) onto the mesh's texture with the mouse.
///
/// TWO BACKENDS (switchable via <see cref="useGpu"/>, also live in Play mode):
///
/// * GPU (default): True shader painting into a RenderTexture. The brush is
/// drawn via a vertex/fragment shader - the mesh is unwrapped into the texture
/// layout using its UVs, and per texel the actual 3D position is tested against
/// the brush sphere. Edge padding against seams runs as a GPU blit.
/// Fast, because the GPU rasterizes all texels in parallel.
///
/// * CPU: Rasterization of the hit triangles on the CPU; per texel the 3D
/// position is computed barycentrically and tested against the brush sphere.
/// Edge padding via CPU dilation. Identical visual result, but more expensive.
///
/// BOTH backends paint seamlessly: a 3D sphere around the hit point captures
/// triangles on both sides of a UV seam at once (front/back share the same 3D
/// edge), no matter where they lie in the UV layout.
///
/// Simply attach to the GameObject you want to paint (e.g. paintman_UV/paintman_UV).
/// Live mesh painting in Play mode: paints the brush color onto the mesh texture
/// with the mouse. Two backends (switchable live via <see cref="useGpu"/>): GPU
/// shader painting into a RenderTexture (fast, default) and CPU rasterization
/// (slower, identical result). Both paint seamlessly across UV seams because a 3D
/// sphere around the hit point captures triangles on both sides of a seam at once.
/// Attach to the GameObject you want to paint.
/// </summary>
[DisallowMultipleComponent]
public class MeshPainter : MonoBehaviour
{
/// <summary>
/// When false, mouse painting is ignored (the canvas/material stays as-is).
/// Toggled by the GameModeManager (painting is only enabled in paint mode).
/// </summary>
/// <summary>When false, mouse painting is ignored. Toggled by the GameModeManager.</summary>
public bool PaintingEnabled { get; set; } = true;
[Header("Backend")]
[Tooltip("ON = GPU painting (shader/RenderTexture, fast). OFF = CPU painting. " +
"Can be toggled live in Play mode - the painted content is carried over.")]
[Tooltip("ON = GPU painting (fast), OFF = CPU painting. Can be toggled live in Play mode.")]
public bool useGpu = true;
[Header("Brush")]
[Tooltip("Color used for painting.")]
public Color brushColor = Color.red;
[Tooltip("Brush radius in texels (visual size). Converted into a 3D radius per hit.")]
[Tooltip("Brush radius in texels. Converted into a 3D radius per hit.")]
[Range(1, 256)]
public int brushSize = 16;
@@ -55,9 +37,7 @@ public class MeshPainter : MonoBehaviour
[Tooltip("Base color of the texture at startup (if none exists).")]
public Color baseColor = Color.white;
[Tooltip("Edge padding (texels) against visible UV seams. The color is 'bled' beyond the " +
"UV island edges so that bilinear sampling there does not pull in the unpainted " +
"base color. 0 = off.")]
[Tooltip("Edge padding (texels) bled beyond UV island edges so bilinear sampling does not pull in the base color. 0 = off.")]
[Range(0, 16)]
public int paddingTexels = 4;
@@ -75,43 +55,41 @@ public class MeshPainter : MonoBehaviour
private Mesh _bakedMesh;
private Material _materialInstance;
// Mesh caches (in the transform's local space = collider space).
// Mesh caches (in local/collider space).
private Vector3[] _verts;
private int[] _tris;
private Vector2[] _uvs;
private Vector3[] _triCenter; // centroid per triangle (for fast CPU culling)
private float[] _triRadius; // circumscribed radius per triangle (for fast CPU culling)
private float _avgUvToLocal = 1f; // average conversion: UV unit -> local unit
private Vector3[] _triCenter; // centroid per triangle (CPU culling)
private float[] _triRadius; // circumscribed radius per triangle (CPU culling)
private float _avgUvToLocal = 1f; // average UV unit -> local unit
private bool _hasLastScreen;
private Vector2 _lastScreen;
private bool _gpuActive; // currently configured backend
private bool _gpuActive;
private bool _setupValid;
// --- CPU backend ---
private Texture2D _paintTexture;
private Color32[] _pixels;
private bool[] _painted; // true = painted by the brush (persistent dilation source)
private int[] _fillStamp; // transient marker for padding texels per dilation call
private int _dilateStamp; // incremented per call -> padding from previous frames does not count as a source
private bool[] _painted; // true = painted by the brush (dilation source)
private int[] _fillStamp; // per-call marker for padding texels
private int _dilateStamp; // bumped per call so old padding is not a source
private readonly List<int> _dilateScratch = new List<int>(512);
private readonly RaycastHit[] _rayHits = new RaycastHit[32]; // buffer so other colliders (player capsule, etc.) cannot block painting
private readonly RaycastHit[] _rayHits = new RaycastHit[32];
private int _dx0, _dy0, _dx1, _dy1; // dirty rectangle (CPU upload)
// --- GPU backend ---
public Shader brushShader; // optional; otherwise Shader.Find("Hidden/MeshPaintBrush")
public Shader dilateShader; // optional; otherwise Shader.Find("Hidden/MeshPaintDilate")
public Shader brushShader; // optional; else Shader.Find("Hidden/MeshPaintBrush")
public Shader dilateShader; // optional; else Shader.Find("Hidden/MeshPaintDilate")
private Material _brushMat;
private Material _dilateMat;
private RenderTexture _displayRT; // assigned to the material as _BaseMap
private RenderTexture _displayRT;
private RenderTexture _tempRT; // scratch for the dilation blit (ping-pong)
private bool _drewThisStroke;
private bool _prevSRGB;
// Step size (in screen pixels) for interpolation along the mouse movement.
private const float ScreenStepPixels = 5f;
// Upper bound of raycasts per frame (safeguard for very fast movements).
private const int MaxStepsPerFrame = 256;
private const float ScreenStepPixels = 5f; // interpolation step along mouse movement
private const int MaxStepsPerFrame = 256; // raycast safeguard for fast movement
private static readonly int BaseMapId = Shader.PropertyToID("_BaseMap");
private static readonly int MainTexId = Shader.PropertyToID("_MainTex");
@@ -124,11 +102,11 @@ public class MeshPainter : MonoBehaviour
private void Start()
{
if (paintCamera == null) paintCamera = Camera.main;
if (!paintCamera) paintCamera = Camera.main;
_renderer = GetComponent<Renderer>();
_skinned = GetComponent<SkinnedMeshRenderer>();
if (_renderer == null)
if (!_renderer)
{
Debug.LogError("[MeshPainter] No Renderer found on this GameObject.", this);
enabled = false;
@@ -147,9 +125,9 @@ public class MeshPainter : MonoBehaviour
return;
}
// Own material instance so the shared asset is not modified.
_materialInstance = _renderer.material; // automatically creates an instance
// Tint to white so the painted color appears unaltered.
// Own material instance so the shared asset is not modified; tint to white
// so the painted color appears unaltered.
_materialInstance = _renderer.material;
if (_materialInstance.HasProperty(BaseColorId)) _materialInstance.SetColor(BaseColorId, Color.white);
else if (_materialInstance.HasProperty(ColorId)) _materialInstance.SetColor(ColorId, Color.white);
@@ -160,14 +138,12 @@ public class MeshPainter : MonoBehaviour
"Hold the left mouse button and drag over the mesh.", this);
}
// ------------------------------------------------------------------
// Setup (shared)
// ------------------------------------------------------------------
// --- Setup (shared) ---
private void SetupCollider()
{
_collider = GetComponent<MeshCollider>();
if (_collider == null) _collider = gameObject.AddComponent<MeshCollider>();
if (!_collider) _collider = gameObject.AddComponent<MeshCollider>();
_collider.convex = false; // non-convex provides triangleIndex / textureCoord
_bakedMesh = new Mesh { name = "MeshPainter_Baked" };
@@ -176,7 +152,7 @@ public class MeshPainter : MonoBehaviour
private void BakeColliderMesh()
{
if (_skinned != null)
if (_skinned)
{
// Static skinned mesh: bake into local coordinates (scale = 1).
_skinned.BakeMesh(_bakedMesh);
@@ -186,7 +162,7 @@ public class MeshPainter : MonoBehaviour
else
{
var mf = GetComponent<MeshFilter>();
if (mf != null) _collider.sharedMesh = mf.sharedMesh;
if (mf) _collider.sharedMesh = mf.sharedMesh;
}
}
@@ -194,14 +170,14 @@ public class MeshPainter : MonoBehaviour
private void BuildMeshCaches()
{
Mesh m = _collider.sharedMesh;
if (m == null) return;
if (!m) return;
_verts = m.vertices;
_tris = m.triangles;
_uvs = m.uv;
// Fallback: UVs from the original mesh (BakeMesh usually keeps them, but better safe than sorry).
if ((_uvs == null || _uvs.Length != _verts.Length) && _skinned != null && _skinned.sharedMesh != null)
// Fallback to the original mesh UVs if the baked mesh dropped them.
if ((_uvs == null || _uvs.Length != _verts.Length) && _skinned && _skinned.sharedMesh)
_uvs = _skinned.sharedMesh.uv;
if (_uvs == null || _uvs.Length != _verts.Length) return;
@@ -232,21 +208,21 @@ public class MeshPainter : MonoBehaviour
if (sumAreaUv > 1e-9) _avgUvToLocal = (float)System.Math.Sqrt(sumArea3D / sumAreaUv);
}
/// <summary>Builds the base-color texels (copy of the existing material texture or baseColor).</summary>
/// <summary>Builds the base-color texels from the existing material texture or baseColor.</summary>
private Color32[] BuildBaseColors()
{
var px = new Color32[textureSize * textureSize];
Texture sourceTex = null;
var shared = _renderer.sharedMaterial;
if (shared != null)
if (shared)
{
if (shared.HasProperty(BaseMapId)) sourceTex = shared.GetTexture(BaseMapId);
if (sourceTex == null && shared.HasProperty(MainTexId)) sourceTex = shared.GetTexture(MainTexId);
if (!sourceTex && shared.HasProperty(MainTexId)) sourceTex = shared.GetTexture(MainTexId);
}
var src = sourceTex as Texture2D;
if (src != null)
if (src)
{
try
{
@@ -261,11 +237,8 @@ public class MeshPainter : MonoBehaviour
return px;
}
// ------------------------------------------------------------------
// Backend selection / switching
// ------------------------------------------------------------------
// --- Backend selection / switching ---
/// <summary>Sets up the desired backend and carries over the initial image content.</summary>
private void SetupBackend(bool gpu, Color32[] fromColor32)
{
if (gpu) SetupGpu(fromColor32);
@@ -273,10 +246,9 @@ public class MeshPainter : MonoBehaviour
_gpuActive = gpu;
}
/// <summary>Switches the backend at runtime and carries over the currently painted content.</summary>
/// <summary>Switches the backend at runtime, carrying over the painted content.</summary>
private void SwitchBackend(bool toGpu)
{
// save the current content as Color32
Color32[] current = (_gpuActive ? ReadGpuPixels() : (Color32[])_pixels.Clone());
if (_gpuActive) TeardownGpu();
@@ -288,9 +260,7 @@ public class MeshPainter : MonoBehaviour
Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
}
// ------------------------------------------------------------------
// CPU backend
// ------------------------------------------------------------------
// --- CPU backend ---
private void SetupCpu(Color32[] initial)
{
@@ -317,22 +287,20 @@ public class MeshPainter : MonoBehaviour
private void TeardownCpu()
{
if (_paintTexture != null) { Destroy(_paintTexture); _paintTexture = null; }
if (_paintTexture) { Destroy(_paintTexture); _paintTexture = null; }
_pixels = null;
_painted = null;
_fillStamp = null;
}
// ------------------------------------------------------------------
// GPU backend
// ------------------------------------------------------------------
// --- GPU backend ---
private void SetupGpu(Color32[] initial)
{
if (brushShader == null) brushShader = Shader.Find("Hidden/MeshPaintBrush");
if (dilateShader == null) dilateShader = Shader.Find("Hidden/MeshPaintDilate");
if (!brushShader) brushShader = Shader.Find("Hidden/MeshPaintBrush");
if (!dilateShader) dilateShader = Shader.Find("Hidden/MeshPaintDilate");
if (brushShader == null || dilateShader == null)
if (!brushShader || !dilateShader)
{
Debug.LogError("[MeshPainter] GPU shaders not found (Hidden/MeshPaintBrush or " +
"Hidden/MeshPaintDilate). Falling back to CPU painting.", this);
@@ -348,8 +316,8 @@ public class MeshPainter : MonoBehaviour
_displayRT = CreateRT("MeshPainter_DisplayRT");
_tempRT = CreateRT("MeshPainter_TempRT");
// Bring the initial image content into the display RT. Alpha = 0 marks "unpainted"
// (so the base color is not mistaken for a dilation source).
// Seed the display RT. Alpha = 0 marks "unpainted" so the base color is not
// mistaken for a dilation source.
var seed = initial ?? BuildBaseColors();
UploadColorsToRT(seed, _displayRT, paintedAlpha: false);
@@ -358,10 +326,10 @@ public class MeshPainter : MonoBehaviour
private void TeardownGpu()
{
if (_displayRT != null) { _displayRT.Release(); Destroy(_displayRT); _displayRT = null; }
if (_tempRT != null) { _tempRT.Release(); Destroy(_tempRT); _tempRT = null; }
if (_brushMat != null) { Destroy(_brushMat); _brushMat = null; }
if (_dilateMat != null) { Destroy(_dilateMat); _dilateMat = null; }
if (_displayRT) { _displayRT.Release(); Destroy(_displayRT); _displayRT = null; }
if (_tempRT) { _tempRT.Release(); Destroy(_tempRT); _tempRT = null; }
if (_brushMat) { Destroy(_brushMat); _brushMat = null; }
if (_dilateMat) { Destroy(_dilateMat); _dilateMat = null; }
}
private RenderTexture CreateRT(string rtName)
@@ -383,14 +351,13 @@ public class MeshPainter : MonoBehaviour
private void UploadColorsToRT(Color32[] colors, RenderTexture rt, bool paintedAlpha)
{
var tmp = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false, false);
// Alpha marks painted (255) vs unpainted (0) for the dilation pass.
if (paintedAlpha)
{
// mark the entire content as "painted" (alpha = 255) -> no dilation needed.
for (int i = 0; i < colors.Length; i++) colors[i].a = 255;
}
else
{
// mark the base color as "unpainted" (alpha = 0).
for (int i = 0; i < colors.Length; i++) colors[i].a = 0;
}
tmp.SetPixels32(colors);
@@ -413,26 +380,21 @@ public class MeshPainter : MonoBehaviour
return px;
}
// ------------------------------------------------------------------
// Material
// ------------------------------------------------------------------
// --- Material ---
private void AssignTextureToMaterial(Texture tex)
{
if (_materialInstance == null) return;
if (!_materialInstance) return;
if (_materialInstance.HasProperty(BaseMapId)) _materialInstance.SetTexture(BaseMapId, tex);
if (_materialInstance.HasProperty(MainTexId)) _materialInstance.SetTexture(MainTexId, tex);
}
// ------------------------------------------------------------------
// Update / input
// ------------------------------------------------------------------
// --- Update / input ---
private void Update()
{
if (!_setupValid) return;
// Live backend switching.
if (useGpu != _gpuActive) SwitchBackend(useGpu);
// Painting disabled by the game mode (e.g. player-control mode): do nothing.
@@ -442,7 +404,7 @@ public class MeshPainter : MonoBehaviour
return;
}
if (updateColliderEveryFrame && _skinned != null)
if (updateColliderEveryFrame && _skinned)
{
BakeColliderMesh();
BuildMeshCaches();
@@ -457,15 +419,15 @@ public class MeshPainter : MonoBehaviour
return;
}
if (paintCamera == null) return;
if (!paintCamera) return;
if (_gpuActive) BeginGpuStroke();
else { _dx0 = textureSize; _dy0 = textureSize; _dx1 = -1; _dy1 = -1; }
if (_hasLastScreen)
{
// Interpolate along the mouse movement in screen space and re-raycast at
// each step -> the stroke follows the mesh surface.
// Interpolate along the mouse movement and re-raycast at each step so the
// stroke follows the mesh surface.
float dist = Vector2.Distance(_lastScreen, screenPos);
int steps = Mathf.Clamp(Mathf.CeilToInt(dist / ScreenStepPixels), 1, MaxStepsPerFrame);
for (int s = 1; s <= steps; s++)
@@ -487,19 +449,14 @@ public class MeshPainter : MonoBehaviour
_hasLastScreen = true;
}
/// <summary>
/// Raycast at a screen position. If the ray hits the mesh, a 3D sphere is painted
/// around the hit point (seamless) - via GPU or CPU depending on the backend.
/// </summary>
/// <summary>Raycasts at a screen position and paints a 3D sphere around the mesh hit point.</summary>
private void PaintAtScreen(Vector2 screenPos)
{
Ray ray = paintCamera.ScreenPointToRay(screenPos);
// Collect all hits and pick the nearest one that belongs to the paint mesh.
// A plain Physics.Raycast returns only the closest collider, so anything in
// front of the mesh (the player's CharacterController capsule, future props,
// the camera-collision proxy) would block painting. Filtering by collider
// keeps painting working from every camera angle.
// Pick the nearest hit that belongs to the paint mesh. A plain raycast would
// return only the closest collider, so anything in front of the mesh (the
// player capsule, props, the camera-collision proxy) could block painting.
int hitCount = Physics.RaycastNonAlloc(ray, _rayHits, 1000f, ~0, QueryTriggerInteraction.Ignore);
RaycastHit hit = default;
float nearest = float.MaxValue;
@@ -517,11 +474,10 @@ public class MeshPainter : MonoBehaviour
if (!found) return;
if (_verts == null || hit.triangleIndex < 0) return;
// Bring the hit point into local mesh space (= collider/vertex space).
Vector3 pLocal = transform.InverseTransformPoint(hit.point);
// Convert the brush radius (texels) into a local 3D radius using the UV
// density of the hit triangle -> the brush stays visually the same size.
// Convert the brush radius (texels) into a local 3D radius using the hit
// triangle's UV density so the brush keeps a constant visual size.
float scale = _avgUvToLocal;
int t = hit.triangleIndex;
if (t * 3 + 2 < _tris.Length)
@@ -532,8 +488,7 @@ public class MeshPainter : MonoBehaviour
if (areaUv > 1e-9f)
{
float s = Mathf.Sqrt(area3D / areaUv);
// guard against degenerate UVs: keep close to the average.
scale = Mathf.Clamp(s, _avgUvToLocal * 0.25f, _avgUvToLocal * 4f);
scale = Mathf.Clamp(s, _avgUvToLocal * 0.25f, _avgUvToLocal * 4f); // guard degenerate UVs
}
}
@@ -544,15 +499,13 @@ public class MeshPainter : MonoBehaviour
else PaintSphere3D(pLocal, radiusLocal);
}
// ------------------------------------------------------------------
// GPU painting
// ------------------------------------------------------------------
// --- GPU painting ---
private void BeginGpuStroke()
{
_drewThisStroke = false;
_prevSRGB = GL.sRGBWrite;
GL.sRGBWrite = true; // correct sRGB encoding when writing into the sRGB RT (linear project)
GL.sRGBWrite = true; // correct sRGB encoding when writing into the sRGB RT
Graphics.SetRenderTarget(_displayRT);
_brushMat.SetColor(BrushColorId, brushColor);
}
@@ -574,8 +527,7 @@ public class MeshPainter : MonoBehaviour
{
Graphics.SetRenderTarget(null);
// Edge padding against UV seams: blit the display RT through the dilation
// shader into _tempRT and then swap (the result ends up in _displayRT again).
// Edge padding against UV seams: dilate the display RT into _tempRT, then swap.
if (_drewThisStroke && paddingTexels > 0)
{
_dilateMat.SetInt(PadId, paddingTexels);
@@ -588,13 +540,11 @@ public class MeshPainter : MonoBehaviour
GL.sRGBWrite = _prevSRGB;
}
// ------------------------------------------------------------------
// CPU painting (rasterization + dilation)
// ------------------------------------------------------------------
// --- CPU painting (rasterization + dilation) ---
/// <summary>
/// Paints a sphere in local 3D space: rasterizes all triangles in range into
/// the texture and colors every texel whose 3D position lies inside the sphere.
/// Paints a sphere in local 3D space: rasterizes triangles in range and colors
/// every texel whose 3D position lies inside the sphere.
/// </summary>
private void PaintSphere3D(Vector3 pLocal, float radiusLocal)
{
@@ -605,7 +555,7 @@ public class MeshPainter : MonoBehaviour
for (int t = 0; t < triCount; t++)
{
// Fast culling: sphere against the triangle's circumscribed circle.
// Fast culling: sphere vs. the triangle's circumscribed circle.
float reach = radiusLocal + _triRadius[t];
if ((_triCenter[t] - pLocal).sqrMagnitude > reach * reach) continue;
@@ -618,7 +568,6 @@ public class MeshPainter : MonoBehaviour
float p1x = uv1.x * ts, p1y = uv1.y * ts;
float p2x = uv2.x * ts, p2y = uv2.y * ts;
// Bounding box in pixel space.
int minX = Mathf.Clamp(Mathf.FloorToInt(Mathf.Min(p0x, Mathf.Min(p1x, p2x))), 0, textureSize - 1);
int maxX = Mathf.Clamp(Mathf.CeilToInt(Mathf.Max(p0x, Mathf.Max(p1x, p2x))), 0, textureSize - 1);
int minY = Mathf.Clamp(Mathf.FloorToInt(Mathf.Min(p0y, Mathf.Min(p1y, p2y))), 0, textureSize - 1);
@@ -630,7 +579,7 @@ public class MeshPainter : MonoBehaviour
if (Mathf.Abs(d) < 1e-7f) continue;
float invD = 1f / d;
const float eps = -1e-4f; // small tolerance against 1px cracks between triangles
const float eps = -1e-4f; // tolerance against 1px cracks between triangles
for (int y = minY; y <= maxY; y++)
{
@@ -668,9 +617,8 @@ public class MeshPainter : MonoBehaviour
}
/// <summary>
/// Edge padding / texture dilation against visible UV seams (CPU).
/// Colors a thin border (pad texels) around the freshly painted areas with their
/// color. The dilation source is exclusively brush-painted texels (_painted).
/// CPU edge padding against UV seams: bleeds the freshly painted colors outward
/// by 'pad' texels. The dilation source is only brush-painted texels (_painted).
/// </summary>
private void DilatePadding(int pad)
{
@@ -681,7 +629,7 @@ public class MeshPainter : MonoBehaviour
int x1 = Mathf.Min(textureSize - 1, _dx1 + pad);
int y1 = Mathf.Min(textureSize - 1, _dy1 + pad);
_dilateStamp++; // unique per call -> padding from previous frames does not count as a source
_dilateStamp++;
for (int iter = 0; iter < pad; iter++)
{
@@ -755,9 +703,7 @@ public class MeshPainter : MonoBehaviour
_paintTexture.Apply(false);
}
// ------------------------------------------------------------------
// Helpers
// ------------------------------------------------------------------
// --- Helpers ---
private static float Cross2D(Vector2 a, Vector2 b) => a.x * b.y - a.y * b.x;
@@ -785,8 +731,8 @@ public class MeshPainter : MonoBehaviour
private void OnDestroy()
{
if (_bakedMesh != null) Destroy(_bakedMesh);
if (_materialInstance != null) Destroy(_materialInstance);
if (_bakedMesh) Destroy(_bakedMesh);
if (_materialInstance) Destroy(_materialInstance);
TeardownCpu();
TeardownGpu();
}