UnityEditor.ShaderUtil.GetTextureBindingIndex C# (CSharp) Méthode

GetTextureBindingIndex() private méthode

private GetTextureBindingIndex ( Shader s, int texturePropertyID ) : int
s UnityEngine.Shader
texturePropertyID int
Résultat int
        internal static extern int GetTextureBindingIndex(Shader s, int texturePropertyID);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

        static void InitHandleMaterials()
        {
            if (!s_HandleWireMaterial)
            {
                if (!s_CallbackRegistered)
                {
                    RegisterGfxDeviceCleanup();
                    s_CallbackRegistered = true;
                }

                s_HandleWireMaterial              = (Material)EditorGUIUtility.LoadRequired("SceneView/HandleLines.mat");
                s_HandleWireMaterial2D            = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleLines.mat");
                s_HandleWireTextureIndex          = ShaderUtil.GetTextureBindingIndex(s_HandleWireMaterial.shader, Shader.PropertyToID("_MainTex"));
                s_HandleWireTextureIndex2D        = ShaderUtil.GetTextureBindingIndex(s_HandleWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
                s_HandleWireTextureSamplerIndex   = ShaderUtil.GetTextureSamplerBindingIndex(s_HandleWireMaterial.shader, Shader.PropertyToID("_MainTex"));
                s_HandleWireTextureSamplerIndex2D = ShaderUtil.GetTextureSamplerBindingIndex(s_HandleWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));

                s_HandleDottedWireMaterial              = (Material)EditorGUIUtility.LoadRequired("SceneView/HandleDottedLines.mat");
                s_HandleDottedWireMaterial2D            = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleDottedLines.mat");
                s_HandleDottedWireTextureIndex          = ShaderUtil.GetTextureBindingIndex(s_HandleDottedWireMaterial.shader, Shader.PropertyToID("_MainTex"));
                s_HandleDottedWireTextureIndex2D        = ShaderUtil.GetTextureBindingIndex(s_HandleDottedWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
                s_HandleDottedWireTextureSamplerIndex   = ShaderUtil.GetTextureSamplerBindingIndex(s_HandleDottedWireMaterial.shader, Shader.PropertyToID("_MainTex"));
                s_HandleDottedWireTextureSamplerIndex2D = ShaderUtil.GetTextureSamplerBindingIndex(s_HandleDottedWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
            }
        }
All Usage Examples Of UnityEditor.ShaderUtil::GetTextureBindingIndex