UnityEngine.Material.IsKeywordEnabled C# (CSharp) Method

IsKeywordEnabled() private method

private IsKeywordEnabled ( string keyword ) : bool
keyword string
return bool
        public extern bool IsKeywordEnabled(string keyword);
        /// <summary>

Usage Example

コード例 #1
0
        /// <summary>
        /// Initializes the primary mesh material.
        /// Note: for good explanation of Renderer.materials see http://answers.unity3d.com/questions/228744/material-versus-shared-material.html
        /// </summary>
        /// <param name="material">The material.</param>
        private void InitializePrimaryMeshMaterial(Material material) {
            if (!material.IsKeywordEnabled(UnityConstants.StdShader_RenderModeKeyword_FadeTransparency)) {
                material.EnableKeyword(UnityConstants.StdShader_RenderModeKeyword_FadeTransparency);
            }
            if (!material.IsKeywordEnabled(UnityConstants.StdShader_MapKeyword_Metallic)) {
                material.EnableKeyword(UnityConstants.StdShader_MapKeyword_Metallic);
            }
            /*******************************************************************************************
            * These values were set when I wasn't using the metal material's MetallicMap, opting
            * instead to set these. UNCLEAR Why I don't know, but not using the MatallicMap kept the
            * colors from showing up on the element unless the shader tab was clicked in the inspector.
            *
            * if (material.GetFloat(UnityConstants.StdShader_Property_MetallicFloat) != 0.25F) {
            *     material.SetFloat(UnityConstants.StdShader_Property_MetallicFloat, 0.25F);
            * }
            * if (material.GetFloat(UnityConstants.StdShader_Property_SmoothnessFloat) != 0.4F) {
            *     material.SetFloat(UnityConstants.StdShader_Property_SmoothnessFloat, 0.4F);
            * }
            *******************************************************************************************/

            if (!material.IsKeywordEnabled(UnityConstants.StdShader_MapKeyword_Normal)) {
                material.EnableKeyword(UnityConstants.StdShader_MapKeyword_Normal);
            }
            if (material.GetFloat(UnityConstants.StdShader_Property_NormalScaleFloat) != 1.25F) {
                material.SetFloat(UnityConstants.StdShader_Property_NormalScaleFloat, 1.25F);
            }
        }
All Usage Examples Of UnityEngine.Material::IsKeywordEnabled