public static void CreateLineMaterial(int iMat = 1)
{
Material mMat = lineMaterial1;
if (iMat == 2) mMat = lineMaterial2;
if (iMat == 3) mMat = lineMaterial3;
if (iMat == 4) mMat = lineMaterial4;
if (iMat == 5) mMat = lineMaterial5;
if (mMat == null)
{
var shader = Shader.Find("Hidden/Internal-Colored");
mMat = new Material(shader);
mMat.hideFlags = HideFlags.HideAndDontSave;
// Turn on alpha blending
mMat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
mMat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
// Turn backface culling off
mMat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
// Turn off depth writes
mMat.SetInt("_ZWrite", 0);
if (iMat == 1) lineMaterial1 = mMat;
if (iMat == 2) lineMaterial2 = mMat;
if (iMat == 3) lineMaterial3 = mMat;
if (iMat == 4) lineMaterial4 = mMat;
if (iMat == 5) lineMaterial5 = mMat;
}
}