internal override void ResetValues()
{
base.ResetValues();
this.propertyNames = new List<string>();
this.displayNames = new List<string>();
this.textures = new List<Texture>();
this.dimensions = new List<TextureDimension>();
ShaderImporter target = base.target as ShaderImporter;
if (target != null)
{
Shader s = target.GetShader();
if (s != null)
{
int propertyCount = ShaderUtil.GetPropertyCount(s);
for (int i = 0; i < propertyCount; i++)
{
if (ShaderUtil.GetPropertyType(s, i) == ShaderUtil.ShaderPropertyType.TexEnv)
{
string propertyName = ShaderUtil.GetPropertyName(s, i);
string propertyDescription = ShaderUtil.GetPropertyDescription(s, i);
Texture defaultTexture = target.GetDefaultTexture(propertyName);
this.propertyNames.Add(propertyName);
this.displayNames.Add(propertyDescription);
this.textures.Add(defaultTexture);
this.dimensions.Add(ShaderUtil.GetTexDim(s, i));
}
}
}
}
}