UnityEditor.StandardShaderGUI.MaterialChanged C# (CSharp) Method

MaterialChanged() private static method

private static MaterialChanged ( Material material, WorkflowMode workflowMode ) : void
material UnityEngine.Material
workflowMode WorkflowMode
return void
        private static void MaterialChanged(Material material, WorkflowMode workflowMode)
        {
            SetupMaterialWithBlendMode(material, (BlendMode) ((int) material.GetFloat("_Mode")));
            SetMaterialKeywords(material, workflowMode);
        }

Usage Example

示例#1
0
 public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
 {
     if (material.HasProperty("_Emission"))
     {
         material.SetColor("_EmissionColor", material.GetColor("_Emission"));
     }
     base.AssignNewShaderToMaterial(material, oldShader, newShader);
     if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
     {
         StandardShaderGUI.SetupMaterialWithBlendMode(material, (StandardShaderGUI.BlendMode)material.GetFloat("_Mode"));
     }
     else
     {
         StandardShaderGUI.BlendMode blendMode = StandardShaderGUI.BlendMode.Opaque;
         if (oldShader.name.Contains("/Transparent/Cutout/"))
         {
             blendMode = StandardShaderGUI.BlendMode.Cutout;
         }
         else if (oldShader.name.Contains("/Transparent/"))
         {
             blendMode = StandardShaderGUI.BlendMode.Fade;
         }
         material.SetFloat("_Mode", (float)blendMode);
         this.DetermineWorkflow(MaterialEditor.GetMaterialProperties(new Material[]
         {
             material
         }));
         StandardShaderGUI.MaterialChanged(material, this.m_WorkflowMode);
     }
 }
All Usage Examples Of UnityEditor.StandardShaderGUI::MaterialChanged