IsTreeLeafShader() public static method

public static IsTreeLeafShader ( Shader shader ) : bool
shader UnityEngine.Shader
return bool
Beispiel #1
0
 private static void AddShaderFromMaterial(Material material, List <string> barkShaders, List <string> leafShaders)
 {
     if (material && material.shader)
     {
         Shader shader = material.shader;
         if (TreeEditorHelper.IsTreeBarkShader(shader) && !barkShaders.Contains(shader.name))
         {
             barkShaders.Add(shader.name);
         }
         else
         {
             if (TreeEditorHelper.IsTreeLeafShader(material.shader) && !leafShaders.Contains(shader.name))
             {
                 leafShaders.Add(shader.name);
             }
         }
     }
 }
Beispiel #2
0
        private static void ExtractOptimizedShaders(List <TreeMaterial> materials, out Shader optimizedSolidShader, out Shader optimizedCutoutShader)
        {
            List <Shader> list  = new List <Shader>();
            List <Shader> list2 = new List <Shader>();

            foreach (TreeMaterial current in materials)
            {
                Material material = current.material;
                if (material && material.shader)
                {
                    if (TreeEditorHelper.IsTreeBarkShader(material.shader))
                    {
                        list.Add(material.shader);
                    }
                    else
                    {
                        if (TreeEditorHelper.IsTreeLeafShader(material.shader))
                        {
                            list2.Add(material.shader);
                        }
                    }
                }
            }
            optimizedSolidShader  = null;
            optimizedCutoutShader = null;
            if (list.Count > 0)
            {
                optimizedSolidShader = Shader.Find(TreeEditorHelper.GetOptimizedShaderName(list[0]));
            }
            if (list2.Count > 0)
            {
                optimizedCutoutShader = Shader.Find(TreeEditorHelper.GetOptimizedShaderName(list2[0]));
            }
            if (!optimizedSolidShader)
            {
                optimizedSolidShader = TreeEditorHelper.DefaultOptimizedBarkShader;
            }
            if (!optimizedCutoutShader)
            {
                optimizedCutoutShader = TreeEditorHelper.DefaultOptimizedLeafShader;
            }
        }
Beispiel #3
0
 private static bool IsTreeShader(Shader shader)
 {
     return(TreeEditorHelper.IsTreeBarkShader(shader) || TreeEditorHelper.IsTreeLeafShader(shader));
 }