private GetMaterialProperties ( Object mats ) : UnityEditor.MaterialProperty[] | ||
mats | Object | |
return | UnityEditor.MaterialProperty[] |
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) { base.AssignNewShaderToMaterial(material, oldShader, newShader); if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) { return; } 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(ShaderUtil.GetMaterialProperties(new Material[] { material })); StandardShaderGUI.MaterialChanged(material, this.m_WorkflowMode); }