void BillboardCreator(){
		EditorGUILayout.Space();
		EditorGUILayout.Space();
		
		GUILayout.BeginHorizontal("box");
			GUILayout.Label("BillBoard Prefab Name", EditorStyles.boldLabel);
				PrefabName=GUILayout.TextField (PrefabName, 25, GUILayout.Width(155));
		GUILayout.EndHorizontal();
		EditorGUILayout.Space();
		EditorGUILayout.Space();
		CreationBB =(CreaType) EditorGUILayout.EnumPopup ("New Billboard Type", CreationBB, GUILayout.Width(340));
		
		if (CreationBB == CreaType.Custom){
			GUILayout.Label("Billboard Meshes", EditorStyles.boldLabel);
			BillMesh= (Mesh)EditorGUILayout.ObjectField("Mesh",  BillMesh, typeof(Mesh),false);
		}
		EditorGUILayout.Space();
		EditorGUILayout.Space();
		GUILayout.BeginHorizontal();
		
			GUILayout.Label("BillBoard Setup", EditorStyles.boldLabel, GUILayout.Width(223));
			GUILayout.Label("MainTex", EditorStyles.boldLabel, GUILayout.Width(68));
			GUILayout.Label("Bump", EditorStyles.boldLabel, GUILayout.Width(60));
		GUILayout.EndHorizontal();
		EditorGUILayout.Space();
		GUILayout.BeginHorizontal();
			GUILayout.BeginVertical();
			GUILayout.BeginHorizontal();
				GUILayout.Label("BillBoard Shader", GUILayout.Width(103));
				ShaderLOD1S =(LODShaderStatus) EditorGUILayout.EnumPopup (ShaderLOD1S, GUILayout.Width(95));
			GUILayout.EndHorizontal();
		EditorGUILayout.Space();
				if (ShaderLOD1S == LODShaderStatus.New)
					LOD1S= (Shader)EditorGUILayout.ObjectField(LOD1S, typeof(Shader),true, GUILayout.MaxWidth(220));
				else LOD1Material= (Material)EditorGUILayout.ObjectField(LOD1Material, typeof(Material),false, GUILayout.MaxWidth(220));
			GUILayout.EndVertical();
				if (LOD1S)
					LOD1Material =  new Material (Shader.Find (LOD1S.name));
				
					if (LOD1Material && LOD1Material.HasProperty("_MainTex")){
						if (LOD1Material.GetTexture("_MainTex"))
							LOD1T = LOD1Material.GetTexture("_MainTex");
						LOD1T=EditorGUILayout.ObjectField(LOD1T, typeof(Texture),false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
						if (LOD1Material && LOD1Material.HasProperty("_BumpMap")){
							if (LOD1Material.GetTexture("_BumpMap"))
								LOD1B = LOD1Material.GetTexture("_BumpMap");
							LOD1B=EditorGUILayout.ObjectField(LOD1B, typeof(Texture),false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
						}
					} 
				
				GUILayout.FlexibleSpace();
		GUILayout.EndHorizontal();
		GUILayout.FlexibleSpace();
			GUILayout.BeginHorizontal();
		GUILayout.FlexibleSpace();
					if (GUILayout.Button("CONSTRUCT", GUILayout.Width(100), GUILayout.Height(30))) {
						if (PrefabName != "" &&  LOD1Material)
							CreatePrefabBB();
						else  EditorUtility.DisplayDialog("T4M Message", "You must complete the formulary before make the construct", "OK");
					}
		GUILayout.FlexibleSpace();
		GUILayout.EndHorizontal();
				GUILayout.FlexibleSpace();
		
	}
Ejemplo n.º 2
0
    void LODObjectC()
    {
        EditorGUILayout.Space();

        GUILayout.BeginHorizontal("box");
        GUILayout.Label("LOD Prefab Name", EditorStyles.boldLabel);
        T4MCache.PrefabName = GUILayout.TextField(T4MCache.PrefabName, 25, GUILayout.Width(155));
        GUILayout.EndHorizontal();

        EditorGUILayout.Space();

        GUILayout.Label("LOD Meshes", EditorStyles.boldLabel);
        LOD1 = (Mesh)EditorGUILayout.ObjectField("LOD1 : Close", LOD1, typeof(Mesh), false);
        LOD2 = (Mesh)EditorGUILayout.ObjectField("LOD2 : Medium", LOD2, typeof(Mesh), false);
        LOD3 = (Mesh)EditorGUILayout.ObjectField("LOD3 : Far", LOD3, typeof(Mesh), false);

        EditorGUILayout.Space();

        GUILayout.BeginHorizontal();
        GUILayout.Label("LOD1 Setup", EditorStyles.boldLabel, GUILayout.Width(223));
        GUILayout.Label("MainTex", EditorStyles.boldLabel, GUILayout.Width(68));
        GUILayout.Label("Bump", EditorStyles.boldLabel, GUILayout.Width(60));
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        GUILayout.BeginVertical();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Place the MeshCollider on this LOD", GUILayout.Width(205));
        CheckLOD1Collider = EditorGUILayout.Toggle(CheckLOD1Collider, GUILayout.Width(15));
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        GUILayout.Label("LOD1 Shader", GUILayout.Width(103));
        T4MCache.ShaderLOD1S = (LODShaderStatus)EditorGUILayout.EnumPopup(T4MCache.ShaderLOD1S, GUILayout.Width(95));
        GUILayout.EndHorizontal();
        if (T4MCache.ShaderLOD1S == LODShaderStatus.New)
        {
            T4MCache.LOD1S = (Shader)EditorGUILayout.ObjectField(T4MCache.LOD1S, typeof(Shader), true, GUILayout.MaxWidth(220));
        }
        else
        {
            T4MCache.LOD1Material = (Material)EditorGUILayout.ObjectField(T4MCache.LOD1Material, typeof(Material), false, GUILayout.MaxWidth(220));
        }
        GUILayout.EndVertical();
        if (T4MCache.LOD1S)
        {
            T4MCache.LOD1Material = new Material(Shader.Find(T4MCache.LOD1S.name));
        }

        if (T4MCache.LOD1Material && T4MCache.LOD1Material.HasProperty("_MainTex"))
        {
            if (T4MCache.LOD1Material.GetTexture("_MainTex"))
            {
                T4MCache.LOD1T = T4MCache.LOD1Material.GetTexture("_MainTex");
            }
            T4MCache.LOD1T = EditorGUILayout.ObjectField(T4MCache.LOD1T, typeof(Texture), false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
            if (T4MCache.LOD1Material && T4MCache.LOD1Material.HasProperty("_BumpMap"))
            {
                if (T4MCache.LOD1Material.GetTexture("_BumpMap"))
                {
                    T4MCache.LOD1B = T4MCache.LOD1Material.GetTexture("_BumpMap");
                }
                T4MCache.LOD1B = EditorGUILayout.ObjectField(T4MCache.LOD1B, typeof(Texture), false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
            }
        }

        GUILayout.FlexibleSpace();
        GUILayout.EndHorizontal();

        EditorGUILayout.Space();

        GUILayout.BeginHorizontal();
        GUILayout.Label("LOD2 Setup", EditorStyles.boldLabel, GUILayout.Width(223));
        GUILayout.Label("MainTex", EditorStyles.boldLabel, GUILayout.Width(68));
        GUILayout.Label("Bump", EditorStyles.boldLabel, GUILayout.Width(60));
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        GUILayout.BeginVertical();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Place the MeshCollider on this LOD", GUILayout.Width(205));
        CheckLOD2Collider = EditorGUILayout.Toggle(CheckLOD2Collider, GUILayout.Width(15));
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        GUILayout.Label("LOD2 Shader", GUILayout.Width(103));
        T4MCache.ShaderLOD2S = (LODShaderStatus)EditorGUILayout.EnumPopup(T4MCache.ShaderLOD2S, GUILayout.Width(95));
        GUILayout.EndHorizontal();
        if (T4MCache.ShaderLOD2S == LODShaderStatus.New)
        {
            T4MCache.LOD2S = (Shader)EditorGUILayout.ObjectField(T4MCache.LOD2S, typeof(Shader), false, GUILayout.MaxWidth(220));
        }
        else
        {
            T4MCache.LOD2Material = (Material)EditorGUILayout.ObjectField(T4MCache.LOD2Material, typeof(Material), false, GUILayout.MaxWidth(220));
        }
        GUILayout.EndVertical();
        if (T4MCache.LOD2S)
        {
            T4MCache.LOD2Material = new Material(Shader.Find(T4MCache.LOD2S.name));
        }
        if (T4MCache.LOD2Material && T4MCache.LOD2Material.HasProperty("_MainTex"))
        {
            if (T4MCache.LOD2Material.GetTexture("_MainTex"))
            {
                T4MCache.LOD2T = T4MCache.LOD2Material.GetTexture("_MainTex");
            }
            T4MCache.LOD2T = EditorGUILayout.ObjectField(T4MCache.LOD2T, typeof(Texture), false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
            if (T4MCache.LOD2Material && T4MCache.LOD2Material.HasProperty("_BumpMap"))
            {
                if (T4MCache.LOD2Material.GetTexture("_BumpMap"))
                {
                    T4MCache.LOD2B = T4MCache.LOD2Material.GetTexture("_BumpMap");
                }
                T4MCache.LOD2B = EditorGUILayout.ObjectField(T4MCache.LOD2B, typeof(Texture), false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
            }
        }

        GUILayout.FlexibleSpace();
        GUILayout.EndHorizontal();

        EditorGUILayout.Space();

        GUILayout.BeginHorizontal();
        GUILayout.Label("LOD3 Setup", EditorStyles.boldLabel, GUILayout.Width(223));
        GUILayout.Label("MainTex", EditorStyles.boldLabel, GUILayout.Width(68));
        GUILayout.Label("Bump", EditorStyles.boldLabel, GUILayout.Width(60));
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        GUILayout.BeginVertical();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Place the MeshCollider on this LOD", GUILayout.Width(205));
        CheckLOD3Collider = EditorGUILayout.Toggle(CheckLOD3Collider, GUILayout.Width(15));
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        GUILayout.Label("LOD3 Shader", GUILayout.Width(103));
        T4MCache.ShaderLOD3S = (LODShaderStatus)EditorGUILayout.EnumPopup(T4MCache.ShaderLOD3S, GUILayout.Width(95));
        GUILayout.EndHorizontal();
        if (T4MCache.ShaderLOD3S == LODShaderStatus.New)
        {
            T4MCache.LOD3S = (Shader)EditorGUILayout.ObjectField(T4MCache.LOD3S, typeof(Shader), false, GUILayout.MaxWidth(220));
        }
        else
        {
            T4MCache.LOD3Material = (Material)EditorGUILayout.ObjectField(T4MCache.LOD3Material, typeof(Material), false, GUILayout.MaxWidth(220));
        }
        GUILayout.EndVertical();
        if (T4MCache.LOD3S)
        {
            T4MCache.LOD3Material = new Material(Shader.Find(T4MCache.LOD3S.name));
        }
        if (T4MCache.LOD3Material && T4MCache.LOD3Material.HasProperty("_MainTex"))
        {
            if (T4MCache.LOD3Material.GetTexture("_MainTex"))
            {
                T4MCache.LOD3T = T4MCache.LOD3Material.GetTexture("_MainTex");
            }
            T4MCache.LOD3T = EditorGUILayout.ObjectField(T4MCache.LOD3T, typeof(Texture), false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
            if (T4MCache.LOD3Material && T4MCache.LOD3Material.HasProperty("_BumpMap"))
            {
                if (T4MCache.LOD3Material.GetTexture("_BumpMap"))
                {
                    T4MCache.LOD3B = T4MCache.LOD3Material.GetTexture("_BumpMap");
                }
                T4MCache.LOD3B = EditorGUILayout.ObjectField(T4MCache.LOD3B, typeof(Texture), false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
            }
        }

        GUILayout.FlexibleSpace();
        GUILayout.EndHorizontal();
        GUILayout.FlexibleSpace();
        GUILayout.BeginHorizontal();
        GUILayout.FlexibleSpace();
        if (GUILayout.Button("CONSTRUCT", GUILayout.Width(100), GUILayout.Height(30)))
        {
            if (T4MCache.PrefabName != "" && LOD1 && LOD2 && LOD3 && T4MCache.LOD1Material && T4MCache.LOD2Material && T4MCache.LOD3Material)
            {
                CreatePrefab();
            }
            else
            {
                EditorUtility.DisplayDialog("T4M Message", "You must complete the formulary before make the construct", "OK");
            }
        }
        GUILayout.FlexibleSpace();
        GUILayout.EndHorizontal();
        GUILayout.FlexibleSpace();

        if (CheckLOD1Collider == true && CheckStatus != "LOD1")
        {
            CheckStatus       = "LOD1";
            CheckLOD2Collider = false;
            CheckLOD3Collider = false;
        }
        if (CheckLOD2Collider == true && CheckStatus != "LOD2")
        {
            CheckStatus       = "LOD2";
            CheckLOD1Collider = false;
            CheckLOD3Collider = false;
        }
        if (CheckLOD3Collider == true && CheckStatus != "LOD3")
        {
            CheckStatus       = "LOD3";
            CheckLOD1Collider = false;
            CheckLOD2Collider = false;
        }
        if (OldShaderLOD1S != T4MCache.ShaderLOD1S)
        {
            T4MCache.LOD1B        = null;
            T4MCache.LOD1T        = null;
            T4MCache.LOD1Material = null;
            T4MCache.LOD1S        = null;
            OldShaderLOD1S        = T4MCache.ShaderLOD1S;
        }
        if (OldShaderLOD2S != T4MCache.ShaderLOD2S)
        {
            T4MCache.LOD2B        = null;
            T4MCache.LOD2T        = null;
            T4MCache.LOD2Material = null;
            T4MCache.LOD2S        = null;
            OldShaderLOD2S        = T4MCache.ShaderLOD2S;
        }
        if (OldShaderLOD3S != T4MCache.ShaderLOD3S)
        {
            T4MCache.LOD3B        = null;
            T4MCache.LOD3T        = null;
            T4MCache.LOD3Material = null;
            T4MCache.LOD3S        = null;
            OldShaderLOD3S        = T4MCache.ShaderLOD3S;
        }
    }
	void LODObjectC()
	{
		
		
		EditorGUILayout.Space();
	
		GUILayout.BeginHorizontal("box");
			GUILayout.Label("LOD Prefab Name", EditorStyles.boldLabel);
				PrefabName=GUILayout.TextField (PrefabName, 25, GUILayout.Width(155));
		GUILayout.EndHorizontal();
		
		EditorGUILayout.Space();
		
		GUILayout.Label("LOD Meshes", EditorStyles.boldLabel);
		LOD1= (Mesh)EditorGUILayout.ObjectField("LOD1 : Close",  LOD1, typeof(Mesh),false);
		LOD2= (Mesh)EditorGUILayout.ObjectField("LOD2 : Medium",LOD2, typeof(Mesh),false);
		LOD3= (Mesh)EditorGUILayout.ObjectField("LOD3 : Far",LOD3, typeof(Mesh),false);
		
		EditorGUILayout.Space();
		
		GUILayout.BeginHorizontal();
			GUILayout.Label("LOD1 Setup", EditorStyles.boldLabel, GUILayout.Width(223));
			GUILayout.Label("MainTex", EditorStyles.boldLabel, GUILayout.Width(68));
			GUILayout.Label("Bump", EditorStyles.boldLabel, GUILayout.Width(60));
		GUILayout.EndHorizontal();
		
		GUILayout.BeginHorizontal();
			GUILayout.BeginVertical();
				GUILayout.BeginHorizontal();
					GUILayout.Label("Place the MeshCollider on this LOD", GUILayout.Width(205));
					CheckLOD1Collider = EditorGUILayout.Toggle(CheckLOD1Collider, GUILayout.Width(15));
				GUILayout.EndHorizontal();
		
			GUILayout.BeginHorizontal();
				GUILayout.Label("LOD1 Shader", GUILayout.Width(103));
				ShaderLOD1S =(LODShaderStatus) EditorGUILayout.EnumPopup (ShaderLOD1S, GUILayout.Width(95));
			GUILayout.EndHorizontal();	
				if (ShaderLOD1S == LODShaderStatus.New)
					LOD1S= (Shader)EditorGUILayout.ObjectField(LOD1S, typeof(Shader),true, GUILayout.MaxWidth(220));
				else LOD1Material= (Material)EditorGUILayout.ObjectField(LOD1Material, typeof(Material),false, GUILayout.MaxWidth(220));
			GUILayout.EndVertical();
				if (LOD1S)
					LOD1Material =  new Material (Shader.Find (LOD1S.name));
				
					if (LOD1Material && LOD1Material.HasProperty("_MainTex")){
						if (LOD1Material.GetTexture("_MainTex"))
							LOD1T = LOD1Material.GetTexture("_MainTex");
						LOD1T=EditorGUILayout.ObjectField(LOD1T, typeof(Texture),false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
						if (LOD1Material && LOD1Material.HasProperty("_BumpMap")){
							if (LOD1Material.GetTexture("_BumpMap"))
								LOD1B = LOD1Material.GetTexture("_BumpMap");
							LOD1B=EditorGUILayout.ObjectField(LOD1B, typeof(Texture),false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
						}
					}
				
				GUILayout.FlexibleSpace();
		GUILayout.EndHorizontal();
		
		EditorGUILayout.Space();
		
		GUILayout.BeginHorizontal();
			GUILayout.Label("LOD2 Setup", EditorStyles.boldLabel, GUILayout.Width(223));
			GUILayout.Label("MainTex", EditorStyles.boldLabel, GUILayout.Width(68));
			GUILayout.Label("Bump", EditorStyles.boldLabel, GUILayout.Width(60));
		GUILayout.EndHorizontal();
		
		GUILayout.BeginHorizontal();
			GUILayout.BeginVertical();
				GUILayout.BeginHorizontal();
					GUILayout.Label("Place the MeshCollider on this LOD", GUILayout.Width(205));
					CheckLOD2Collider = EditorGUILayout.Toggle(CheckLOD2Collider, GUILayout.Width(15));
				GUILayout.EndHorizontal();
		
				GUILayout.BeginHorizontal();
				GUILayout.Label("LOD2 Shader", GUILayout.Width(103));
				ShaderLOD2S =(LODShaderStatus) EditorGUILayout.EnumPopup (ShaderLOD2S, GUILayout.Width(95));
				GUILayout.EndHorizontal();	
			if (ShaderLOD2S == LODShaderStatus.New)
				LOD2S= (Shader)EditorGUILayout.ObjectField(LOD2S, typeof(Shader),false, GUILayout.MaxWidth(220));
			else LOD2Material= (Material)EditorGUILayout.ObjectField(LOD2Material, typeof(Material),false, GUILayout.MaxWidth(220));
			GUILayout.EndVertical();
				if (LOD2S)
					LOD2Material =  new Material (Shader.Find (LOD2S.name)); 
					if (LOD2Material && LOD2Material.HasProperty("_MainTex")){
						if (LOD2Material.GetTexture("_MainTex"))
							LOD2T = LOD2Material.GetTexture("_MainTex");
						LOD2T=EditorGUILayout.ObjectField(LOD2T, typeof(Texture),false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
						if (LOD2Material && LOD2Material.HasProperty("_BumpMap")){
						if (LOD2Material.GetTexture("_BumpMap"))
							LOD2B = LOD2Material.GetTexture("_BumpMap");
							LOD2B=EditorGUILayout.ObjectField(LOD2B, typeof(Texture),false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
						}
					}
				
				GUILayout.FlexibleSpace();
		GUILayout.EndHorizontal();
		
		EditorGUILayout.Space();
		
		GUILayout.BeginHorizontal();
			GUILayout.Label("LOD3 Setup", EditorStyles.boldLabel, GUILayout.Width(223));
			GUILayout.Label("MainTex", EditorStyles.boldLabel, GUILayout.Width(68));
			GUILayout.Label("Bump", EditorStyles.boldLabel, GUILayout.Width(60));
		GUILayout.EndHorizontal();
		
		GUILayout.BeginHorizontal();
			GUILayout.BeginVertical();
				GUILayout.BeginHorizontal();
					GUILayout.Label("Place the MeshCollider on this LOD", GUILayout.Width(205));
				CheckLOD3Collider = EditorGUILayout.Toggle(CheckLOD3Collider, GUILayout.Width(15));
				GUILayout.EndHorizontal();
		
				GUILayout.BeginHorizontal();
				GUILayout.Label("LOD3 Shader", GUILayout.Width(103));
				ShaderLOD3S =(LODShaderStatus) EditorGUILayout.EnumPopup (ShaderLOD3S, GUILayout.Width(95));
				GUILayout.EndHorizontal();
			if (ShaderLOD3S == LODShaderStatus.New)
				LOD3S= (Shader)EditorGUILayout.ObjectField(LOD3S, typeof(Shader),false, GUILayout.MaxWidth(220));
			else LOD3Material= (Material)EditorGUILayout.ObjectField(LOD3Material, typeof(Material),false, GUILayout.MaxWidth(220));
			GUILayout.EndVertical();
				if (LOD3S)
					LOD3Material =  new Material (Shader.Find (LOD3S.name)); 
					if (LOD3Material && LOD3Material.HasProperty("_MainTex")){
						if (LOD3Material.GetTexture("_MainTex"))
							LOD3T = LOD3Material.GetTexture("_MainTex");
						LOD3T=EditorGUILayout.ObjectField(LOD3T, typeof(Texture),false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
						if (LOD3Material && LOD3Material.HasProperty("_BumpMap")){
						if (LOD3Material.GetTexture("_BumpMap"))
							LOD3B = LOD3Material.GetTexture("_BumpMap");
							LOD3B=EditorGUILayout.ObjectField(LOD3B, typeof(Texture),false, GUILayout.Width(60), GUILayout.Height(60)) as Texture;
						}
					}
				
				GUILayout.FlexibleSpace();
		GUILayout.EndHorizontal();
		GUILayout.FlexibleSpace();
			GUILayout.BeginHorizontal();
				GUILayout.FlexibleSpace();
					if (GUILayout.Button("CONSTRUCT", GUILayout.Width(100), GUILayout.Height(30))) {
						if (PrefabName != "" && LOD1  && LOD2 && LOD3 && LOD1Material && LOD2Material && LOD3Material)
							CreatePrefab();
						else  EditorUtility.DisplayDialog("T4M Message", "You must complete the formulary before make the construct", "OK");
					}
				GUILayout.FlexibleSpace();
			GUILayout.EndHorizontal();
		GUILayout.FlexibleSpace();
		
		if (CheckLOD1Collider == true && CheckStatus !="LOD1"){
			CheckStatus ="LOD1";
			CheckLOD2Collider = false;
			CheckLOD3Collider = false;
		}
		if (CheckLOD2Collider == true && CheckStatus !="LOD2")
		{
			CheckStatus ="LOD2";
			CheckLOD1Collider = false;
			CheckLOD3Collider = false;
		}
		 if (CheckLOD3Collider == true && CheckStatus !="LOD3")
		{
			CheckStatus ="LOD3";
			CheckLOD1Collider = false;
			CheckLOD2Collider = false;
		}
		if (OldShaderLOD1S != ShaderLOD1S){
			LOD1B =null;
			LOD1T = null;
			LOD1Material =null;
			LOD1S = null;
			OldShaderLOD1S = ShaderLOD1S;
		}
		if (OldShaderLOD2S != ShaderLOD2S){
			LOD2B =null;
			LOD2T = null;
			LOD2Material =null;
			LOD2S = null;
			OldShaderLOD2S = ShaderLOD2S;
		}
		if (OldShaderLOD3S != ShaderLOD3S){
			LOD3B =null;
			LOD3T = null;
			LOD3Material =null;
			LOD3S = null;
			OldShaderLOD3S = ShaderLOD3S;
		}
	}