public TextureCombinerNonTextureProperties(bool considerNonTextureProps)
 {
     _considerNonTextureProperties   = considerNonTextureProps;
     textureProperty2DefaultColorMap = new Dictionary <string, Color>();
     for (int i = 0; i < defaultTextureProperty2DefaultColorMap.Length; i++)
     {
         textureProperty2DefaultColorMap.Add(defaultTextureProperty2DefaultColorMap[i].name,
                                             defaultTextureProperty2DefaultColorMap[i].color);
         _nonTexturePropertiesBlender = new NonTexturePropertiesDontBlendProps(this);
     }
 }
 private void FindBestTextureBlender(Material resultMaterial)
 {
     Debug.Assert(_considerNonTextureProperties);
     resultMaterialTextureBlender = FindMatchingTextureBlender(resultMaterial.shader.name);
     if (resultMaterialTextureBlender != null)
     {
         Debug.Log("Using _considerNonTextureProperties found a TextureBlender for result material. Using: " + resultMaterialTextureBlender);
     }
     else
     {
         Debug.LogWarning("Using _considerNonTextureProperties could not find a TextureBlender that matches the shader on the result material. Using the Fallback Texture Blender.");
         resultMaterialTextureBlender = new TextureBlenderFallback();
     }
     _nonTexturePropertiesBlender = new NonTexturePropertiesBlendProps(this, resultMaterialTextureBlender);
 }