Ejemplo n.º 1
0
        /// <summary>
        /// Generates the material variants.
        /// </summary>
        static void GenerateMaterialVariants(Shader shader)
        {
            var combinations = (from tone in (ToneMode[])Enum.GetValues(typeof(ToneMode))
                                from color in (ColorMode[])Enum.GetValues(typeof(ColorMode))
                                from blur in (BlurMode[])Enum.GetValues(typeof(BlurMode))
                                select new { tone, color, blur }).ToArray();

            for (int i = 0; i < combinations.Length; i++)
            {
                var comb = combinations[i];

                EditorUtility.DisplayProgressBar("Genarate Effect Material", UIEffect.GetVariantName(shader, comb.tone, comb.color, comb.blur), (float)i / combinations.Length);
                UIEffect.GetOrGenerateMaterialVariant(shader, comb.tone, comb.color, comb.blur);
            }
            EditorUtility.ClearProgressBar();
        }
Ejemplo n.º 2
0
        static void GenerateMaterialVariants(Shader shader, ToneMode[] tones, ColorMode[] colors, BlurMode[] blurs)
        {
            var combinations = (from tone in tones
                                from color in colors
                                from blur in blurs
                                select new { tone, color, blur }).ToArray();

            for (int i = 0; i < combinations.Length; i++)
            {
                var comb = combinations[i];

                EditorUtility.DisplayProgressBar("Genarate Effect Material Bundle", UIEffect.GetVariantName(shader, comb.tone, comb.color, comb.blur), (float)i / combinations.Length);
                UIEffect.GetOrGenerateMaterialVariant(shader, comb.tone, comb.color, comb.blur);
            }
            EditorUtility.ClearProgressBar();
        }