private static Material[] BuildMaterialsBlendModes(string shaderName) { var shader = P3dShader.Load(shaderName); var materials = new Material[P3dShader.BLEND_MODE_COUNT]; for (var blend = 0; blend < P3dShader.BLEND_MODE_COUNT; blend++) { materials[blend] = P3dShader.Build(shader, 0, (P3dBlendMode)blend); } return(materials); }
public static Material[] BuildMaterialsBlendModes(string shaderName) { var shader = P3dShader.Load(shaderName); var materials = new Material[P3dBlendMode.COUNT]; for (var index = 0; index < P3dBlendMode.COUNT; index++) { var material = P3dShader.Build(shader); P3dShader.BuildBlendMode(material, index); materials[index] = material; } return(materials); }
public static Material[] BuildMaterialsBlendModes(string shaderName, string keyword = null) { var shader = P3dShader.Load(shaderName); var materials = new Material[P3dBlendMode.COUNT]; for (var index = 0; index < P3dBlendMode.COUNT; index++) { var material = P3dShader.Build(shader); P3dShader.BuildBlendMode(material, index); materials[index] = material; } if (string.IsNullOrEmpty(keyword) == false) { for (var index = 0; index < P3dBlendMode.COUNT; index++) { materials[index].EnableKeyword(keyword); } } return(materials); }
private static Material BuildMaterial(string shaderName) { var shader = P3dShader.Load(shaderName); return(P3dShader.Build(shader)); }