static WorldDebugMatsSpectrum() { for (int i = 0; i < 100; i++) { WorldDebugMatsSpectrum.spectrumMats[i] = MatsFromSpectrum.Get(WorldDebugMatsSpectrum.DebugSpectrum, (float)i / 100f, ShaderDatabase.WorldOverlayTransparent); WorldDebugMatsSpectrum.spectrumMats[i].renderQueue = WorldMaterials.DebugTileRenderQueue; } }
private static void GenerateMats(ref Material[] mats, Color[] colorSpectrum, int numMats) { mats = new Material[numMats]; for (int i = 0; i < numMats; i++) { mats[i] = MatsFromSpectrum.Get(colorSpectrum, (float)i / (float)numMats); } }
static UndergroundWaterMaterials() { materials = new Material[MaterialCount]; Color[] colorArr = { new Color(1.0f, 0.0f, 0.0f, 0.25f), new Color(1.0f, 1.0f, 0.0f, 0.25f), new Color(0.0f, 1.0f, 0.8f, 0.25f), new Color(0.0f, 1.0f, 1.0f, 0.25f) }; for (var i = 0; i < MaterialCount; i++) { materials[i] = MatsFromSpectrum.Get(colorArr, i / (float)MaterialCount); } }