public void FinalizeTextureAtlases() { materialTextureStorage.BuildAtlas("MaterialTexture"); shapeTextureStorage.BuildAtlas("ShapeTexture", TextureFormat.RGBA32, new Color(1.0f, 0.5f, 0.0f, 0.5f), true); GameMap gameMap = GameObject.FindObjectOfType <GameMap>(); gameMap.basicTerrainMaterial.SetTexture("_MainTex", materialTextureStorage.AtlasTexture); gameMap.basicTerrainMaterial.SetTexture("_BumpMap", shapeTextureStorage.AtlasTexture); gameMap.stencilTerrainMaterial.SetTexture("_MainTex", materialTextureStorage.AtlasTexture); gameMap.stencilTerrainMaterial.SetTexture("_BumpMap", shapeTextureStorage.AtlasTexture); gameMap.invisibleStencilMaterial.SetTexture("_MainTex", materialTextureStorage.AtlasTexture); }
public void FinalizeTextureAtlases() { materialTextureStorage.BuildAtlas("MaterialTexture"); shapeTextureStorage.BuildAtlas("ShapeTexture", TextureFormat.RGBA32, new Color(1.0f, 0.5f, 0.0f, 0.5f), true); specialTextureStorage.BuildAtlas("SpecialTexture"); GameMap gameMap = GameObject.FindObjectOfType <GameMap>(); gameMap.basicTerrainMaterial.SetTexture("_MainTex", materialTextureStorage.AtlasTexture); gameMap.basicTerrainMaterial.SetTexture("_BumpMap", shapeTextureStorage.AtlasTexture); gameMap.basicTerrainMaterial.SetTexture("_SpecialTex", specialTextureStorage.AtlasTexture); gameMap.stencilTerrainMaterial.SetTexture("_MainTex", materialTextureStorage.AtlasTexture); gameMap.stencilTerrainMaterial.SetTexture("_BumpMap", shapeTextureStorage.AtlasTexture); gameMap.stencilTerrainMaterial.SetTexture("_SpecialTex", specialTextureStorage.AtlasTexture); gameMap.transparentTerrainMaterial.SetTexture("_MainTex", materialTextureStorage.AtlasTexture); gameMap.transparentTerrainMaterial.SetTexture("_BumpMap", shapeTextureStorage.AtlasTexture); gameMap.transparentTerrainMaterial.SetTexture("_SpecialTex", specialTextureStorage.AtlasTexture); //get rid of any un-used textures left over. Resources.UnloadUnusedAssets(); GC.Collect(); }