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);
    }
Example #2
0
    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();
    }