/// <summary> /// 设置shader的时候,内部会移除之前的shader ///可以把shader接口统一为一个 ///time:当前shader的变化时间 ///bAutoEnd:自动结束并移除 /// </summary> public void SetShader(eShaderType type, Color color, float time = 9999999, bool bAutoEnd = true, Action end = null) { UnityEngine.Profiling.Profiler.BeginSample("SetShader"); GetOriginalColor(); EntityShaderInfo info; info.entity = this; info.type = type; info.color = color; info.bAutoEnd = bAutoEnd; info.showTime = time; info.curTime = 0; info.showEnd = end; ShaderManager.Inst.AddShader(info); UnityEngine.Profiling.Profiler.EndSample(); }
public void SetShaderType(eShaderType shader) { material.shader = Shader.Find( shader == eShaderType.Shader_OriginalMode ? Paths.MyCustomShader : Paths.MyCustomShader_NoTransition ); }