GetMaterialProperties() private méthode

private GetMaterialProperties ( Object mats ) : UnityEditor.MaterialProperty[]
mats Object
Résultat UnityEditor.MaterialProperty[]
 public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
 {
     base.AssignNewShaderToMaterial(material, oldShader, newShader);
     if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
     {
         return;
     }
     StandardShaderGUI.BlendMode blendMode = StandardShaderGUI.BlendMode.Opaque;
     if (oldShader.name.Contains("/Transparent/Cutout/"))
     {
         blendMode = StandardShaderGUI.BlendMode.Cutout;
     }
     else
     {
         if (oldShader.name.Contains("/Transparent/"))
         {
             blendMode = StandardShaderGUI.BlendMode.Fade;
         }
     }
     material.SetFloat("_Mode", (float)blendMode);
     this.DetermineWorkflow(ShaderUtil.GetMaterialProperties(new Material[]
     {
         material
     }));
     StandardShaderGUI.MaterialChanged(material, this.m_WorkflowMode);
 }