static void Shader_renderQueue(JSVCall vc) { UnityEngine.Shader _this = (UnityEngine.Shader)vc.csObj; var result = _this.renderQueue; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); }
static public int constructor(IntPtr l) { UnityEngine.Shader o; o = new UnityEngine.Shader(); pushObject(l, o); return(1); }
public static void SetupRadarCamera() { if(radarRT && radarTex2D && radarCam && radarShader) { return; } //setup shader first if(!radarShader) { radarShader = BDAShaderLoader.UnlitBlackShader;//.LoadManifestShader("BahaTurret.UnlitBlack.shader"); } //then setup textures radarRT = new RenderTexture(radarResolution,radarResolution,16); radarTex2D = new Texture2D(radarResolution,radarResolution, TextureFormat.ARGB32, false); //set up camera radarCam = (new GameObject("RadarCamera")).AddComponent<Camera>(); radarCam.enabled = false; radarCam.clearFlags = CameraClearFlags.SolidColor; radarCam.backgroundColor = Color.white; radarCam.SetReplacementShader(radarShader, string.Empty); radarCam.cullingMask = 1<<0; radarCam.targetTexture = radarRT; //radarCam.nearClipPlane = 75; //radarCam.farClipPlane = 40000; }
static int _CreateUnityEngine_Material(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 1 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Material))) { UnityEngine.Material arg0 = (UnityEngine.Material)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.Material)); UnityEngine.Material obj = new UnityEngine.Material(arg0); ToLua.Push(L, obj); return(1); } else if (count == 1 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Shader))) { UnityEngine.Shader arg0 = (UnityEngine.Shader)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.Shader)); UnityEngine.Material obj = new UnityEngine.Material(arg0); ToLua.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.Material.New"); } return(0); }
/* private static string[] kShaderLevels = new string[] { "Fixed function", "SM1.x", "SM2.0", "SM3.0", "SM4.0", "SM5.0" }; */ private static string GetPropertyType( Shader s, int index ) { ShaderUtil.ShaderPropertyType propertyType = ShaderUtil.GetPropertyType( s, index ); if( propertyType == ShaderUtil.ShaderPropertyType.TexEnv ) { return ShaderForgeInspector.kTextureTypes[(int)ShaderUtil.GetTexDim( s, index )]; } return ShaderForgeInspector.kPropertyTypes[(int)propertyType]; }
static int LoadShader(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { string arg0 = ToLua.CheckString(L, 1); UnityEngine.Shader o = ShibaInu.ResManager.LoadShader(arg0); ToLua.PushSealed(L, o); return(1); } else if (count == 2) { string arg0 = ToLua.CheckString(L, 1); string arg1 = ToLua.CheckString(L, 2); UnityEngine.Shader o = ShibaInu.ResManager.LoadShader(arg0, arg1); ToLua.PushSealed(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: ShibaInu.ResManager.LoadShader")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public IEnumerator LoadBundleAssets() { while (!Caching.ready) yield return null; Debug.Log("[B9PW] Aquiring bundle data"); using (WWW www = WWW.LoadFromCacheOrDownload("file://" + KSPUtil.ApplicationRootPath + Path.DirectorySeparatorChar + "GameData" + Path.DirectorySeparatorChar + "B9_Aerospace_ProceduralWings" + Path.DirectorySeparatorChar + "wingshader.ksp", 1)) { yield return www; AssetBundle shaderBundle = www.assetBundle; Shader[] objects = shaderBundle.LoadAllAssets<Shader>(); for (int i = 0; i < objects.Length; ++i) { Debug.Log($"[B9PW] {objects[i].name}"); if (objects[i].name == "KSP/Specular Layered") { wingShader = objects[i] as Shader; Debug.Log($"[B9 PWings] Wing shader \"{objects[i].name}\" loaded"); } } yield return new WaitForSeconds(1.0f); // unknown how neccesary this is Debug.Log("[B9PW] unloading bundle"); shaderBundle.Unload(false); // unload the raw asset bundle } }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Shader shader = (UnityEngine.Shader)value; writer.WriteProperty("name", shader.name); writer.WriteProperty("maximumLOD", shader.maximumLOD); writer.WriteProperty("hideFlags", shader.hideFlags); }
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) { if (material.HasProperty("_Emission")) { material.SetColor("_EmissionColor", material.GetColor("_Emission")); } base.AssignNewShaderToMaterial(material, oldShader, newShader); if ((oldShader == null) || !oldShader.name.Contains("Legacy Shaders/")) { SetupMaterialWithBlendMode(material, (BlendMode) ((int) material.GetFloat("_Mode"))); } else { BlendMode opaque = BlendMode.Opaque; if (oldShader.name.Contains("/Transparent/Cutout/")) { opaque = BlendMode.Cutout; } else if (oldShader.name.Contains("/Transparent/")) { opaque = BlendMode.Fade; } material.SetFloat("_Mode", (float) opaque); Material[] mats = new Material[] { material }; this.DetermineWorkflow(MaterialEditor.GetMaterialProperties(mats)); MaterialChanged(material, this.m_WorkflowMode); } }
private static void ChangeShaderOnMaterial(Material material, Shader shader) { if ((material != null) && (shader != null)) { material.shader = shader; } }
// with material public static MadMeshCombinerAtlas CreateAtlas(string texturePath, Texture2D[] textures, Shader shader) { var madeReadable = PrepareTextures(textures); try { List<MadMeshCombinerAtlas.Item> items = new List<MadMeshCombinerAtlas.Item>(); PackTextures(textures, texturePath, ref items); var atlas = new MadMeshCombinerAtlas(); atlas.atlasTexture = AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D)) as Texture2D; atlas.AddItemRange(items); // create material out of atlas var materialPath = System.IO.Path.ChangeExtension(texturePath, "mat"); //var atlasMaterial = new Material(Shader.Find("Transparent/Cutout/Diffuse")); var atlasMaterial = new Material(shader); atlasMaterial.mainTexture = atlas.atlasTexture; atlas.atlasMaterial = atlasMaterial; AssetDatabase.CreateAsset(atlasMaterial, materialPath); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); return atlas; } finally { RevertAll(madeReadable); } }
static GasOverlayMats() { TransmitterShader = ShaderDatabase.MetaOverlay; Graphic subGraphic = GraphicDatabase.Get<Graphic_Single>(TransmitterAtlasPath, TransmitterShader); LinkedOverlayGraphic = new Graphic_LinkedGasPipe(subGraphic); subGraphic.MatSingle.renderQueue = 3800; }
protected Material CheckShaderAndCreateMaterial(Shader s, Material m2Create) { if (!s) { Debug.Log("Missing shader in " + this.ToString()); enabled = false; return null; } if (s.isSupported && m2Create && m2Create.shader == s) return m2Create; if (!s.isSupported) { enabled = false; isSupported = false; Debug.Log("The shader " + s.ToString() + " on effect " + this.ToString() + " is not supported on this platform!"); return null; } else { //Debug.Log("Creating material"); m2Create = new Material(s); m2Create.hideFlags = HideFlags.DontSave; if (m2Create) { return m2Create; } else return null; } }
public static bool IsSupported(Shader s, bool needDepth, bool needHdr, MonoBehaviour effect) { if (s == null || !s.isSupported) { Debug.LogWarningFormat("Missing shader for image effect {0}", effect); return false; } if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) { Debug.LogWarningFormat("Image effects aren't supported on this device ({0})", effect); return false; } if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) { Debug.LogWarningFormat("Depth textures aren't supported on this device ({0})", effect); return false; } if (needHdr && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) { Debug.LogWarningFormat("Floating point textures aren't supported on this device ({0})", effect); return false; } return true; }
static int _CreateUnityEngine_Material(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Material))) { UnityEngine.Material arg0 = (UnityEngine.Material)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.Material)); UnityEngine.Material obj = new UnityEngine.Material(arg0); ToLua.Push(L, obj); return(1); } else if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Shader))) { UnityEngine.Shader arg0 = (UnityEngine.Shader)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.Shader)); UnityEngine.Material obj = new UnityEngine.Material(arg0); ToLua.Push(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.Material.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int _CreateUnityEngine_Shader(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.Shader.ctor"); #endif try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.Shader obj = new UnityEngine.Shader(); ToLua.PushSealed(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.Shader.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public ShaderVariant(Shader shader, PassType passType, params string[] keywords) { this.shader = shader; this.passType = passType; this.keywords = keywords; ShaderVariantCollection.ShaderVariant.Internal_CheckVariant(shader, passType, keywords); }
void OnDisable() { _target = null; _propertyName = null; _propertyList = null; _cachedShader = null; }
private void ShowShaderCodeArea(Shader s) { ShaderInspector.ShowSurfaceShaderButton(s); ShaderInspector.ShowFixedFunctionShaderButton(s); this.ShowCompiledCodeButton(s); this.ShowShaderErrors(s); }
static int LoadShader(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { ResModuleUtility obj = (ResModuleUtility)ToLua.CheckObject <ResModuleUtility>(L, 1); string arg0 = ToLua.CheckString(L, 2); UnityEngine.Shader o = obj.LoadShader(arg0); ToLua.PushSealed(L, o); return(1); } else if (count == 3) { ResModuleUtility obj = (ResModuleUtility)ToLua.CheckObject <ResModuleUtility>(L, 1); string arg0 = ToLua.CheckString(L, 2); bool arg1 = LuaDLL.luaL_checkboolean(L, 3); UnityEngine.Shader o = obj.LoadShader(arg0, arg1); ToLua.PushSealed(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: ResModuleUtility.LoadShader")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public _GameObjectAndWarning(UnityEngine.GameObject g, string w, LightMapOption ls) { go = g; lightmapSetting = ls; UnityEngine.Renderer r = MB_Utility.GetRenderer(g); material = r.sharedMaterial; if (material != null) { shader = material.shader; } materials = r.sharedMaterials; shaders = new UnityEngine.Shader[materials.Length]; for (int i = 0; i < shaders.Length; i++) { if (materials[i] != null) { shaders[i] = materials[i].shader; } } lightmapIndex = r.lightmapIndex; Mesh mesh = MB_Utility.GetMesh(g); numVerts = 0; if (mesh != null) { numVerts = mesh.vertexCount; } isStatic = go.isStatic; numMaterials = materials.Length; warning = w; outOfBoundsUVs = false; submeshesOverlap = false; }
public PlanetProperties(string shader, string landTex, string cliffTex, string snowTex, string landHeightTex = null, string landSubTex = null, float heightScaleFactor=1.5f, int landTexScale = 1) { landMaterial = Resources.Load<Material> ("Materials/Terrain/Diffuse"); terrainShader = Resources.Load<Shader> (shader); landTexture = Resources.Load<Texture2D> (landTex); if (cliffTex != null) { cliffTexture = Resources.Load<Texture2D> (cliffTex); } else { cliffTexture = landTexture; } if (snowTex != null) { snowTexture = Resources.Load<Texture2D> (snowTex); } else { snowTexture = null; } if (landHeightTex != null) { if (landTexture != null && landHeightTex == landTex) { landHeightTexture = landTexture; } else { landHeightTexture = Resources.Load<Texture2D> (landHeightTex); } } if (landSubTex != null) { if (landHeightTexture != null && landSubTex == landHeightTex) { landSubTexture = landHeightTexture; } else { landSubTexture = Resources.Load<Texture2D> (landSubTex); } } this.heightScaleFactor = heightScaleFactor; this.landTextureScale = landTexScale; }
public FourierGPU(int size, Shader sdr) { if (!Mathf.IsPowerOfTwo(size)) throw new ArgumentException("Fourier grid size must be pow2 number"); m_fourier = new Material(sdr); m_size = size; //must be pow2 num m_fsize = (float)m_size; m_passes = (int)(Mathf.Log(m_fsize) / Mathf.Log(2.0f)); m_butterflyLookupTable = new Texture2D[m_passes]; ComputeButterflyLookupTable(); m_fourier.SetFloat("Ceto_FourierSize", m_fsize); m_pass0RT2 = new RenderBuffer[2]; m_pass1RT2 = new RenderBuffer[2]; m_pass0RT3 = new RenderBuffer[3]; m_pass1RT3 = new RenderBuffer[3]; m_pass0RT4 = new RenderBuffer[4]; m_pass1RT4 = new RenderBuffer[4]; }
// fields // properties static void Shader_isSupported(JSVCall vc) { UnityEngine.Shader _this = (UnityEngine.Shader)vc.csObj; var result = _this.isSupported; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
public SimpleCube(float size, ref Material material, Shader shader) { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); GameObject.Destroy(cube.GetComponent<Collider>()); cube.transform.localScale = Vector3.one; meshContainer = cube; MeshFilter mf = cube.GetComponent<MeshFilter>(); Vector3[] verts = mf.mesh.vertices; for (int i = 0; i < verts.Length; i++) { verts[i] *= 2*size; } mf.mesh.vertices = verts; mf.mesh.RecalculateBounds(); mf.mesh.RecalculateNormals(); MeshRenderer mr = cube.GetComponent<MeshRenderer>(); material = mr.material; material.shader = shader; mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; mr.receiveShadows = false; mr.enabled = true; }
private static string GetPropertyString(Shader shader, string name) { if (shader == null) { return string.Empty; } return (shader.GetInstanceID() + "_" + name); }
public static string GetOptimizedShaderName(Shader shader) { if (shader) { return ShaderUtil.GetDependency(shader, "OptimizedShader"); } return null; }
private static void ShowShaderProperties(Shader s) { GUILayout.Space(5f); GUILayout.Label("Properties:", EditorStyles.boldLabel, new GUILayoutOption[0]); int propertyCount = ShaderUtil.GetPropertyCount(s); for (int index = 0; index < propertyCount; ++index) EditorGUILayout.LabelField(ShaderUtil.GetPropertyName(s, index), ShaderInspector.GetPropertyType(s, index) + ShaderUtil.GetPropertyDescription(s, index), new GUILayoutOption[0]); }
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) { base.AssignNewShaderToMaterial(material, oldShader, newShader); if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) return; SetMaterialKeywords(material); }
private static Material CreateMaterial (Shader shader) { if (!shader) return null; Material m = new Material (shader); m.hideFlags = HideFlags.HideAndDontSave; return m; }
public GlowEvent(XftEventComponent owner) : base(CameraEffectEvent.EType.Glow, owner) { downsampleShader = owner.GlowDownSampleShader; compositeShader = owner.GlowCompositeShader; blurShader = owner.GlowBlurShader; }
static public int set_maximumLOD(IntPtr l) { UnityEngine.Shader o = (UnityEngine.Shader)checkSelf(l); int v; checkType(l, 2, out v); o.maximumLOD = v; return(0); }
public static Material CheckShaderAndCreateMaterial(Shader s) { if (s == null || !s.isSupported) return null; var material = new Material(s); material.hideFlags = HideFlags.DontSave; return material; }
/// <summary> /// call when added to rendering node list, not able to override /// </summary> public void BaseInit() { m_matScreenMat = RenderingMgr.Instance.ScreenInfo.DefaultMat; m_defaultShader = RenderingMgr.Instance.ScreenInfo.DefaultShader; m_camProcessor = RenderingMgr.Instance.ScreenInfo.ProcessCam; Reset(); SetShaderParam(); Init(); }
public ImageBlur(Shader blurShader) { BlurIterations = 1; BlurSpread = 0.6f; BlurMode = BLUR_MODE.DOWNSAMPLE_2; if(blurShader != null) m_blurMaterial = new Material(blurShader); }
/// <summary> /// /// </summary> public RefractionCommand(Shader copyDepth) { GrabName = Ocean.REFRACTION_GRAB_TEXTURE_NAME; DepthName = Ocean.DEPTH_GRAB_TEXTURE_NAME; m_copyDepthMat = new Material(copyDepth); m_data = new Dictionary<Camera, CommandData>(); }
/** * Attempt to read the shader source code to a string. If source can't be found (built-in shaders are in binary bundles) * an empty string is returned. */ public static string GetSource(Shader shader) { string path = AssetDatabase.GetAssetPath(shader); // built-in shaders don't have a valid path. if(File.Exists(path)) return File.ReadAllText( path ); else return string.Empty; }
public DisplacementBufferGPU(int size, Shader fourierSdr) : base(size, fourierSdr, DisplacementBufferGPU.NUM_BUFFERS) { int gRIDS = QueryDisplacements.GRIDS; int cHANNELS = QueryDisplacements.CHANNELS; this.m_displacements = new InterpolatedArray2f[gRIDS]; for (int i = 0; i < gRIDS; i++) { this.m_displacements[i] = new InterpolatedArray2f(size, size, cHANNELS, true); } }
void ValidateSkybox() { if (skyShader == null) { skyShader = Shader.Find("GVR/Sky"); } if (RenderSettings.skybox == null || RenderSettings.skybox.shader != skyShader) { Debug.LogWarning("Auto-Generated Sky Material."); Material tmp = new Material(skyShader); tmp.name = "Auto-Generated Sky Material"; RenderSettings.skybox = tmp; } }
static public int get_isSupported(IntPtr l) { try { UnityEngine.Shader self = (UnityEngine.Shader)checkSelf(l); pushValue(l, self.isSupported); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_renderQueue(IntPtr l) { try { UnityEngine.Shader self = (UnityEngine.Shader)checkSelf(l); pushValue(l, self.renderQueue); return(1); } catch (Exception e) { return(error(l, e)); } }
public static Material CheckShaderAndCreateMaterial(Shader s) { if (s == null || !s.isSupported) { return null; } return new Material(s) { hideFlags = HideFlags.DontSave }; }
public static bool ConvertDefaultAssets_DiffuseAlpha_Normal_Specular(string diffuseAlpha, string normal, string specular, string assetFolder, string assetName, string textureFolder, Shader shader) { if (!System.IO.Directory.Exists(textureFolder + '/' + assetFolder)) { System.IO.Directory.CreateDirectory(textureFolder + '/' + assetFolder); } var diffuseName = textureFolder + "/" + assetFolder + assetName + "_diffuse.png"; if (!CopyTextureToPng(diffuseAlpha, diffuseName)) return false; var normalName = textureFolder + "/" + assetFolder + assetName + "_normal.png"; if (!CopyTextureToPng(normal, normalName)) return false; var specularName = textureFolder + "/" + assetFolder + assetName + "_specular.png"; if (!CopyTextureToPng(specular, specularName)) return false; AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EnforceReadAndARGB32(specularName); EnforceReadAndARGB32(normalName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Color32[] normals = LoadPixels(normalName); Color32[] speculars = LoadPixels(specularName); for (int i = 0; i < normals.Length; i++) { normals[i].a = normals[i].r; //normals[i].g = normals[i].g; normals[i].r = (byte)((speculars[i].r + speculars[i].g + speculars[i].b) / 3); normals[i].b = speculars[i].a; } RemoveNormalMapFlag(normalName); var normalTexture = AssetDatabase.LoadAssetAtPath(normalName, typeof(Texture2D)) as Texture2D; normalTexture.SetPixels32(normals); normalTexture.Apply(); System.IO.File.WriteAllBytes(normalName, normalTexture.EncodeToPNG()); AssetDatabase.DeleteAsset(specularName); bool readable = !UnityEditorInternal.InternalEditorUtility.HasPro(); SetReadable(normalName, readable); SetReadable(diffuseName, readable); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); return true; }
private UnityEngine.Shader CreateShader(string shaderString) { string resPath = Application.dataPath + "/resources"; Directory.CreateDirectory(resPath); File.WriteAllText(resPath + "/workingshader.shader", shaderString); UnityEngine.Shader currentShader = Resources.Load("workingshader") as UnityEngine.Shader; string path = AssetDatabase.GetAssetPath(currentShader); AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate); return(currentShader); }
static public int constructor(IntPtr l) { try { UnityEngine.Shader o; o = new UnityEngine.Shader(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_renderQueue(IntPtr l) { try { UnityEngine.Shader self = (UnityEngine.Shader)checkSelf(l); pushValue(l, self.renderQueue); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_maximumLOD(IntPtr l) { try { UnityEngine.Shader self = (UnityEngine.Shader)checkSelf(l); pushValue(l, true); pushValue(l, self.maximumLOD); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.Shader o; if (matchType(l, 1)) { o = new UnityEngine.Shader(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int constructor(IntPtr l) { try { UnityEngine.Shader o; o = new UnityEngine.Shader(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static bool Camera_RenderWithShader__Shader__String(JSVCall vc, int argc) { int len = argc; if (len == 2) { UnityEngine.Shader arg0 = (UnityEngine.Shader)JSMgr.datax.getObject((int)JSApi.GetType.Arg); System.String arg1 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg); ((UnityEngine.Camera)vc.csObj).RenderWithShader(arg0, arg1); } return(true); }
static public int set_maximumLOD(IntPtr l) { try { UnityEngine.Shader self = (UnityEngine.Shader)checkSelf(l); int v; checkType(l, 2, out v); self.maximumLOD = v; return(0); } catch (Exception e) { return(error(l, e)); } }
/* ----------------------------------------------- Functions */ #region Functions /* ********************************************************* */ //! Get Material /*! * @param indexCellMap * CellMap's index * @param operationBlend * Blend Operation for the target * @param masking * masking for the target * @param nameShadcer * Shader's name in animation-data * null == Default(Standard) shader's name * @param shader * Shader applied<br> * null == Default(Standard) shader * @param flagCreateNew * true == If not exist, create. * false == If not exist, return null. * @retval Return-Value * Instance of Material * null == Not exist or Error * * Search material with the specified content among materials currently held.<br> * Materials (held by Animation-Object) are affected by currently playback state * since materials are dynamically generated.<br> * Materials will not be created until Play-Cursor reachs actually using material, * and once it is created, those will be retained until Animation-Object is destroyed.<br> */ public UnityEngine.Material MaterialGet(int indexCellMap, Library_SpriteStudio6.KindOperationBlendEffect operationBlend, Library_SpriteStudio6.KindMasking masking, string nameShader, UnityEngine.Shader shader, bool flagCreateNew ) { if (null == DataEffect) { return(null); } if (0 > indexCellMap) { return(null); } if (true == TextureCheckOverride(indexCellMap)) { /* Texture Overrided */ return(CacheMaterial.MaterialGetEffect(indexCellMap, operationBlend, masking, nameShader, shader, TableTexture, flagCreateNew ) ); } if (TableCellMap.Length <= indexCellMap) { return(null); } Script_SpriteStudio6_DataProject dataProject = DataEffect.DataProject; if (null == dataProject) { return(null); } return(dataProject.MaterialGetEffect(indexCellMap, operationBlend, masking, nameShader, shader, flagCreateNew ) ); }
static public int Find_s(IntPtr l) { try{ System.String a1; checkType(l, 1, out a1); UnityEngine.Shader ret = UnityEngine.Shader.Find(a1); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int Find(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); string arg0 = ToLua.CheckString(L, 1); UnityEngine.Shader o = UnityEngine.Shader.Find(arg0); ToLua.PushSealed(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static void Shader_maximumLOD(JSVCall vc) { if (vc.bGet) { UnityEngine.Shader _this = (UnityEngine.Shader)vc.csObj; var result = _this.maximumLOD; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); } else { System.Int32 arg0 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); UnityEngine.Shader _this = (UnityEngine.Shader)vc.csObj; _this.maximumLOD = arg0; } }
static int GetPropertyCount(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.Shader obj = (UnityEngine.Shader)ToLua.CheckObject(L, 1, typeof(UnityEngine.Shader)); int o = obj.GetPropertyCount(); LuaDLL.lua_pushinteger(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// fields // properties static void Material_shader(JSVCall vc) { if (vc.bGet) { UnityEngine.Material _this = (UnityEngine.Material)vc.csObj; var result = _this.shader; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.Shader arg0 = (UnityEngine.Shader)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.Material _this = (UnityEngine.Material)vc.csObj; _this.shader = arg0; } }
static int GetPropertyType(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.Shader obj = (UnityEngine.Shader)ToLua.CheckObject(L, 1, typeof(UnityEngine.Shader)); int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Rendering.ShaderPropertyType o = obj.GetPropertyType(arg0); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int FindPropertyIndex(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.Shader obj = (UnityEngine.Shader)ToLua.CheckObject(L, 1, typeof(UnityEngine.Shader)); string arg0 = ToLua.CheckString(L, 2); int o = obj.FindPropertyIndex(arg0); LuaDLL.lua_pushinteger(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int GetDependency(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.Shader obj = (UnityEngine.Shader)ToLua.CheckObject(L, 1, typeof(UnityEngine.Shader)); string arg0 = ToLua.CheckString(L, 2); UnityEngine.Shader o = obj.GetDependency(arg0); ToLua.PushSealed(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }