static DebugMatsRandom() { for (int i = 0; i < 100; i++) { DebugMatsRandom.mats[i] = SolidColorMaterials.SimpleSolidColorMaterial(new Color(Rand.Value, Rand.Value, Rand.Value, 0.25f), false); } }
static DebugMatsRandom() { mats = new Material[100]; for (int i = 0; i < 100; i++) { mats[i] = SolidColorMaterials.SimpleSolidColorMaterial(new Color(Rand.Value, Rand.Value, Rand.Value, 0.25f)); } }
private void CreateMaterialIfNeeded(bool careAboutVertexColors) { if (this.material == null || this.materialCaresAboutVertexColors != careAboutVertexColors) { this.material = SolidColorMaterials.SimpleSolidColorMaterial(new Color(this.giver.Color.r, this.giver.Color.g, this.giver.Color.b, this.opacity * this.giver.Color.a), careAboutVertexColors); this.materialCaresAboutVertexColors = careAboutVertexColors; this.material.renderQueue = 3600; } }
public static Material MaterialOf(Color col) { if (colorMatDict.TryGetValue(col, out Material value)) { return(value); } value = SolidColorMaterials.SimpleSolidColorMaterial(col); colorMatDict.Add(col, value); return(value); }
private void CreateMaterialIfNeeded(bool careAboutVertexColors) { if (material == null || materialCaresAboutVertexColors != careAboutVertexColors) { Color color = colorGetter(); material = SolidColorMaterials.SimpleSolidColorMaterial(new Color(color.r, color.g, color.b, opacity * color.a), careAboutVertexColors); materialCaresAboutVertexColors = careAboutVertexColors; material.renderQueue = renderQueue; } }
public static Material MaterialOf(Color col) { Material material = default(Material); if (DebugSolidColorMats.colorMatDict.TryGetValue(col, out material)) { return(material); } material = SolidColorMaterials.SimpleSolidColorMaterial(col, false); DebugSolidColorMats.colorMatDict.Add(col, material); return(material); }
static TexUI() { // Note: this type is marked as 'beforefieldinit'. ColorInt colorInt = new ColorInt(51, 63, 51, 200); TexUI.GrayBg = SolidColorMaterials.NewSolidColorTexture(colorInt.ToColor); ColorInt colorInt2 = new ColorInt(32, 32, 32, 255); TexUI.AvailResearchColor = colorInt2.ToColor; ColorInt colorInt3 = new ColorInt(0, 64, 64, 255); TexUI.ActiveResearchColor = colorInt3.ToColor; ColorInt colorInt4 = new ColorInt(0, 64, 16, 255); TexUI.FinishedResearchColor = colorInt4.ToColor; ColorInt colorInt5 = new ColorInt(42, 42, 42, 255); TexUI.LockedResearchColor = colorInt5.ToColor; ColorInt colorInt6 = new ColorInt(0, 0, 0, 255); TexUI.RelatedResearchColor = colorInt6.ToColor; ColorInt colorInt7 = new ColorInt(30, 30, 30, 255); TexUI.HighlightBgResearchColor = colorInt7.ToColor; ColorInt colorInt8 = new ColorInt(160, 160, 160, 255); TexUI.HighlightBorderResearchColor = colorInt8.ToColor; ColorInt colorInt9 = new ColorInt(80, 80, 80, 255); TexUI.DefaultBorderResearchColor = colorInt9.ToColor; ColorInt colorInt10 = new ColorInt(60, 60, 60, 255); TexUI.DefaultLineResearchColor = colorInt10.ToColor; ColorInt colorInt11 = new ColorInt(51, 205, 217, 255); TexUI.HighlightLineResearchColor = colorInt11.ToColor; TexUI.FastFillTex = Texture2D.whiteTexture; TexUI.FastFillStyle = new GUIStyle { normal = new GUIStyleState { background = TexUI.FastFillTex } }; TexUI.TextBGBlack = ContentFinder <Texture2D> .Get("UI/Widgets/TextBGBlack", true); TexUI.GrayTextBG = ContentFinder <Texture2D> .Get("UI/Overlays/GrayTextBG", true); TexUI.FloatMenuOptionBG = ContentFinder <Texture2D> .Get("UI/Widgets/FloatMenuOptionBG", true); TexUI.GrayscaleGUI = MatLoader.LoadMat("Misc/GrayscaleGUI", -1); }
public static Material MaterialOf(Color col) { Material material; Material result; if (DebugSolidColorMats.colorMatDict.TryGetValue(col, out material)) { result = material; } else { material = SolidColorMaterials.SimpleSolidColorMaterial(col, false); DebugSolidColorMats.colorMatDict.Add(col, material); result = material; } return(result); }
private void CreateMaterialIfNeeded(bool careAboutVertexColors) { if (material == null || materialCaresAboutVertexColors != careAboutVertexColors) { Color color = giver.Color; float r = color.r; Color color2 = giver.Color; float g = color2.g; Color color3 = giver.Color; float b = color3.b; float num = opacity; Color color4 = giver.Color; material = SolidColorMaterials.SimpleSolidColorMaterial(new Color(r, g, b, num * color4.a), careAboutVertexColors); materialCaresAboutVertexColors = careAboutVertexColors; material.renderQueue = 3600; } }
public static Material SimpleSolidColorMaterial(Color col, bool careAboutVertexColors = false) { Material material = default(Material); if (careAboutVertexColors) { if (!SolidColorMaterials.simpleColorAndVertexColorMats.TryGetValue(col, out material)) { material = SolidColorMaterials.NewSolidColorMaterial(col, ShaderDatabase.VertexColor); SolidColorMaterials.simpleColorAndVertexColorMats.Add(col, material); } } else if (!SolidColorMaterials.simpleColorMats.TryGetValue(col, out material)) { material = SolidColorMaterials.NewSolidColorMaterial(col, ShaderDatabase.SolidColor); SolidColorMaterials.simpleColorMats.Add(col, material); } return(material); }
private void CreateMaterialIfNeeded(bool careAboutVertexColors) { if (!((Object)this.material == (Object)null) && this.materialCaresAboutVertexColors == careAboutVertexColors) { return; } Color color = this.giver.Color; float r = color.r; Color color2 = this.giver.Color; float g = color2.g; Color color3 = this.giver.Color; float b = color3.b; float num = this.opacity; Color color4 = this.giver.Color; this.material = SolidColorMaterials.SimpleSolidColorMaterial(new Color(r, g, b, num * color4.a), careAboutVertexColors); this.materialCaresAboutVertexColors = careAboutVertexColors; this.material.renderQueue = 3600; }
public static Material Get(Color[] spectrum, float val, Shader shader) { Color col = ColorsFromSpectrum.Get(spectrum, val); return(SolidColorMaterials.NewSolidColorMaterial(col, shader)); }
public static Texture2D NewSolidColorTexture(float r, float g, float b, float a) { return(SolidColorMaterials.NewSolidColorTexture(new Color(r, g, b, a))); }