void InitRendererAndMaterial(bool verifyShader) { _renderer = GetComponent <Renderer>(); if (_renderer) { #if UNITY_EDITOR if (Application.isPlaying && _checkShaderName && verifyShader) { ValidatedHelper.ValidateRenderer(gameObject, ShaderPrefix, ValidatedHelper.DebugLog); } #endif _material = _renderer.sharedMaterial; } }
void InitRendererAndMaterial(bool verifyShader) { _renderer = GetComponent <Renderer>(); if (_renderer) { #if UNITY_EDITOR if (Application.isPlaying && _checkShaderName && verifyShader) { ValidatedHelper.ValidateInputMesh(RendererRequired, gameObject, ValidatedHelper.DebugLog); if (TryGetComponent <MeshRenderer>(out var meshRenderer)) { ValidatedHelper.ValidateMaterial(meshRenderer.sharedMaterial, ShaderPrefix, gameObject, ValidatedHelper.DebugLog); } } #endif _material = _renderer.sharedMaterial; } }