static void SynchronizeAllLayeredMaterial()
 {
     Object[] materials = Resources.FindObjectsOfTypeAll <Material>();
     foreach (Object obj in materials)
     {
         Material mat = obj as Material;
         if (mat.shader.name == "HDRenderLoop/LayeredLit")
         {
             LayeredLitGUI.SynchronizeAllLayers(mat);
         }
     }
 }
Esempio n. 2
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        static void SynchronizeAllLayeredMaterial()
        {
            var materials = Resources.FindObjectsOfTypeAll <Material>();

            foreach (var mat in materials)
            {
                if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
                {
                    LayeredLitGUI.SynchronizeAllLayers(mat);
                    EditorUtility.SetDirty(mat);
                }
            }
        }
        static void SynchronizeAllLayeredMaterial()
        {
            var materials = Resources.FindObjectsOfTypeAll <Material>();

            bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);

            foreach (var mat in materials)
            {
                if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
                {
                    CoreEditorUtils.CheckOutFile(VCSEnabled, mat);
                    LayeredLitGUI.SynchronizeAllLayers(mat);
                    EditorUtility.SetDirty(mat);
                }
            }
        }