// 加载材质的图片, 协程等待 private IEnumerator CoGenerateMaterial(string matPath, KSerializeMaterial sMat) { // 纹理全部加载完成后到这里 //if (!CachedMaterials.TryGetValue(matPath, out mat)) { var shaderLoader = KShaderLoader.Load(sMat.ShaderPath); while (!shaderLoader.IsCompleted) { yield return(null); } var shader = shaderLoader.ShaderAsset; if (shader == null) { shader = KTool.FindShader(sMat.ShaderName); Logger.LogWarning("无法加载Shader资源: {0}, 使用Shaders.Find代替", sMat.ShaderName); if (shader == null) { Logger.LogWarning("找不到Shader: {0}, 使用Diffuse临时代替", sMat.ShaderName); shader = KTool.FindShader("Diffuse"); } } Debuger.Assert(shader); Mat = new Material(shader); Mat.name = sMat.MaterialName; //CachedMaterials[matPath] = mat; foreach (KSerializeMaterialProperty shaderProp in sMat.Props) { switch (shaderProp.Type) { case KSerializeMaterialProperty.ShaderType.Texture: Vector2 tiling; Vector2 offset; var texturePath = ParseMaterialStr(shaderProp.PropValue, out tiling, out offset); if (TextureLoaders == null) { TextureLoaders = new List <KTextureLoader>(); } var texLoader = KTextureLoader.Load(texturePath); TextureLoaders.Add(texLoader); while (!texLoader.IsCompleted) { yield return(null); } var tex = texLoader.Asset; if (tex == null) { Logger.LogError("找不到纹理: {0}", texturePath); } else { _SetMatTex(Mat, shaderProp.PropName, tex, tiling, offset); } break; case KSerializeMaterialProperty.ShaderType.Color: _SetMatColor(Mat, shaderProp.PropName, shaderProp.PropValue); break; case KSerializeMaterialProperty.ShaderType.Range: _SetMatRange(Mat, shaderProp.PropName, shaderProp.PropValue); break; case KSerializeMaterialProperty.ShaderType.Vector: _SetMatVector(Mat, shaderProp.PropName, shaderProp.PropValue); break; case KSerializeMaterialProperty.ShaderType.RenderTexture: // RenderTextures, 不处理, 一般用在水,Water脚本会自动生成 break; } } } }