public static ShaderIndexData createInstance() { ShaderIndexData sid = AssetDatabase.LoadAssetAtPath <ShaderIndexData>(ASSET_PATH); if (null == sid) { sid = ScriptableObject.CreateInstance <ShaderIndexData>(); AssetDatabase.CreateAsset(sid, ASSET_PATH); } sid.shaderIdxList.Clear(); return(sid); }
private void loadShader() { if (null != shaderAB) { return; } string shaderPath = Path.Combine(Application.streamingAssetsPath, mobileShader); #if UNITY_EDITOR shaderPath = Path.Combine(Application.streamingAssetsPath, winShader); #endif shaderAB = AssetBundle.LoadFromFile(shaderPath); _shaderIdxData = shaderAB.LoadAsset <ShaderIndexData>("assets/resources/shaders/svc/shader_idx.asset"); }