public static void RefreshStep(object collection, int index) { var materials = (List <Material>)collection; Stepper.title = "Updating " + materials.Count + " Materials"; Stepper.message = "Updating material : " + materials[index].name; VariableMaterial.Refresh(true, materials[index]); }
public void OnAwake() { var instance = ShaderManager.Get(); ShaderManagerEditor.materials = VariableMaterial.GetAll(); ShaderManagerEditor.keywordsChanged = false; ShaderManagerEditor.SetKeyword(instance.shadingBlend); ShaderManagerEditor.SetKeyword(instance.shadowType); ShaderManagerEditor.SetKeyword(instance.shadowMode); ShaderManagerEditor.SetKeyword(instance.shadowBlend); ShaderManagerEditor.SetKeyword(instance.lightmapType); ShaderManagerEditor.SetKeyword(instance.lightmapMode); ShaderManagerEditor.SetKeyword(instance.lightmapBlend); ShaderManagerEditor.SetKeyword(instance.fadeType); ShaderManagerEditor.SetKeyword(instance.fadeBlend); ShaderManagerEditor.SetKeyword(instance.fadeGrayscale); if (ShaderManagerEditor.keywordsChanged) { Events.AddStepper("On Editor Update", ShaderManagerEditor.RefreshStep, ShaderManagerEditor.materialsChanged, 50); } }