public bool GetInput(int _input, out TextureParam _out) { _out = null; if (Inputs == null || _input >= Inputs.Count) { Debug.LogError("not enough inputs for " + this); return(false); } if (Inputs[_input].connection != null) { _out = Inputs[_input].connection.GetValue <TextureParam>(); } else { _out = TextureParam.GetWhite(); } return(true); }
public bool GetInput(int _input, out TextureParam _out) { _out = null; if (Inputs == null || _input >= Inputs.Count) { Debug.LogError("not enough inputs for " + this); return(false); } if (Inputs[_input].connection != null) { _out = Inputs[_input].connection.GetValue <TextureParam>(); } else { _out = TextureParam.GetWhite(); } if (m_ClampInputUV) { if (_out.m_Destination) { _out.m_Destination.wrapMode = TextureWrapMode.Clamp; } } else { if (_out.m_Destination) { _out.m_Destination.wrapMode = TextureWrapMode.Repeat; } } return(true); }