GetHashCode() public method

public GetHashCode ( ) : int
return int
コード例 #1
0
ファイル: TreeData.cs プロジェクト: guozanhua/UnityDecompiled
		private bool UpdateTextures(TextureAtlas atlas, List<TreeMaterial> materials)
		{
			if (!this.root.enableMaterialOptimize)
			{
				return false;
			}
			bool flag = this.optimizedSolidMaterial.GetTexture("_MainTex") != null && this.optimizedSolidMaterial.GetTexture("_BumpSpecMap") != null && this.optimizedSolidMaterial.GetTexture("_TranslucencyMap") != null && this.optimizedCutoutMaterial.GetTexture("_MainTex") != null && this.optimizedCutoutMaterial.GetTexture("_ShadowTex") != null && this.optimizedCutoutMaterial.GetTexture("_BumpSpecMap") != null && this.optimizedCutoutMaterial.GetTexture("_TranslucencyMap");
			UnityEngine.Object[] array = new UnityEngine.Object[materials.Count];
			for (int i = 0; i < materials.Count; i++)
			{
				array[i] = materials[i].material;
			}
			string text = InternalEditorUtility.CalculateHashForObjectsAndDependencies(array);
			text += atlas.GetHashCode();
			if (this.materialHash == text && flag)
			{
				this.UpdateShadowTexture(this.optimizedCutoutMaterial.GetTexture("_ShadowTex") as Texture2D, atlas.atlasWidth, atlas.atlasHeight);
				return false;
			}
			this.materialHash = text;
			int atlasWidth = atlas.atlasWidth;
			int atlasHeight = atlas.atlasHeight;
			int atlasPadding = atlas.atlasPadding;
			Texture2D texture2D = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
			Texture2D texture2D2 = new Texture2D(atlasWidth, atlasHeight, TextureFormat.RGB24, true);
			Texture2D texture2D3 = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
			Texture2D texture2D4 = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
			texture2D.name = "diffuse";
			texture2D2.name = "shadow";
			texture2D3.name = "normal_specular";
			texture2D4.name = "translucency_gloss";
			SavedRenderTargetState savedRenderTargetState = new SavedRenderTargetState();
			EditorUtility.SetTemporarilyAllowIndieRenderTexture(true);
			RenderTexture temporary = RenderTexture.GetTemporary(atlasWidth, atlasHeight, 0, RenderTextureFormat.ARGB32);
			Color white = Color.white;
			Color color = new Color(0.03f, 0.5f, 0f, 0.5f);
			Color color2 = new Color(0f, 0f, 0f, 0f);
			Texture2D texture2D5 = new Texture2D(1, 1);
			texture2D5.SetPixel(0, 0, white);
			texture2D5.Apply();
			Texture2D texture2D6 = new Texture2D(1, 1);
			texture2D6.SetPixel(0, 0, white);
			texture2D6.Apply();
			Texture2D texture2D7 = new Texture2D(1, 1);
			texture2D7.SetPixel(0, 0, color);
			texture2D7.Apply();
			Texture2D texture2D8 = new Texture2D(1, 1);
			texture2D8.SetPixel(0, 0, color2);
			texture2D8.Apply();
			Texture2D texture2D9 = texture2D8;
			Texture2D texture2D10 = new Texture2D(1, 1);
			texture2D10.SetPixel(0, 0, Color.white);
			texture2D10.Apply();
			Material material = EditorGUIUtility.LoadRequired("Inspectors/TreeCreator/TreeTextureCombinerMaterial.mat") as Material;
			for (int j = 0; j < 4; j++)
			{
				RenderTexture.active = temporary;
				GL.LoadPixelMatrix(0f, (float)atlasWidth, 0f, (float)atlasHeight);
				material.SetVector("_TexSize", new Vector4((float)atlasWidth, (float)atlasHeight, 0f, 0f));
				switch (j)
				{
				case 0:
					GL.Clear(false, true, color);
					break;
				case 1:
					GL.Clear(false, true, color2);
					break;
				case 2:
					GL.Clear(false, true, color2);
					break;
				case 3:
					GL.Clear(false, true, color2);
					break;
				}
				for (int k = 0; k < atlas.nodes.Count; k++)
				{
					TextureAtlas.TextureNode textureNode = atlas.nodes[k];
					Rect packedRect = textureNode.packedRect;
					Texture texture = null;
					Texture texture2 = null;
					Color color3 = default(Color);
					switch (j)
					{
					case 0:
						texture = textureNode.normalTexture;
						texture2 = textureNode.shadowOffsetTexture;
						color3 = new Color(textureNode.shininess, 0f, 0f, 0f);
						if (texture == null)
						{
							texture = texture2D7;
						}
						if (texture2 == null)
						{
							texture2 = texture2D9;
						}
						break;
					case 1:
						texture = textureNode.diffuseTexture;
						color3 = textureNode.diffuseColor;
						if (texture == null)
						{
							texture = texture2D5;
						}
						break;
					case 2:
						texture = textureNode.translucencyTexture;
						texture2 = textureNode.glossTexture;
						if (texture == null)
						{
							texture = texture2D10;
						}
						if (texture2 == null)
						{
							texture2 = texture2D8;
						}
						break;
					case 3:
						texture2 = textureNode.diffuseTexture;
						if (texture2 == null)
						{
							texture2 = texture2D5;
						}
						break;
					}
					if (textureNode.tileV)
					{
						float x = packedRect.x;
						float num = (float)atlasPadding / 2f;
						for (float num2 = num; num2 > 0f; num2 -= 1f)
						{
							Rect rect = new Rect(packedRect);
							Rect rect2 = new Rect(packedRect);
							rect.x = x - num2;
							rect2.x = x + num2;
							this.DrawTexture(rect, texture, texture2, material, color3, j);
							this.DrawTexture(rect2, texture, texture2, material, color3, j);
						}
					}
					this.DrawTexture(packedRect, texture, texture2, material, color3, j);
				}
				switch (j)
				{
				case 0:
					texture2D3.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
					texture2D3.Apply(true);
					break;
				case 1:
					texture2D.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
					texture2D.Apply(true);
					break;
				case 2:
					texture2D4.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
					texture2D4.Apply(true);
					break;
				case 3:
					texture2D2.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
					texture2D2.Apply(true);
					break;
				}
			}
			savedRenderTargetState.Restore();
			this.optimizedSolidMaterial.SetPass(0);
			RenderTexture.ReleaseTemporary(temporary);
			UnityEngine.Object.DestroyImmediate(texture2D5);
			UnityEngine.Object.DestroyImmediate(texture2D6);
			UnityEngine.Object.DestroyImmediate(texture2D10);
			UnityEngine.Object.DestroyImmediate(texture2D8);
			UnityEngine.Object.DestroyImmediate(texture2D7);
			EditorUtility.SetTemporarilyAllowIndieRenderTexture(false);
			Texture2D[] array2 = new Texture2D[]
			{
				texture2D,
				texture2D3,
				texture2D4,
				texture2D2
			};
			array2 = TreeData.WriteOptimizedTextures(AssetDatabase.GetAssetPath(this), array2);
			UnityEngine.Object.DestroyImmediate(texture2D);
			UnityEngine.Object.DestroyImmediate(texture2D3);
			UnityEngine.Object.DestroyImmediate(texture2D4);
			UnityEngine.Object.DestroyImmediate(texture2D2);
			this.optimizedSolidMaterial.SetTexture("_MainTex", array2[0]);
			this.optimizedSolidMaterial.SetTexture("_BumpSpecMap", array2[1]);
			this.optimizedSolidMaterial.SetTexture("_TranslucencyMap", array2[2]);
			this.optimizedCutoutMaterial.SetTexture("_MainTex", array2[0]);
			this.optimizedCutoutMaterial.SetTexture("_BumpSpecMap", array2[1]);
			this.optimizedCutoutMaterial.SetTexture("_TranslucencyMap", array2[2]);
			this.optimizedCutoutMaterial.SetTexture("_ShadowTex", array2[3]);
			this.UpdateShadowTexture(array2[3], atlas.atlasWidth, atlas.atlasHeight);
			return true;
		}
コード例 #2
0
ファイル: TreeData.cs プロジェクト: zhkuang/UnityDecompiled
        private bool UpdateTextures(TextureAtlas atlas, List <TreeMaterial> materials)
        {
            if (!this.root.enableMaterialOptimize)
            {
                return(false);
            }
            bool flag = this.optimizedSolidMaterial.GetTexture("_MainTex") != null && this.optimizedSolidMaterial.GetTexture("_BumpSpecMap") != null && this.optimizedSolidMaterial.GetTexture("_TranslucencyMap") != null && this.optimizedCutoutMaterial.GetTexture("_MainTex") != null && this.optimizedCutoutMaterial.GetTexture("_ShadowTex") != null && this.optimizedCutoutMaterial.GetTexture("_BumpSpecMap") != null && this.optimizedCutoutMaterial.GetTexture("_TranslucencyMap");

            UnityEngine.Object[] array = new UnityEngine.Object[materials.Count];
            for (int i = 0; i < materials.Count; i++)
            {
                array[i] = materials[i].material;
            }
            string text = InternalEditorUtility.CalculateHashForObjectsAndDependencies(array);

            text += atlas.GetHashCode();
            if (this.materialHash == text && flag)
            {
                this.UpdateShadowTexture(this.optimizedCutoutMaterial.GetTexture("_ShadowTex") as Texture2D, atlas.atlasWidth, atlas.atlasHeight);
                return(false);
            }
            this.materialHash = text;
            int       atlasWidth   = atlas.atlasWidth;
            int       atlasHeight  = atlas.atlasHeight;
            int       atlasPadding = atlas.atlasPadding;
            Texture2D texture2D    = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
            Texture2D texture2D2   = new Texture2D(atlasWidth, atlasHeight, TextureFormat.RGB24, true);
            Texture2D texture2D3   = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
            Texture2D texture2D4   = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);

            texture2D.name  = "diffuse";
            texture2D2.name = "shadow";
            texture2D3.name = "normal_specular";
            texture2D4.name = "translucency_gloss";
            SavedRenderTargetState savedRenderTargetState = new SavedRenderTargetState();

            EditorUtility.SetTemporarilyAllowIndieRenderTexture(true);
            RenderTexture temporary  = RenderTexture.GetTemporary(atlasWidth, atlasHeight, 0, RenderTextureFormat.ARGB32);
            Color         white      = Color.white;
            Color         color      = new Color(0.03f, 0.5f, 0f, 0.5f);
            Color         color2     = new Color(0f, 0f, 0f, 0f);
            Texture2D     texture2D5 = new Texture2D(1, 1);

            texture2D5.SetPixel(0, 0, white);
            texture2D5.Apply();
            Texture2D texture2D6 = new Texture2D(1, 1);

            texture2D6.SetPixel(0, 0, white);
            texture2D6.Apply();
            Texture2D texture2D7 = new Texture2D(1, 1);

            texture2D7.SetPixel(0, 0, color);
            texture2D7.Apply();
            Texture2D texture2D8 = new Texture2D(1, 1);

            texture2D8.SetPixel(0, 0, color2);
            texture2D8.Apply();
            Texture2D texture2D9  = texture2D8;
            Texture2D texture2D10 = new Texture2D(1, 1);

            texture2D10.SetPixel(0, 0, Color.white);
            texture2D10.Apply();
            Material material = EditorGUIUtility.LoadRequired("Inspectors/TreeCreator/TreeTextureCombinerMaterial.mat") as Material;

            for (int j = 0; j < 4; j++)
            {
                RenderTexture.active = temporary;
                GL.LoadPixelMatrix(0f, (float)atlasWidth, 0f, (float)atlasHeight);
                material.SetVector("_TexSize", new Vector4((float)atlasWidth, (float)atlasHeight, 0f, 0f));
                switch (j)
                {
                case 0:
                    GL.Clear(false, true, color);
                    break;

                case 1:
                    GL.Clear(false, true, color2);
                    break;

                case 2:
                    GL.Clear(false, true, color2);
                    break;

                case 3:
                    GL.Clear(false, true, color2);
                    break;
                }
                for (int k = 0; k < atlas.nodes.Count; k++)
                {
                    TextureAtlas.TextureNode textureNode = atlas.nodes[k];
                    Rect    packedRect = textureNode.packedRect;
                    Texture texture    = null;
                    Texture texture2   = null;
                    Color   color3     = default(Color);
                    switch (j)
                    {
                    case 0:
                        texture  = textureNode.normalTexture;
                        texture2 = textureNode.shadowOffsetTexture;
                        color3   = new Color(textureNode.shininess, 0f, 0f, 0f);
                        if (texture == null)
                        {
                            texture = texture2D7;
                        }
                        if (texture2 == null)
                        {
                            texture2 = texture2D9;
                        }
                        break;

                    case 1:
                        texture = textureNode.diffuseTexture;
                        color3  = textureNode.diffuseColor;
                        if (texture == null)
                        {
                            texture = texture2D5;
                        }
                        break;

                    case 2:
                        texture  = textureNode.translucencyTexture;
                        texture2 = textureNode.glossTexture;
                        if (texture == null)
                        {
                            texture = texture2D10;
                        }
                        if (texture2 == null)
                        {
                            texture2 = texture2D8;
                        }
                        break;

                    case 3:
                        texture2 = textureNode.diffuseTexture;
                        if (texture2 == null)
                        {
                            texture2 = texture2D5;
                        }
                        break;
                    }
                    if (textureNode.tileV)
                    {
                        float x   = packedRect.x;
                        float num = (float)atlasPadding / 2f;
                        for (float num2 = num; num2 > 0f; num2 -= 1f)
                        {
                            Rect rect  = new Rect(packedRect);
                            Rect rect2 = new Rect(packedRect);
                            rect.x  = x - num2;
                            rect2.x = x + num2;
                            this.DrawTexture(rect, texture, texture2, material, color3, j);
                            this.DrawTexture(rect2, texture, texture2, material, color3, j);
                        }
                    }
                    this.DrawTexture(packedRect, texture, texture2, material, color3, j);
                }
                switch (j)
                {
                case 0:
                    texture2D3.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
                    texture2D3.Apply(true);
                    break;

                case 1:
                    texture2D.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
                    texture2D.Apply(true);
                    break;

                case 2:
                    texture2D4.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
                    texture2D4.Apply(true);
                    break;

                case 3:
                    texture2D2.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
                    texture2D2.Apply(true);
                    break;
                }
            }
            savedRenderTargetState.Restore();
            this.optimizedSolidMaterial.SetPass(0);
            RenderTexture.ReleaseTemporary(temporary);
            UnityEngine.Object.DestroyImmediate(texture2D5);
            UnityEngine.Object.DestroyImmediate(texture2D6);
            UnityEngine.Object.DestroyImmediate(texture2D10);
            UnityEngine.Object.DestroyImmediate(texture2D8);
            UnityEngine.Object.DestroyImmediate(texture2D7);
            EditorUtility.SetTemporarilyAllowIndieRenderTexture(false);
            Texture2D[] array2 = new Texture2D[]
            {
                texture2D,
                texture2D3,
                texture2D4,
                texture2D2
            };
            array2 = TreeData.WriteOptimizedTextures(AssetDatabase.GetAssetPath(this), array2);
            UnityEngine.Object.DestroyImmediate(texture2D);
            UnityEngine.Object.DestroyImmediate(texture2D3);
            UnityEngine.Object.DestroyImmediate(texture2D4);
            UnityEngine.Object.DestroyImmediate(texture2D2);
            this.optimizedSolidMaterial.SetTexture("_MainTex", array2[0]);
            this.optimizedSolidMaterial.SetTexture("_BumpSpecMap", array2[1]);
            this.optimizedSolidMaterial.SetTexture("_TranslucencyMap", array2[2]);
            this.optimizedCutoutMaterial.SetTexture("_MainTex", array2[0]);
            this.optimizedCutoutMaterial.SetTexture("_BumpSpecMap", array2[1]);
            this.optimizedCutoutMaterial.SetTexture("_TranslucencyMap", array2[2]);
            this.optimizedCutoutMaterial.SetTexture("_ShadowTex", array2[3]);
            this.UpdateShadowTexture(array2[3], atlas.atlasWidth, atlas.atlasHeight);
            return(true);
        }
コード例 #3
0
ファイル: TreeData.cs プロジェクト: demelev/projectHL
        private bool UpdateTextures(TextureAtlas atlas, List<TreeMaterial> materials)
        {
            if (!this.root.enableMaterialOptimize)
            {
                return false;
            }
            bool flag = ((((this.optimizedSolidMaterial.GetTexture("_MainTex") != null) && (this.optimizedSolidMaterial.GetTexture("_BumpSpecMap") != null)) && ((this.optimizedSolidMaterial.GetTexture("_TranslucencyMap") != null) && (this.optimizedCutoutMaterial.GetTexture("_MainTex") != null))) && ((this.optimizedCutoutMaterial.GetTexture("_ShadowTex") != null) && (this.optimizedCutoutMaterial.GetTexture("_BumpSpecMap") != null))) && ((bool) this.optimizedCutoutMaterial.GetTexture("_TranslucencyMap"));
            UnityEngine.Object[] objects = new UnityEngine.Object[materials.Count];
            for (int i = 0; i < materials.Count; i++)
            {
                objects[i] = materials[i].material;
            }
            string str = InternalEditorUtility.CalculateHashForObjectsAndDependencies(objects) + atlas.GetHashCode();
            if ((this.materialHash == str) && flag)
            {
                this.UpdateShadowTexture(this.optimizedCutoutMaterial.GetTexture("_ShadowTex") as Texture2D, atlas.atlasWidth, atlas.atlasHeight);
                return false;
            }
            this.materialHash = str;
            int atlasWidth = atlas.atlasWidth;
            int atlasHeight = atlas.atlasHeight;
            int atlasPadding = atlas.atlasPadding;
            Texture2D textured = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
            Texture2D textured2 = new Texture2D(atlasWidth, atlasHeight, TextureFormat.RGB24, true);
            Texture2D textured3 = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
            Texture2D textured4 = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
            textured.name = "diffuse";
            textured2.name = "shadow";
            textured3.name = "normal_specular";
            textured4.name = "translucency_gloss";
            SavedRenderTargetState state = new SavedRenderTargetState();
            EditorUtility.SetTemporarilyAllowIndieRenderTexture(true);
            RenderTexture temp = RenderTexture.GetTemporary(atlasWidth, atlasHeight, 0, RenderTextureFormat.ARGB32);
            Color white = Color.white;
            Color color = new Color(0.03f, 0.5f, 0f, 0.5f);
            Color color3 = new Color(0f, 0f, 0f, 0f);
            Texture2D textured5 = new Texture2D(1, 1);
            textured5.SetPixel(0, 0, white);
            textured5.Apply();
            Texture2D textured6 = new Texture2D(1, 1);
            textured6.SetPixel(0, 0, white);
            textured6.Apply();
            Texture2D textured7 = new Texture2D(1, 1);
            textured7.SetPixel(0, 0, color);
            textured7.Apply();
            Texture2D textured8 = new Texture2D(1, 1);
            textured8.SetPixel(0, 0, color3);
            textured8.Apply();
            Texture2D textured9 = textured8;
            Texture2D textured10 = new Texture2D(1, 1);
            textured10.SetPixel(0, 0, Color.white);
            textured10.Apply();
            Material material = EditorGUIUtility.LoadRequired("Inspectors/TreeCreator/TreeTextureCombinerMaterial.mat") as Material;
            for (int j = 0; j < 4; j++)
            {
                RenderTexture.active = temp;
                GL.LoadPixelMatrix(0f, (float) atlasWidth, 0f, (float) atlasHeight);
                material.SetVector("_TexSize", new Vector4((float) atlasWidth, (float) atlasHeight, 0f, 0f));
                switch (j)
                {
                    case 0:
                        GL.Clear(false, true, color);
                        break;

                    case 1:
                        GL.Clear(false, true, color3);
                        break;

                    case 2:
                        GL.Clear(false, true, color3);
                        break;

                    case 3:
                        GL.Clear(false, true, color3);
                        break;
                }
                for (int k = 0; k < atlas.nodes.Count; k++)
                {
                    TextureAtlas.TextureNode node = atlas.nodes[k];
                    Rect packedRect = node.packedRect;
                    Texture rgbTexture = null;
                    Texture alphaTexture = null;
                    Color diffuseColor = new Color();
                    switch (j)
                    {
                        case 0:
                            rgbTexture = node.normalTexture;
                            alphaTexture = node.shadowOffsetTexture;
                            diffuseColor = new Color(node.shininess, 0f, 0f, 0f);
                            if (rgbTexture == null)
                            {
                                rgbTexture = textured7;
                            }
                            if (alphaTexture == null)
                            {
                                alphaTexture = textured9;
                            }
                            break;

                        case 1:
                            rgbTexture = node.diffuseTexture;
                            diffuseColor = node.diffuseColor;
                            if (rgbTexture == null)
                            {
                                rgbTexture = textured5;
                            }
                            break;

                        case 2:
                            rgbTexture = node.translucencyTexture;
                            alphaTexture = node.glossTexture;
                            if (rgbTexture == null)
                            {
                                rgbTexture = textured10;
                            }
                            if (alphaTexture == null)
                            {
                                alphaTexture = textured8;
                            }
                            break;

                        case 3:
                            alphaTexture = node.diffuseTexture;
                            if (alphaTexture == null)
                            {
                                alphaTexture = textured5;
                            }
                            break;
                    }
                    if (node.tileV)
                    {
                        float x = packedRect.x;
                        float num8 = ((float) atlasPadding) / 2f;
                        for (float m = num8; m > 0f; m--)
                        {
                            Rect rect = new Rect(packedRect);
                            Rect rect3 = new Rect(packedRect);
                            rect.x = x - m;
                            rect3.x = x + m;
                            this.DrawTexture(rect, rgbTexture, alphaTexture, material, diffuseColor, j);
                            this.DrawTexture(rect3, rgbTexture, alphaTexture, material, diffuseColor, j);
                        }
                    }
                    this.DrawTexture(packedRect, rgbTexture, alphaTexture, material, diffuseColor, j);
                }
                switch (j)
                {
                    case 0:
                        textured3.ReadPixels(new Rect(0f, 0f, (float) atlasWidth, (float) atlasHeight), 0, 0);
                        textured3.Apply(true);
                        break;

                    case 1:
                        textured.ReadPixels(new Rect(0f, 0f, (float) atlasWidth, (float) atlasHeight), 0, 0);
                        textured.Apply(true);
                        break;

                    case 2:
                        textured4.ReadPixels(new Rect(0f, 0f, (float) atlasWidth, (float) atlasHeight), 0, 0);
                        textured4.Apply(true);
                        break;

                    case 3:
                        textured2.ReadPixels(new Rect(0f, 0f, (float) atlasWidth, (float) atlasHeight), 0, 0);
                        textured2.Apply(true);
                        break;
                }
            }
            state.Restore();
            this.optimizedSolidMaterial.SetPass(0);
            RenderTexture.ReleaseTemporary(temp);
            UnityEngine.Object.DestroyImmediate(textured5);
            UnityEngine.Object.DestroyImmediate(textured6);
            UnityEngine.Object.DestroyImmediate(textured10);
            UnityEngine.Object.DestroyImmediate(textured8);
            UnityEngine.Object.DestroyImmediate(textured7);
            EditorUtility.SetTemporarilyAllowIndieRenderTexture(false);
            Texture2D[] textures = new Texture2D[] { textured, textured3, textured4, textured2 };
            textures = WriteOptimizedTextures(AssetDatabase.GetAssetPath(this), textures);
            UnityEngine.Object.DestroyImmediate(textured);
            UnityEngine.Object.DestroyImmediate(textured3);
            UnityEngine.Object.DestroyImmediate(textured4);
            UnityEngine.Object.DestroyImmediate(textured2);
            this.optimizedSolidMaterial.SetTexture("_MainTex", textures[0]);
            this.optimizedSolidMaterial.SetTexture("_BumpSpecMap", textures[1]);
            this.optimizedSolidMaterial.SetTexture("_TranslucencyMap", textures[2]);
            this.optimizedCutoutMaterial.SetTexture("_MainTex", textures[0]);
            this.optimizedCutoutMaterial.SetTexture("_BumpSpecMap", textures[1]);
            this.optimizedCutoutMaterial.SetTexture("_TranslucencyMap", textures[2]);
            this.optimizedCutoutMaterial.SetTexture("_ShadowTex", textures[3]);
            this.UpdateShadowTexture(textures[3], atlas.atlasWidth, atlas.atlasHeight);
            return true;
        }