/// <summary> /// Sets a shader float on this material. If it doesn't exist as a material property object, create it. /// </summary> /// <param name="propertyName"></param> /// <param name="value"></param> public void SetFloat(string propertyName, float value) { bool existsSavedProperty = false; foreach (WaterfallMaterialProperty p in matProperties) { if (p.propertyName == propertyName) { existsSavedProperty = true; } } if (!existsSavedProperty) { WaterfallMaterialFloatProperty newProp = new WaterfallMaterialFloatProperty(); newProp.propertyName = propertyName; newProp.propertyValue = value; matProperties.Add(newProp); } else { foreach (WaterfallMaterialProperty p in matProperties) { if (p.propertyName == propertyName) { WaterfallMaterialFloatProperty t = (WaterfallMaterialFloatProperty)p; t.propertyValue = value; } } } foreach (Material mat in materials) { mat.SetFloat(propertyName, value); } }
/// <summary> /// Sets a shader float on this material. If it doesn't exist as a material property object, create it. /// </summary> /// <param name="propertyName"></param> /// <param name="value"></param> public void SetFloat(string propertyName, float value) { bool existsSavedProperty = false; foreach (var p in matProperties) { if (p.propertyName == propertyName) { existsSavedProperty = true; } } if (!existsSavedProperty) { var newProp = new WaterfallMaterialFloatProperty(); newProp.propertyName = propertyName; newProp.propertyValue = value; matProperties.Add(newProp); } else { foreach (var p in matProperties) { if (p.propertyName == propertyName) { var t = (WaterfallMaterialFloatProperty)p; t.propertyValue = value; } } } foreach (var mat in materials) { if (propertyName == "_Seed" && useAutoRandomization) { } else { mat.SetFloat(propertyName, value); } } }