private bool CreateMaterials() { string text = "Hidden/Amplify Motion/Debug"; string text2 = "Hidden/Amplify Motion/DebugBlack"; string text3 = "Hidden/LensOnOffCombine"; string text4 = "Hidden/Amplify Motion/SolidVectorsMobile"; ShaderEffectUtils.SafeCreateMaterial(ref this.m_debugMaterial, text); ShaderEffectUtils.SafeCreateMaterial(ref this.m_debugBlackMaterial, text2); ShaderEffectUtils.SafeCreateMaterial(ref this.m_combineMaterial, text3); ShaderEffectUtils.SafeCreateMaterial(ref this.m_solidVectorsMaterial, text4); return(ShaderEffectUtils.CheckMaterialAndShader(this.m_debugMaterial, text) && ShaderEffectUtils.CheckMaterialAndShader(this.m_debugBlackMaterial, text2) && ShaderEffectUtils.CheckMaterialAndShader(this.m_combineMaterial, text3) && ShaderEffectUtils.CheckMaterialAndShader(this.m_solidVectorsMaterial, text4)); }
private bool CreateMaterials() { for (int i = 0; i < this.m_shaderNames.get_Count(); i++) { Material material = null; string text = this.m_shaderNames.get_Item(i); ShaderEffectUtils.SafeCreateMaterial(ref material, text); if (!ShaderEffectUtils.CheckMaterialAndShader(material, text)) { return(false); } this.m_materials.set_Item(text, material); } return(true); }