protected void SetupActiveShaderStackList() { shaderStackList.data.Clear(); shaderStackList.tableView.ClearSelection(); Dictionary <string, Material> matCache = _shaderManager.MaterialCache; foreach (string id in matCache.Keys) { matCache.TryGetValue(id, out Material mat); ShaderEffectData sfx = _shaderManager.GetShaderEffectByMaterial(mat); if (sfx == null) { continue; } /*Sprite icon = Util.SEUtilities.GetDefaultShaderIcon(); * * if (sfx.previewImage != null && _spriteCache.TryGetValue(sfx.previewImage, out Sprite image)) { * icon = image; * } * * //CustomListTableData.CustomCellInfo customCellInfo = new CustomListTableData.CustomCellInfo(sfx.name, sfx.author, icon);*/ shaderStackList.data.Add(new ActiveShaderElement(sfx.ReferenceName, id)); } shaderStackList.tableView.ReloadData(); }