private WorkingMaterial CreateBakedMaterial(string name, Bounds bounds, bool useHighMaterial) { int matInstanceID = useHighMaterial ? m_terrainMaterialInstanceId : m_terrainMaterialLowInstanceId; string matName = useHighMaterial ? m_terrainMaterialName : m_terrainMaterialLowName; WorkingMaterial material = new WorkingMaterial(Allocator.Persistent, matInstanceID, matName); material.Name = name + "_Material"; m_queue.EnqueueJob(() => { WorkingTexture albedo = BakeAlbedo(name, bounds, m_hlod.TextureSize); material.AddTexture(m_hlod.AlbedoPropertyName, albedo); }); if (m_hlod.UseNormal) { m_queue.EnqueueJob(() => { WorkingTexture normal = BakeNormal(name, bounds, m_hlod.TextureSize); material.AddTexture(m_hlod.NormalPropertyName, normal); }); } if (m_hlod.UseMask) { m_queue.EnqueueJob(() => { WorkingTexture mask = BakeMask(name, bounds, m_hlod.TextureSize); material.AddTexture(m_hlod.MaskPropertyName, mask); }); } return(material); }
private WorkingMaterial CreateBakedMaterial(string name, Bounds bounds) { WorkingMaterial material = new WorkingMaterial(Allocator.Persistent, m_terrainMaterialInstanceId, m_terrainMaterialName); material.Name = name + "_Material"; m_queue.EnqueueJob(() => { WorkingTexture albedo = BakeAlbedo(name, bounds, m_hlod.TextureSize); material.AddTexture(m_hlod.AlbedoPropertyName, albedo); }); if (m_hlod.UseNormal) { m_queue.EnqueueJob(() => { WorkingTexture normal = BakeNormal(name, bounds, m_hlod.TextureSize); material.AddTexture(m_hlod.NormalPropertyName, normal); }); } return(material); }