protected override void OnAwake() { // setup loader caches and add loaders Loaders = new LoaderCache(); Loaders.Textures.Add(new TextureLoader()); Loaders.Shaders.Add(new ShaderLoader()); Loaders.ComputeShaders.Add(new ComputeShaderLoader()); // setup bundle loaders if (!Application.isEditor) { // ignore asset bundles in editor ComputeShaderLoader = new ComputeShaderBundleLoader(); ShaderLoader = new ShaderBundleLoader(); Loaders.Shaders.Add(new AssetBundleAssetLoader <Shader> { BundleLoader = ShaderLoader }); Loaders.ComputeShaders.Add(new AssetBundleAssetLoader <ComputeShader> { BundleLoader = ComputeShaderLoader }); } // setup asset caches Shaders = new FARShaderCache(); Textures = new FARTextureCache(); ComputeShaders = new FARComputeShaderCache(); }
protected override void OnAwake() { // first setup bundle loaders ShaderLoader = new ShaderBundleLoader(); // then setup loader caches and add loaders Loaders = new LoaderCache(); Loaders.Shaders.Add(new AssetBundleAssetLoader <Shader> { BundleLoader = ShaderLoader }); Loaders.Textures.Add(new TextureLoader()); Loaders.Shaders.Add(new ShaderLoader()); // finally, setup asset caches Shaders = new FARShaderCache(); Textures = new FARTextureCache(); }