/// <summary> /// Finds the appropriate shader for the given material. Typically by name. /// /// It can also load shaders from file if it is supported. /// </summary> /// <param name="mat"></param> /// <returns></returns> internal static Shader GetShader(Material mat) { Shader s = null; switch (mat.name) { default: s = new BasicEffectShader(); break; } s.Configure(mat); return s; }
/// <summary> /// Finds the appropriate shader for the given material. Typically by name. /// /// It can also load shaders from file if it is supported. /// </summary> /// <param name="mat"></param> /// <returns></returns> internal static Shader GetShader(Material mat) { if (!shaders.ContainsKey(mat.shaderName)) { // TODO: Choose the correct type of Shader to use Shader s; switch (mat.shaderName) { default: s = new BasicEffectShader(); break; } shaders[mat.shaderName] = s; } return shaders[mat.shaderName]; }
/// <summary> /// Finds the appropriate shader for the given material. Typically by name. /// /// It can also load shaders from file if it is supported. /// </summary> /// <param name="mat"></param> /// <returns></returns> internal static Shader GetShader(Material mat) { if (!shaders.ContainsKey(mat.shaderName)) { // TODO: Choose the correct type of Shader to use Shader s; switch (mat.shaderName) { default: s = new BasicEffectShader(mat.shaderName); break; } shaders[mat.shaderName] = s; } return(shaders[mat.shaderName]); }