private void updateTextureSet() { if (textureSets != null && !String.IsNullOrEmpty(currentTextureSet)) { TextureSet t = Array.Find(textureSets, m => m.setName == currentTextureSet); if (t != null) { TextureData d = t.textureDatas[0]; if (d != null) { diffuseTextureName = d.diffuseTextureName; normalTextureName = d.normalTextureName; Texture diffuseTex = SSTUUtils.findTexture(diffuseTextureName, false); Texture normalTex = String.IsNullOrEmpty(normalTextureName) ? null : SSTUUtils.findTexture(normalTextureName, true); fairingMaterial.mainTexture = diffuseTex; fairingMaterial.SetTexture("_BumpMap", normalTex); foreach (SSTUNodeFairingData f in fairingParts) { f.setMaterial(fairingMaterial); } } else { MonoBehaviour.print("ERROR: Could not locate fairing texture data for set name: " + t.setName); } } } updateOpacity(); }
public void enable(Transform transform) { Renderer renderer = transform.GetComponent <Renderer>(); if (renderer != null) { if (string.IsNullOrEmpty(texture)) { renderer.enabled = false; } else { Texture tex = SSTUUtils.findTexture(texture, false); renderer.material.mainTexture = tex; renderer.enabled = true; } } }
public static Material loadMaterial(String diffuse, String normal, String emissive, String shader) { Material material; Texture diffuseTexture = SSTUUtils.findTexture(diffuse, false); Texture normalTexture = String.IsNullOrEmpty(normal) ? null : SSTUUtils.findTexture(normal, true); Texture emissiveTexture = String.IsNullOrEmpty(emissive) ? null : SSTUUtils.findTexture(emissive, false); material = new Material(Shader.Find(shader)); material.SetTexture("_MainTex", diffuseTexture); if (normalTexture != null) { material.SetTexture("_BumpMap", normalTexture); } if (emissiveTexture != null) { material.SetTexture("_Emissive", emissiveTexture); } return(material); }
private void updateTexture(String name) { currentTextureSet = name; if (mpf != null) { TextureSet set = Array.Find(textureSets, m => m.setName == currentTextureSet); if (set != null) { TextureData data = set.textureDatas[0];//TODO cleanup this hack mpf.TextureURL = data.diffuseTextureName; Texture t = SSTUUtils.findTexture(data.diffuseTextureName, false); mpf.FairingMaterial.mainTexture = t; foreach (var f in mpf.Panels) { f.mat.mainTexture = t; SSTUUtils.setMainTextureRecursive(f.go.transform, t); } } } }