public static UpdateMaterial ( Material material ) : void | ||
material | Material | |
리턴 | void |
public override void ProcessPreviewMaterial(Material material) { if (target.allowMaterialOverride) { // copy our target's default settings into the material // (technically not necessary since we are always recreating the material from the shader each time, // which will pull over the defaults from the shader definition) // but if that ever changes, this will ensure the defaults are set material.SetFloat(Property.Surface(), (float)target.surfaceType); material.SetFloat(Property.Blend(), (float)target.alphaMode); material.SetFloat(Property.AlphaClip(), target.alphaClip ? 1.0f : 0.0f); material.SetFloat(Property.Cull(), (int)target.renderFace); material.SetFloat(Property.ZWriteControl(), (float)target.zWriteControl); material.SetFloat(Property.ZTest(), (float)target.zTestMode); } // We always need these properties regardless of whether the material is allowed to override // Queue control & offset enable correct automatic render queue behavior // Control == 0 is automatic, 1 is user-specified render queue material.SetFloat(Property.QueueOffset(), 0.0f); material.SetFloat(Property.QueueControl(), (float)BuiltInBaseShaderGUI.QueueControl.Auto); // call the full unlit material setup function BuiltInUnlitGUI.UpdateMaterial(material); }
public override void ProcessPreviewMaterial(Material material) { // copy our target's default settings into the material // (technically not necessary since we are always recreating the material from the shader each time, // which will pull over the defaults from the shader definition) // but if that ever changes, this will ensure the defaults are set material.SetFloat(Property.Surface(), (float)target.surfaceType); material.SetFloat(Property.Blend(), (float)target.alphaMode); material.SetFloat(Property.AlphaClip(), target.alphaClip ? 1.0f : 0.0f); material.SetFloat(Property.Cull(), (int)target.renderFace); material.SetFloat(Property.ZWriteControl(), (float)target.zWriteControl); material.SetFloat(Property.ZTest(), (float)target.zTestMode); // call the full unlit material setup function BuiltInUnlitGUI.UpdateMaterial(material); }