GetTextureBindingIndex() 개인적인 메소드

private GetTextureBindingIndex ( Shader s, int texturePropertyID ) : int
s UnityEngine.Shader
texturePropertyID int
리턴 int
        static void InitHandleMaterials()
        {
            if (!s_HandleWireMaterial)
            {
                if (!s_CallbackRegistered)
                {
                    RegisterGfxDeviceCleanup();
                    s_CallbackRegistered = true;
                }

                s_HandleWireMaterial              = (Material)EditorGUIUtility.LoadRequired("SceneView/HandleLines.mat");
                s_HandleWireMaterial2D            = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleLines.mat");
                s_HandleWireTextureIndex          = ShaderUtil.GetTextureBindingIndex(s_HandleWireMaterial.shader, Shader.PropertyToID("_MainTex"));
                s_HandleWireTextureIndex2D        = ShaderUtil.GetTextureBindingIndex(s_HandleWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
                s_HandleWireTextureSamplerIndex   = ShaderUtil.GetTextureSamplerBindingIndex(s_HandleWireMaterial.shader, Shader.PropertyToID("_MainTex"));
                s_HandleWireTextureSamplerIndex2D = ShaderUtil.GetTextureSamplerBindingIndex(s_HandleWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));

                s_HandleDottedWireMaterial              = (Material)EditorGUIUtility.LoadRequired("SceneView/HandleDottedLines.mat");
                s_HandleDottedWireMaterial2D            = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleDottedLines.mat");
                s_HandleDottedWireTextureIndex          = ShaderUtil.GetTextureBindingIndex(s_HandleDottedWireMaterial.shader, Shader.PropertyToID("_MainTex"));
                s_HandleDottedWireTextureIndex2D        = ShaderUtil.GetTextureBindingIndex(s_HandleDottedWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
                s_HandleDottedWireTextureSamplerIndex   = ShaderUtil.GetTextureSamplerBindingIndex(s_HandleDottedWireMaterial.shader, Shader.PropertyToID("_MainTex"));
                s_HandleDottedWireTextureSamplerIndex2D = ShaderUtil.GetTextureSamplerBindingIndex(s_HandleDottedWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
            }
        }
예제 #2
0
 private static void InitHandleMaterials()
 {
     if (s_HandleWireMaterial == null)
     {
         s_HandleWireMaterial       = (Material)EditorGUIUtility.LoadRequired("SceneView/HandleLines.mat");
         s_HandleWireMaterial2D     = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleLines.mat");
         s_HandleWireTextureIndex   = ShaderUtil.GetTextureBindingIndex(s_HandleWireMaterial.shader, Shader.PropertyToID("_MainTex"));
         s_HandleWireTextureIndex2D = ShaderUtil.GetTextureBindingIndex(s_HandleWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
     }
 }
예제 #3
0
 private static void InitHandleMaterials()
 {
     if ((bool)((Object)HandleUtility.s_HandleWireMaterial))
     {
         return;
     }
     HandleUtility.s_HandleWireMaterial             = (Material)EditorGUIUtility.LoadRequired("SceneView/HandleLines.mat");
     HandleUtility.s_HandleWireMaterial2D           = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleLines.mat");
     HandleUtility.s_HandleWireTextureIndex         = ShaderUtil.GetTextureBindingIndex(HandleUtility.s_HandleWireMaterial.shader, Shader.PropertyToID("_MainTex"));
     HandleUtility.s_HandleWireTextureIndex2D       = ShaderUtil.GetTextureBindingIndex(HandleUtility.s_HandleWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
     HandleUtility.s_HandleDottedWireMaterial       = (Material)EditorGUIUtility.LoadRequired("SceneView/HandleDottedLines.mat");
     HandleUtility.s_HandleDottedWireMaterial2D     = (Material)EditorGUIUtility.LoadRequired("SceneView/2DHandleDottedLines.mat");
     HandleUtility.s_HandleDottedWireTextureIndex   = ShaderUtil.GetTextureBindingIndex(HandleUtility.s_HandleDottedWireMaterial.shader, Shader.PropertyToID("_MainTex"));
     HandleUtility.s_HandleDottedWireTextureIndex2D = ShaderUtil.GetTextureBindingIndex(HandleUtility.s_HandleDottedWireMaterial2D.shader, Shader.PropertyToID("_MainTex"));
 }