private static string GetPropertyString(Shader shader, string name) { if (shader == null) { return string.Empty; } return (shader.GetInstanceID() + "_" + name); }
internal static void InvalidatePropertyCache(Shader shader) { if (shader == null) { return; } string value = shader.GetInstanceID() + "_"; List<string> list = new List<string>(); foreach (string current in MaterialPropertyHandler.s_PropertyHandlers.Keys) { if (current.StartsWith(value)) { list.Add(current); } } foreach (string current2 in list) { MaterialPropertyHandler.s_PropertyHandlers.Remove(current2); } }
internal static void InvalidatePropertyCache(Shader shader) { if ((UnityEngine.Object) shader == (UnityEngine.Object) null) return; string str = shader.GetInstanceID().ToString() + "_"; List<string> stringList = new List<string>(); using (Dictionary<string, MaterialPropertyHandler>.KeyCollection.Enumerator enumerator = MaterialPropertyHandler.s_PropertyHandlers.Keys.GetEnumerator()) { while (enumerator.MoveNext()) { string current = enumerator.Current; if (current.StartsWith(str)) stringList.Add(current); } } using (List<string>.Enumerator enumerator = stringList.GetEnumerator()) { while (enumerator.MoveNext()) { string current = enumerator.Current; MaterialPropertyHandler.s_PropertyHandlers.Remove(current); } } }
private static string GetPropertyString(Shader shader, string name) { if ((UnityEngine.Object) shader == (UnityEngine.Object) null) return string.Empty; return shader.GetInstanceID().ToString() + "_" + name; }
internal static void InvalidatePropertyCache(Shader shader) { if (shader != null) { string str = shader.GetInstanceID() + "_"; List<string> list = new List<string>(); foreach (string str2 in s_PropertyHandlers.Keys) { if (str2.StartsWith(str)) { list.Add(str2); } } foreach (string str3 in list) { s_PropertyHandlers.Remove(str3); } } }