/// <summary> /// Gets the material. /// </summary> /// <returns>The material.</returns> protected override Material GetMaterial() { if (isTMPro) { return(null); } return(MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_ColorMode)); }
/// <summary> /// Updates the material. /// </summary> /// <param name="ignoreInPlayMode">If set to <c>true</c> ignore in play mode.</param> protected void UpdateMaterial(bool ignoreInPlayMode) { if (!this || ignoreInPlayMode && Application.isPlaying) { return; } var mat = MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode, m_ColorMode, m_BlurMode); if (m_EffectMaterial != mat) { material = null; m_EffectMaterial = mat; _SetDirty(); } }
/// <summary> /// Gets the material. /// </summary> /// <returns>The material.</returns> protected override Material GetMaterial() { return(MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode, m_ColorMode, m_BlurMode, m_AdvancedBlur ? BlurEx.Ex : BlurEx.None)); }
protected override Material GetMaterial() { return(MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName))); }