public override void Init(GameObject host, InteractableThemePropertySettings settings) { base.Init(host, settings); shaderProperties = new List <ShaderProperties>(); for (int i = 0; i < ThemeProperties.Count; i++) { InteractableThemeProperty prop = ThemeProperties[i]; if (prop.ShaderOptions.Count > 0) { shaderProperties.Add(prop.ShaderOptions[prop.PropId]); } } propertyBlocks = new List <BlocksAndRenderer>(); Renderer[] list = host.GetComponentsInChildren <Renderer>(); for (int i = 0; i < list.Length; i++) { MaterialPropertyBlock block = InteractableThemeShaderUtils.GetMaterialPropertyBlock(list[i].gameObject, shaderProperties.ToArray()); BlocksAndRenderer bAndR = new BlocksAndRenderer(); bAndR.Renderer = list[i]; bAndR.Block = block; propertyBlocks.Add(bAndR); } }
public static float GetFloat(GameObject host, string propId) { if (host == null) { return(0); } MaterialPropertyBlock block = InteractableThemeShaderUtils.GetPropertyBlock(host); return(block.GetFloat(propId)); }
public static Color GetColor(GameObject host, string propId) { if (host == null) { return(Color.white); } MaterialPropertyBlock block = InteractableThemeShaderUtils.GetPropertyBlock(host); return(block.GetVector(propId)); }
public override void Init(GameObject host, InteractableThemePropertySettings settings) { base.Init(host, settings); shaderProperties = new List <ShaderProperties>(); for (int i = 0; i < ThemeProperties.Count; i++) { InteractableThemeProperty prop = ThemeProperties[i]; if (prop.ShaderOptions.Count > 0) { shaderProperties.Add(prop.ShaderOptions[prop.PropId]); } } propertyBlock = InteractableThemeShaderUtils.GetMaterialPropertyBlock(host, shaderProperties.ToArray()); }
public override void Init(GameObject host, InteractableThemePropertySettings settings) { base.Init(host, settings); propertyBlock = InteractableThemeShaderUtils.GetMaterialPropertyBlock(host, new ShaderProperties[0]); renderer = Host.GetComponent <Renderer>(); }