/// <summary> /// Sets the material values. /// </summary> /// <returns>The material values.</returns> /// <param name="info">Values to set.</param> /// <param name="baseMaterial">Base material.</param> public static Material SetMaterialValues(ProceduralImageMaterialInfo info, Material baseMaterial) { if (baseMaterial == null) { throw new System.ArgumentNullException("baseMaterial"); } //if (baseMaterial.shader.name != "UI/Procedural UI Image") { // Debug.LogWarning("Parameter 'baseMaterial' does not use shader 'UI/Procedural UI Image'. Method returns baseMaterial."); // return baseMaterial; //} Material m; m = baseMaterial; if (info.blur) { m.EnableKeyword("BLUR_ON"); } else { m.DisableKeyword("BLUR_ON"); } m.SetFloat("_Width", info.width); m.SetColor("_BlurBackgroundColor", info.backgroundColor); m.SetFloat("_Height", info.height); m.SetFloat("_PixelWorldScale", info.pixelWorldScale); m.SetVector("_Radius", info.radius); m.SetFloat("_LineWeight", info.borderWidth); return(m); }
/// <summary> /// Sets the material values. /// </summary> /// <returns>The material values.</returns> /// <param name="info">Values to set.</param> /// <param name="baseMaterial">Base material.</param> public static Material SetMaterialValues(ProceduralImageMaterialInfo info, Material baseMaterial) { if (baseMaterial == null) { throw new System.ArgumentNullException("baseMaterial"); } if (baseMaterial.shader.name != "UI/Procedural UI Image") { Debug.LogWarning("Parameter 'baseMaterial' does not use shader 'UI/Procedural UI Image'. Method returns baseMaterial."); return(baseMaterial); } Material m; m = baseMaterial; m.SetFloat("_Width", info.width); m.SetFloat("_Height", info.height); m.SetFloat("_PixelWorldScale", info.pixelWorldScale); m.SetVector("_Radius", info.radius); m.SetFloat("_LineWeight", info.borderWidth); return(m); }