示例#1
0
 public override Shader GetDefaultShader()
 {
     if (m_DefaultShader == null)
     {
         m_DefaultShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS));
     }
     return(m_DefaultShader);
 }
示例#2
0
 public ParticleUpgrader(string oldShaderName)
 {
     if (oldShaderName.Contains("Unlit"))
     {
         RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PARTICLES_UNLIT));
     }
     else
     {
         RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PARTICLES_LIT));
     }
 }
示例#3
0
        public StandardUpgrader(string oldShaderName)
        {
            string standardShaderPath = LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS);

            if (oldShaderName.Contains("Specular"))
            {
                RenameShader(oldShaderName, standardShaderPath, UpdateStandardSpecularMaterialKeywords);
            }
            else
            {
                RenameShader(oldShaderName, standardShaderPath, UpdateStandardMaterialKeywords);
            }
        }
示例#4
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        public StandardSimpleLightingUpgrader(string oldShaderName, UpgradeParams upgradeParams)
        {
            RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_SIMPLE_LIGHTING), UpdateMaterialKeywords);
            SetFloat("_Mode", (float)upgradeParams.blendMode);
            SetFloat("_SpecSource", (float)upgradeParams.specularSource);
            SetFloat("_GlossinessSource", (float)upgradeParams.glosinessSource);

            if (oldShaderName.Contains("Legacy Shaders/Self-Illumin"))
            {
                RenameTexture("_MainTex", "_EmissionMap");
                RemoveTexture("_MainTex");
                SetColor("_EmissionColor", Color.white);
            }
        }
示例#5
0
 public TerrainUpgrader(string oldShaderName)
 {
     RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_TERRAIN));
 }