示例#1
0
    private bool CreateMaterials()
    {
        string text  = "Hidden/Amplify Motion/Debug";
        string text2 = "Hidden/Amplify Motion/DebugBlack";
        string text3 = "Hidden/LensOnOffCombine";
        string text4 = "Hidden/Amplify Motion/SolidVectorsMobile";

        ShaderEffectUtils.SafeCreateMaterial(ref this.m_debugMaterial, text);
        ShaderEffectUtils.SafeCreateMaterial(ref this.m_debugBlackMaterial, text2);
        ShaderEffectUtils.SafeCreateMaterial(ref this.m_combineMaterial, text3);
        ShaderEffectUtils.SafeCreateMaterial(ref this.m_solidVectorsMaterial, text4);
        return(ShaderEffectUtils.CheckMaterialAndShader(this.m_debugMaterial, text) && ShaderEffectUtils.CheckMaterialAndShader(this.m_debugBlackMaterial, text2) && ShaderEffectUtils.CheckMaterialAndShader(this.m_combineMaterial, text3) && ShaderEffectUtils.CheckMaterialAndShader(this.m_solidVectorsMaterial, text4));
    }
示例#2
0
 private bool CreateMaterials()
 {
     for (int i = 0; i < this.m_shaderNames.get_Count(); i++)
     {
         Material material = null;
         string   text     = this.m_shaderNames.get_Item(i);
         ShaderEffectUtils.SafeCreateMaterial(ref material, text);
         if (!ShaderEffectUtils.CheckMaterialAndShader(material, text))
         {
             return(false);
         }
         this.m_materials.set_Item(text, material);
     }
     return(true);
 }