public static void AddAlwaysIncludedShader(string shaderName) { #if UNITY_EDITOR Shader shader = Shader.Find(shaderName); if (shader == null) return; UnityEngine.Rendering.GraphicsSettings graphicsSettings = AssetDatabase.LoadAssetAtPath<UnityEngine.Rendering.GraphicsSettings>("ProjectSettings/GraphicsSettings.asset"); SerializedObject serializedObject = new SerializedObject(graphicsSettings); SerializedProperty arrayProp = serializedObject.FindProperty("m_AlwaysIncludedShaders"); bool hasShader = false; for (int i = 0; i < arrayProp.arraySize; i++) { SerializedProperty arrayElem = arrayProp.GetArrayElementAtIndex(i); if (shader == arrayElem.objectReferenceValue) { hasShader = true; break; } } if (!hasShader) { int arrayIndex = arrayProp.arraySize; arrayProp.InsertArrayElementAtIndex(arrayIndex); SerializedProperty arrayElem = arrayProp.GetArrayElementAtIndex(arrayIndex); arrayElem.objectReferenceValue = shader; serializedObject.ApplyModifiedProperties(); AssetDatabase.SaveAssets(); } #endif }
static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *__ret = ILIntepreter.Minus(__esp, 0); var result_of_this_method = new UnityEngine.Rendering.GraphicsSettings(); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
static int __CreateInstance(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { if (LuaAPI.lua_gettop(L) == 1) { UnityEngine.Rendering.GraphicsSettings __cl_gen_ret = new UnityEngine.Rendering.GraphicsSettings(); translator.Push(L, __cl_gen_ret); return(1); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Rendering.GraphicsSettings constructor!")); }