示例#1
0
 public void GrabMaterialValues()
 {
     if (Material)
     {
         _Source_Blend_Mode      = (_SrcBlendFloatEnum)(int)Material.GetFloat("_SrcBlendFloat");
         _Destination_Blend_Mode = (_DstBlendFloatEnum)(int)Material.GetFloat("_DstBlendFloat");
         _Tint                   = Material.GetColor("_TintColor");
         _MainTex                = Material.GetTexture("_MainTex");
         _MainTexScale           = Material.GetTextureScale("_MainTex");
         _MainTexOffset          = Material.GetTextureOffset("_MainTex");
         _Cloud1Tex              = Material.GetTexture("_Cloud1Tex");
         _Cloud1TexScale         = Material.GetTextureScale("_Cloud1Tex");
         _Cloud1TexOffset        = Material.GetTextureOffset("_Cloud1Tex");
         _Cloud2Tex              = Material.GetTexture("_Cloud2Tex");
         _Cloud2TexScale         = Material.GetTextureScale("_Cloud2Tex");
         _Cloud2TexOffset        = Material.GetTextureOffset("_Cloud2Tex");
         _RemapTex               = Material.GetTexture("_RemapTex");
         _RemapTexScale          = Material.GetTextureScale("_RemapTex");
         _RemapTexOffset         = Material.GetTextureOffset("_RemapTex");
         _CutoffScroll           = Material.GetVector("_CutoffScroll");
         _SoftFactor             = Material.GetFloat("_InvFade");
         _SoftPower              = Material.GetFloat("_SoftPower");
         _BrightnessBoost        = Material.GetFloat("_Boost");
         _RimPower               = Material.GetFloat("_RimPower");
         _RimStrength            = Material.GetFloat("_RimStrength");
         _AlphaBoost             = Material.GetFloat("_AlphaBoost");
         _IntersectionStrength   = Material.GetFloat("_IntersectionStrength");
         _Cull_Mode              = (_CullEnum)(int)Material.GetFloat("_Cull");
         _FadeFromVertexColorsOn = Material.IsKeywordEnabled("FADE_FROM_VERTEX_COLORS");
         _EnableTriplanarProjectionsForClouds = Material.IsKeywordEnabled("TRIPLANAR");
         MaterialName = Material.name;
     }
 }
 public void GrabMaterialValues()
 {
     if (Material)
     {
         shaderKeywords          = Material.shaderKeywords;
         _Source_Blend_Mode      = (_SrcBlendFloatEnum)(int)Material.GetFloat("_SrcBlendFloat");
         _Destination_Blend_Mode = (_DstBlendFloatEnum)(int)Material.GetFloat("_DstBlendFloat");
         _Tint                 = Material.GetColor("_TintColor");
         _MainTex              = Material.GetTexture("_MainTex");
         _MainTexScale         = Material.GetTextureScale("_MainTex");
         _MainTexOffset        = Material.GetTextureOffset("_MainTex");
         _Cloud1Tex            = Material.GetTexture("_Cloud1Tex");
         _Cloud1TexScale       = Material.GetTextureScale("_Cloud1Tex");
         _Cloud1TexOffset      = Material.GetTextureOffset("_Cloud1Tex");
         _Cloud2Tex            = Material.GetTexture("_Cloud2Tex");
         _Cloud2TexScale       = Material.GetTextureScale("_Cloud2Tex");
         _Cloud2TexOffset      = Material.GetTextureOffset("_Cloud2Tex");
         _RemapTex             = Material.GetTexture("_RemapTex");
         _RemapTexScale        = Material.GetTextureScale("_RemapTex");
         _RemapTexOffset       = Material.GetTextureOffset("_RemapTex");
         _CutoffScroll         = Material.GetVector("_CutoffScroll");
         _SoftFactor           = Material.GetFloat("_InvFade");
         _SoftPower            = Material.GetFloat("_SoftPower");
         _BrightnessBoost      = Material.GetFloat("_Boost");
         _RimPower             = Material.GetFloat("_RimPower");
         _RimStrength          = Material.GetFloat("_RimStrength");
         _AlphaBoost           = Material.GetFloat("_AlphaBoost");
         _IntersectionStrength = Material.GetFloat("_IntersectionStrength");
         _Cull_Mode            = (_CullEnum)(int)Material.GetFloat("_Cull");
         _IgnoreVertexColors   = Convert.ToBoolean(Material.GetFloat("_VertexColorsOn"));
         _EnableTriplanarProjectionsForClouds = Convert.ToBoolean(Material.GetFloat("_TriplanarOn"));
         MaterialName = Material.name;
     }
 }
示例#3
0
 public override void GrabMaterialValues()
 {
     if (Material)
     {
         shaderKeywords      = Material.shaderKeywords;
         _Tint               = Material.GetColor("_TintColor");
         _MainTex            = Material.GetTexture("_MainTex");
         _MainTexScale       = Material.GetTextureScale("_MainTex");
         _MainTexOffset      = Material.GetTextureOffset("_MainTex");
         _RemapTex           = Material.GetTexture("_RemapTex");
         _RemapTexScale      = Material.GetTextureScale("_RemapTex");
         _RemapTexOffset     = Material.GetTextureOffset("_RemapTex");
         _SoftFactor         = Material.GetFloat("_InvFade");
         _BrightnessBoost    = Material.GetFloat("_Boost");
         _AlphaBoost         = Material.GetFloat("_AlphaBoost");
         _AlphaBias          = Material.GetFloat("_AlphaBias");
         _FadeCloseDistance  = Material.GetFloat("_FadeCloseDistance");
         _Cull_Mode          = (_CullEnum)(int)Material.GetFloat("_Cull");
         _ZTest_Mode         = (_ZTestEnum)(int)Material.GetFloat("_ZTest");
         _DepthOffset        = Material.GetFloat("_DepthOffset");
         _DistortionStrength = Material.GetFloat("_DistortionStrength");
         _Cloud1Tex          = Material.GetTexture("_Cloud1Tex");
         _Cloud1TexScale     = Material.GetTextureScale("_Cloud1Tex");
         _Cloud1TexOffset    = Material.GetTextureOffset("_Cloud1Tex");
         _Cloud2Tex          = Material.GetTexture("_Cloud2Tex");
         _Cloud2TexScale     = Material.GetTextureScale("_Cloud2Tex");
         _Cloud2TexOffset    = Material.GetTextureOffset("_Cloud2Tex");
         _CutoffScroll       = Material.GetVector("_CutoffScroll");
         _FresnelPower       = Material.GetFloat("_FresnelPower");
         _VertexOffsetAmount = Material.GetFloat("_OffsetAmount");
         MaterialName        = Material.name;
     }
 }
 public override void GrabMaterialValues()
 {
     if (Material)
     {
         shaderKeywords          = Material.shaderKeywords;
         _Source_Blend_Mode      = (_SrcBlendFloatEnum)(int)Material.GetFloat("_SrcBlendFloat");
         _Destination_Blend_Mode = (_DstBlendFloatEnum)(int)Material.GetFloat("_DstBlendFloat");
         _Tint                 = Material.GetColor("_TintColor");
         _MainTex              = Material.GetTexture("_MainTex");
         _MainTexScale         = Material.GetTextureScale("_MainTex");
         _MainTexOffset        = Material.GetTextureOffset("_MainTex");
         _Cloud1Tex            = Material.GetTexture("_Cloud1Tex");
         _Cloud1TexScale       = Material.GetTextureScale("_Cloud1Tex");
         _Cloud1TexOffset      = Material.GetTextureOffset("_Cloud1Tex");
         _Cloud2Tex            = Material.GetTexture("_Cloud2Tex");
         _Cloud2TexScale       = Material.GetTextureScale("_Cloud2Tex");
         _Cloud2TexOffset      = Material.GetTextureOffset("_Cloud2Tex");
         _RemapTex             = Material.GetTexture("_RemapTex");
         _RemapTexScale        = Material.GetTextureScale("_RemapTex");
         _RemapTexOffset       = Material.GetTextureOffset("_RemapTex");
         _CutoffScroll         = Material.GetVector("_CutoffScroll");
         _SoftFactor           = Material.GetFloat("_InvFade");
         _SoftPower            = Material.GetFloat("_SoftPower");
         _BrightnessBoost      = Material.GetFloat("_Boost");
         _RimPower             = Material.GetFloat("_RimPower");
         _RimStrength          = Material.GetFloat("_RimStrength");
         _AlphaBoost           = Material.GetFloat("_AlphaBoost");
         _IntersectionStrength = Material.GetFloat("_IntersectionStrength");
         _Cull_Mode            = (_CullEnum)(int)Material.GetFloat("_Cull");
         MaterialName          = Material.name;
     }
 }
示例#5
0
 public void GrabMaterialValues()
 {
     if (Material)
     {
         _Source_Blend_Mode       = (_SrcBlendFloatEnum)(int)Material.GetFloat("_SrcBlend");
         _Destination_Blend_Mode  = (_DstBlendFloatEnum)(int)Material.GetFloat("_DstBlend");
         _InternalSimpleBlendMode = (int)Material.GetFloat("_InternalSimpleBlendMode");
         _Tint                     = Material.GetColor("_TintColor");
         _DisableRemapping         = Material.IsKeywordEnabled("DISABLEREMAP");
         _MainTex                  = Material.GetTexture("_MainTex");
         _MainTexScale             = Material.GetTextureScale("_MainTex");
         _MainTexOffset            = Material.GetTextureOffset("_MainTex");
         _RemapTex                 = Material.GetTexture("_RemapTex");
         _RemapTexScale            = Material.GetTextureScale("_RemapTex");
         _RemapTexOffset           = Material.GetTextureOffset("_RemapTex");
         _SoftFactor               = Material.GetFloat("_InvFade");
         _BrightnessBoost          = Material.GetFloat("_Boost");
         _AlphaBoost               = Material.GetFloat("_AlphaBoost");
         _AlphaBias                = Material.GetFloat("_AlphaBias");
         _UseUV1                   = Material.IsKeywordEnabled("USE_UV1");
         _FadeWhenNearCamera       = Material.IsKeywordEnabled("FADECLOSE");
         _FadeCloseDistance        = Material.GetFloat("_FadeCloseDistance");
         _Cull_Mode                = (_CullEnum)(int)Material.GetFloat("_Cull");
         _ZTest_Mode               = (_ZTestEnum)(int)Material.GetFloat("_ZTest");
         _DepthOffset              = Material.GetFloat("_DepthOffset");
         _CloudRemapping           = Material.IsKeywordEnabled("USE_CLOUDS");
         _DistortionClouds         = Material.IsKeywordEnabled("CLOUDOFFSET");
         _DistortionStrength       = Material.GetFloat("_DistortionStrength");
         _Cloud1Tex                = Material.GetTexture("_Cloud1Tex");
         _Cloud1TexScale           = Material.GetTextureScale("_Cloud1Tex");
         _Cloud1TexOffset          = Material.GetTextureOffset("_Cloud1Tex");
         _Cloud2Tex                = Material.GetTexture("_Cloud2Tex");
         _Cloud2TexScale           = Material.GetTextureScale("_Cloud2Tex");
         _Cloud2TexOffset          = Material.GetTextureOffset("_Cloud2Tex");
         _CutoffScroll             = Material.GetVector("_CutoffScroll");
         _VertexColors             = Material.IsKeywordEnabled("VERTEXCOLOR");
         _LuminanceForVertexAlpha  = Material.IsKeywordEnabled("VERTEXALPHA");
         _LuminanceForTextureAlpha = Material.IsKeywordEnabled("CALCTEXTUREALPHA");
         _VertexOffset             = Material.IsKeywordEnabled("VERTEXOFFSET");
         _FresnelFade              = Material.IsKeywordEnabled("FRESNEL");
         _SkyboxOnly               = Material.IsKeywordEnabled("SKYBOX_ONLY");
         _FresnelPower             = Material.GetFloat("_FresnelPower");
         _VertexOffsetAmount       = Material.GetFloat("_OffsetAmount");
         MaterialName              = Material.name;
     }
 }
 public override void GrabMaterialValues()
 {
     if (Material)
     {
         shaderKeywords             = Material.shaderKeywords;
         _Color                     = Material.GetColor("_Color");
         _MainTex                   = Material.GetTexture("_MainTex");
         _MainTexScale              = Material.GetTextureScale("_MainTex");
         _MainTexOffset             = Material.GetTextureOffset("_MainTex");
         _NormalStrength            = Material.GetFloat("_NormalStrength");
         _NormalTex                 = Material.GetTexture("_NormalTex");
         _NormalTexScale            = Material.GetTextureScale("_NormalTex");
         _NormalTexOffset           = Material.GetTextureOffset("_NormalTex");
         _EmColor                   = Material.GetColor("_EmColor");
         _EmTex                     = Material.GetTexture("_EmTex");
         _EmPower                   = Material.GetFloat("_EmPower");
         _Smoothness                = Material.GetFloat("_Smoothness");
         _RampChoice                = (_RampInfoEnum)(int)Material.GetFloat("_RampInfo");
         _DecalLayer                = (_DecalLayerEnum)(int)Material.GetFloat("_DecalLayer");
         _SpecularStrength          = Material.GetFloat("_SpecularStrength");
         _SpecularExponent          = Material.GetFloat("_SpecularExponent");
         _Cull_Mode                 = (_CullEnum)(int)Material.GetFloat("_Cull");
         _FadeBias                  = Material.GetFloat("_FadeBias");
         _FresnelRamp               = Material.GetTexture("_FresnelRamp");
         _FresnelPower              = Material.GetFloat("_FresnelPower");
         _FresnelMask               = Material.GetTexture("_FresnelMask");
         _FresnelBoost              = Material.GetFloat("_FresnelBoost");
         _SliceHeight               = Material.GetFloat("_SliceHeight");
         _PrintBandHeight           = Material.GetFloat("_SliceBandHeight");
         _PrintAlphaDepth           = Material.GetFloat("_SliceAlphaDepth");
         _PrintAlphaTexture         = Material.GetTexture("_SliceAlphaTex");
         _PrintAlphaTextureScale    = Material.GetTextureScale("_SliceAlphaTex");
         _PrintAlphaTextureOffset   = Material.GetTextureOffset("_SliceAlphaTex");
         _PrintColorBoost           = Material.GetFloat("_PrintBoost");
         _PrintAlphaBias            = Material.GetFloat("_PrintBias");
         _PrintEmissionToAlbedoLerp = Material.GetFloat("_PrintEmissionToAlbedoLerp");
         _PrintDirection            = (_PrintDirectionEnum)(int)Material.GetFloat("_PrintDirection");
         _PrintRamp                 = Material.GetTexture("_PrintRamp");
         _EliteBrightnessMin        = Material.GetFloat("_EliteBrightnessMin");
         _EliteBrightnessMax        = Material.GetFloat("_EliteBrightnessMax");
         _BlendDepth                = Material.GetFloat("_Depth");
         _SplatmapTex               = Material.GetTexture("_SplatmapTex");
         _SplatmapTexScale          = Material.GetTextureScale("_SplatmapTex");
         _SplatmapTexOffset         = Material.GetTextureOffset("_SplatmapTex");
         _SplatmapTileScale         = Material.GetFloat("_SplatmapTileScale");
         _GreenChannelTex           = Material.GetTexture("_GreenChannelTex");
         _GreenChannelNormalTex     = Material.GetTexture("_GreenChannelNormalTex");
         _GreenChannelSmoothness    = Material.GetFloat("_GreenChannelSmoothness");
         _GreenChannelBias          = Material.GetFloat("_GreenChannelBias");
         _BlueChannelTex            = Material.GetTexture("_BlueChannelTex");
         _BlueChannelNormalTex      = Material.GetTexture("_BlueChannelNormalTex");
         _BlueChannelSmoothness     = Material.GetFloat("_BlueChannelSmoothness");
         _BlueChannelBias           = Material.GetFloat("_BlueChannelBias");
         _FlowTexture               = Material.GetTexture("_FlowTex");
         _FlowHeightmap             = Material.GetTexture("_FlowHeightmap");
         _FlowHeightmapScale        = Material.GetTextureScale("_FlowHeightmap");
         _FlowHeightmapOffset       = Material.GetTextureOffset("_FlowHeightmap");
         _FlowHeightRamp            = Material.GetTexture("_FlowHeightRamp");
         _FlowHeightRampScale       = Material.GetTextureScale("_FlowHeightRamp");
         _FlowHeightRampOffset      = Material.GetTextureOffset("_FlowHeightRamp");
         _FlowHeightBias            = Material.GetFloat("_FlowHeightBias");
         _FlowHeightPower           = Material.GetFloat("_FlowHeightPower");
         _FlowEmissionStrength      = Material.GetFloat("_FlowEmissionStrength");
         _FlowSpeed                 = Material.GetFloat("_FlowSpeed");
         _MaskFlowStrength          = Material.GetFloat("_FlowMaskStrength");
         _NormalFlowStrength        = Material.GetFloat("_FlowNormalStrength");
         _FlowTextureScaleFactor    = Material.GetFloat("_FlowTextureScaleFactor");
         MaterialName               = Material.name;
     }
 }
示例#7
0
 public void GrabMaterialValues()
 {
     if (Material)
     {
         _EnableCutout    = Material.IsKeywordEnabled("CUTOUT");
         _Color           = Material.GetColor("_Color");
         _MainTex         = Material.GetTexture("_MainTex");
         _MainTexScale    = Material.GetTextureScale("_MainTex");
         _MainTexOffset   = Material.GetTextureOffset("_MainTex");
         _NormalStrength  = Material.GetFloat("_NormalStrength");
         _NormalTex       = Material.GetTexture("_NormalTex");
         _NormalTexScale  = Material.GetTextureScale("_NormalTex");
         _NormalTexOffset = Material.GetTextureOffset("_NormalTex");
         _EmColor         = Material.GetColor("_EmColor");
         _EmTex           = Material.GetTexture("_EmTex");
         _EmPower         = Material.GetFloat("_EmPower");
         _Smoothness      = Material.GetFloat("_Smoothness");
         _IgnoreDiffuseAlphaForSpeculars = Material.IsKeywordEnabled("FORCE_SPEC");
         _RampChoice                = (_RampInfoEnum)(int)Material.GetFloat("_RampInfo");
         _DecalLayer                = (_DecalLayerEnum)(int)Material.GetFloat("_DecalLayer");
         _SpecularStrength          = Material.GetFloat("_SpecularStrength");
         _SpecularExponent          = Material.GetFloat("_SpecularExponent");
         _Cull_Mode                 = (_CullEnum)(int)Material.GetFloat("_Cull");
         _EnableDither              = Material.IsKeywordEnabled("DITHER");
         _FadeBias                  = Material.GetFloat("_FadeBias");
         _EnableFresnelEmission     = Material.IsKeywordEnabled("FRESNEL_EMISSION");
         _FresnelRamp               = Material.GetTexture("_FresnelRamp");
         _FresnelPower              = Material.GetFloat("_FresnelPower");
         _FresnelMask               = Material.GetTexture("_FresnelMask");
         _FresnelBoost              = Material.GetFloat("_FresnelBoost");
         _EnablePrinting            = Material.IsKeywordEnabled("PRINT_CUTOFF");
         _SliceHeight               = Material.GetFloat("_SliceHeight");
         _PrintBandHeight           = Material.GetFloat("_SliceBandHeight");
         _PrintAlphaDepth           = Material.GetFloat("_SliceAlphaDepth");
         _PrintAlphaTexture         = Material.GetTexture("_SliceAlphaTex");
         _PrintAlphaTextureScale    = Material.GetTextureScale("_SliceAlphaTex");
         _PrintAlphaTextureOffset   = Material.GetTextureOffset("_SliceAlphaTex");
         _PrintColorBoost           = Material.GetFloat("_PrintBoost");
         _PrintAlphaBias            = Material.GetFloat("_PrintBias");
         _PrintEmissionToAlbedoLerp = Material.GetFloat("_PrintEmissionToAlbedoLerp");
         _PrintDirection            = (_PrintDirectionEnum)(int)Material.GetFloat("_PrintDirection");
         _PrintRamp                 = Material.GetTexture("_PrintRamp");
         _EliteBrightnessMin        = Material.GetFloat("_EliteBrightnessMin");
         _EliteBrightnessMax        = Material.GetFloat("_EliteBrightnessMax");
         _EnableSplatmap            = Material.IsKeywordEnabled("SPLATMAP");
         _UseVertexColorsInstead    = Material.IsKeywordEnabled("USE_VERTEX_COLORS");
         _BlendDepth                = Material.GetFloat("_Depth");
         _SplatmapTex               = Material.GetTexture("_SplatmapTex");
         _SplatmapTexScale          = Material.GetTextureScale("_SplatmapTex");
         _SplatmapTexOffset         = Material.GetTextureOffset("_SplatmapTex");
         _SplatmapTileScale         = Material.GetFloat("_SplatmapTileScale");
         _GreenChannelTex           = Material.GetTexture("_GreenChannelTex");
         _GreenChannelNormalTex     = Material.GetTexture("_GreenChannelNormalTex");
         _GreenChannelSmoothness    = Material.GetFloat("_GreenChannelSmoothness");
         _GreenChannelBias          = Material.GetFloat("_GreenChannelBias");
         _BlueChannelTex            = Material.GetTexture("_BlueChannelTex");
         _BlueChannelNormalTex      = Material.GetTexture("_BlueChannelNormalTex");
         _BlueChannelSmoothness     = Material.GetFloat("_BlueChannelSmoothness");
         _BlueChannelBias           = Material.GetFloat("_BlueChannelBias");
         _EnableFlowmap             = Material.IsKeywordEnabled("FLOWMAP");
         _FlowTexture               = Material.GetTexture("_FlowTex");
         _FlowHeightmap             = Material.GetTexture("_FlowHeightmap");
         _FlowHeightmapScale        = Material.GetTextureScale("_FlowHeightmap");
         _FlowHeightmapOffset       = Material.GetTextureOffset("_FlowHeightmap");
         _FlowHeightRamp            = Material.GetTexture("_FlowHeightRamp");
         _FlowHeightRampScale       = Material.GetTextureScale("_FlowHeightRamp");
         _FlowHeightRampOffset      = Material.GetTextureOffset("_FlowHeightRamp");
         _FlowHeightBias            = Material.GetFloat("_FlowHeightBias");
         _FlowHeightPower           = Material.GetFloat("_FlowHeightPower");
         _FlowEmissionStrength      = Material.GetFloat("_FlowEmissionStrength");
         _FlowSpeed                 = Material.GetFloat("_FlowSpeed");
         _MaskFlowStrength          = Material.GetFloat("_FlowMaskStrength");
         _NormalFlowStrength        = Material.GetFloat("_FlowNormalStrength");
         _FlowTextureScaleFactor    = Material.GetFloat("_FlowTextureScaleFactor");
         _EnableLimbRemoval         = Material.IsKeywordEnabled("LIMBREMOVAL");
         MaterialName               = Material.name;
     }
 }