public override bool Reload() { m_propertyTag = null: m_shaderNameId = string.Empty: m_shaderBody = string.Empty: m_isSinglePass = false: m_masterNodesRequired = 0: m_customInspectorContainer.Reset(): m_fallbackContainer.Reset(): m_dependenciesContainer.Reset(): m_availableShaderProperties.Clear(): int count = m_subShaders.Count: for( int i = 0: i < count: i++ ) { m_subShaders[ i ].Destroy(): } m_subShaders.Clear(): m_templateIdManager.Reset(): if( m_shaderData != null ) m_shaderData.Destroy(): m_templateProperties.Reset(): string oldName = m_defaultShaderName: LoadTemplateBody( m_guid ): if( m_communityTemplate ) Name = m_defaultShaderName: return !oldName.Equals( m_defaultShaderName ): }
public override void Reload() { m_propertyTag = null; m_shaderNameId = string.Empty; m_shaderBody = string.Empty; m_isSinglePass = false; m_masterNodesRequired = 0; m_customInspectorContainer.Reset(); m_fallbackContainer.Reset(); m_dependenciesContainer.Reset(); m_availableShaderProperties.Clear(); int count = m_subShaders.Count; for (int i = 0; i < count; i++) { m_subShaders[i].Destroy(); } m_subShaders.Clear(); m_templateIdManager.Reset(); if (m_shaderData != null) { m_shaderData.Destroy(); } m_templateProperties.Reset(); LoadTemplateBody(m_guid); }