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C# Material.GetInstanceID方法代码示例

本文整理汇总了C#中UnityEngine.Material.GetInstanceID方法的典型用法代码示例。如果您正苦于以下问题:C# Material.GetInstanceID方法的具体用法?C# Material.GetInstanceID怎么用?C# Material.GetInstanceID使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnityEngine.Material的用法示例。


在下文中一共展示了Material.GetInstanceID方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: AddMaterialReference

        /// <summary>
        /// Function to add a new material reference and returning its index in the material reference array.
        /// </summary>
        /// <param name="material"></param>
        /// <param name="fontAsset"></param>
        /// <param name="materialReferences"></param>
        /// <param name="materialReferenceIndexLookup"></param>
        /// <returns></returns>
        public static int AddMaterialReference(Material material, TMP_FontAsset fontAsset, MaterialReference[] materialReferences, Dictionary<int, int> materialReferenceIndexLookup)
        {
            int materialID = material.GetInstanceID();
            int index = 0;

            if (materialReferenceIndexLookup.TryGetValue(materialID, out index))
            {
                return index;
            }
            else
            {
                index = materialReferenceIndexLookup.Count;

                // Add new reference index
                materialReferenceIndexLookup[materialID] = index;

                materialReferences[index].index = index;
                materialReferences[index].fontAsset = fontAsset;
                materialReferences[index].spriteAsset = null;
                materialReferences[index].material = material;
                materialReferences[index].isDefaultMaterial = materialID == fontAsset.material.GetInstanceID() ? true : false;
                //materialReferences[index].padding = 0;
                materialReferences[index].referenceCount = 0;

                return index;
            }
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:35,代码来源:MaterialReferenceManager.cs

示例2: FromMaterial

        public static SMaterial FromMaterial(Material mat)
        {
            if (mat == null)
                return null;

            Shader shader = mat.shader;
            if (shader == null)
                return null;

            SMaterial result = new SMaterial();
            result.instanceID = mat.GetInstanceID();
            result.materialName = mat.name;
            result.shaderName = shader.name;

            ShaderProperties.Info info = ShaderPropertyHelper.GetShaderInfo(shader.name);

            if (info != null){
                ComposedByteStream rawData = new ComposedByteStream();

                int iMax = info.propertyNames.Length;
                for (int i = 0; i < iMax; i++)
                {
                    string propName = info.propertyNames[i];
                    switch (info.propertyTypes[i])
                    {
                        case ShaderProperties.PropType.Color:
                            Color color = mat.GetColor(propName);
                            rawData.AddStream(new float[] { color.r, color.g, color.b, color.a });
                            break;

                        case ShaderProperties.PropType.Range:
                        case ShaderProperties.PropType.Float:
                            rawData.AddStream(new float[] { mat.GetFloat(propName) });
                            break;

                        case ShaderProperties.PropType.TexEnv:
                            Texture texture = mat.GetTexture(propName);
                            Vector2 offset = mat.GetTextureOffset(propName);
                            Vector2 scale = mat.GetTextureScale(propName);

                            rawData.AddStream(new int[] { texture != null ? texture.GetInstanceID() : -1 });
                            rawData.AddStream(texture != null ? texture.name : "" );
                            rawData.AddStream(new float[] { offset.x, offset.y });
                            rawData.AddStream(new float[] { scale.x, scale.y });
                            break;

                        case ShaderProperties.PropType.Vector:
                            Vector4 vector = mat.GetVector(propName);
                            rawData.AddStream(new float[] { vector.x, vector.y, vector.z, vector.w });
                            break;
                    }
                }
                result.rawData = rawData.Compose();
                return result;
            } else {
                if (vBug.settings.general.debugMode)
                    Debug.LogError("No shader-info found @" + shader.name);
                return null;
            }
        }
开发者ID:WhiteRavensGame,项目名称:JRPGTownPrototype,代码行数:60,代码来源:MaterialSerializeHelper.cs

示例3: MaterialReference

 /// <summary>
 /// Constructor for new Material Reference.
 /// </summary>
 /// <param name="index"></param>
 /// <param name="fontAsset"></param>
 /// <param name="spriteAsset"></param>
 /// <param name="material"></param>
 /// <param name="padding"></param>
 public MaterialReference(int index, TMP_FontAsset fontAsset, TMP_SpriteAsset spriteAsset, Material material, float padding)
 {
     this.index = index;
     this.fontAsset = fontAsset;
     this.spriteAsset = spriteAsset;
     this.material = material;
     this.isDefaultMaterial = material.GetInstanceID() == fontAsset.material.GetInstanceID() ? true : false;
     this.padding = padding;
     this.referenceCount = 0;
 }
开发者ID:SamSeidenberg,项目名称:jackrabbitgame,代码行数:18,代码来源:MaterialReferenceManager.cs

示例4: AddFallbackMaterialReference

        /// <summary>
        /// 
        /// </summary>
        /// <param name="targetMaterial"></param>
        public static void AddFallbackMaterialReference(Material targetMaterial)
        {
            if (targetMaterial == null) return;

            int sourceID = targetMaterial.GetInstanceID();

            long key;
            // Lookup key to retrieve
            if (m_fallbackMaterialLookup.TryGetValue(sourceID, out key))
            {
                FallbackMaterial fallback;
                if (m_fallbackMaterials.TryGetValue(key, out fallback))
                {
                    fallback.count += 1;
                }
            }
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:21,代码来源:TMP_MaterialManager.cs

示例5: SetFontMaterial

        // Function called internally when a new material is assigned via the fontMaterial property.
        protected override void SetFontMaterial(Material mat)
        {
            // Get Shader PropertyIDs if they haven't been cached already.
            ShaderUtilities.GetShaderPropertyIDs();
            
            // Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
            // This can occur when the Duplicate Material Context menu is used on an inactive object.
            if (m_uiRenderer == null)
                m_uiRenderer = GetComponent<CanvasRenderer>();

            // Destroy previous instance material.
            //if (m_fontMaterial != null && m_fontMaterial.GetInstanceID() != mat.GetInstanceID()) DestroyImmediate(m_fontMaterial);

            // Release masking material
            if (m_maskingMaterial != null)
            {
                MaterialManager.ReleaseStencilMaterial(m_maskingMaterial);
                m_maskingMaterial = null;
            } 

            // Get Masking ID
            m_stencilID = MaterialManager.GetStencilID(gameObject);

            // Create Instance Material only if the new material is not the same instance previously used.
            if (m_fontMaterial == null || m_fontMaterial.GetInstanceID() != mat.GetInstanceID())
                m_fontMaterial = CreateMaterialInstance(mat);
            
            if (m_stencilID > 0)
                m_fontMaterial = MaterialManager.SetStencil(m_fontMaterial, m_stencilID);

            m_sharedMaterial = m_fontMaterial;
            SetShaderDepth(); // Set ZTestMode based on Canvas RenderMode.
            
            m_uiRenderer.SetMaterial(m_sharedMaterial, m_sharedMaterial.mainTexture);

            m_padding = GetPaddingForMaterial();
            //m_alignmentPadding = ShaderUtilities.GetFontExtent(m_sharedMaterial);
        }
开发者ID:gww2,项目名称:EvilTiles,代码行数:39,代码来源:TMPro_UGUI_Private.cs

示例6: ON_MATERIAL_PROPERTY_CHANGED

        // Event received when custom material editor properties are changed.
        void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
        {
            //Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");

            // Filter events and return if the affected material is not this object's material.
            if (mat.GetInstanceID() != m_sharedMaterial.GetInstanceID()) return;

            if (m_TextComponent == null) m_TextComponent = GetComponentInParent<TextMeshPro>();

            m_padding = GetPaddingForMaterial();

            m_TextComponent.havePropertiesChanged = true;
            m_TextComponent.SetVerticesDirty();
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:15,代码来源:TMP_SubMesh.cs

示例7: ReleaseStencilMaterial

        /// <summary>
        /// Function to release the stencil material.
        /// </summary>
        /// <param name="stencilMaterial"></param>
        public static void ReleaseStencilMaterial(Material stencilMaterial)
        {
            int stencilMaterialID = stencilMaterial.GetInstanceID();

            for (int i = 0; i < m_materialList.Count; i++)
            {
                if (m_materialList[i].stencilMaterial.GetInstanceID() == stencilMaterialID)
                {
                    if (m_materialList[i].count > 1)
                        m_materialList[i].count -= 1;
                    else
                    {
                        Object.DestroyImmediate(m_materialList[i].stencilMaterial);
                        m_materialList.RemoveAt(i);
                        stencilMaterial = null;
                    }

                    break;
                }
            }

            #if DEBUG_ON
            ListMaterials();
            #endif
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:29,代码来源:TMP_MaterialManager.cs

示例8: SerializedTextures

        /// <summary>
        /// Serializes textures to FBX format.
        /// </summary>
        /// <param name="gameObj">Parent GameObject being exported.</param>
        /// <param name="newPath">The path to export to.</param>
        /// <param name="materials">Materials that holds all the textures.</param>
        /// <param name="matObjects">The string with the newly serialized texture file.</param>
        /// <param name="connections">The string to connect this to the  material.</param>
        private static void SerializedTextures(GameObject gameObj, string newPath, Material material, string materialName, bool copyTextures, out string objects, out string connections)
        {
            // TODO: FBX import currently only supports Diffuse Color and Normal Map
            // Because it is undocumented, there is no way to easily find out what other textures
            // can be attached to an FBX file so it is imported into the PBR shaders at the same time.
            // Also NOTE, Unity 5.1.2 will import FBX files with legacy shaders. This is fix done
            // in at least 5.3.4.

            StringBuilder objectsSb = new StringBuilder();
            StringBuilder connectionsSb = new StringBuilder();

            int materialId = Mathf.Abs(material.GetInstanceID());

            Texture mainTexture = material.GetTexture("_MainTex");

            string newObjects = null;
            string newConnections = null;

            // Serializeds the Main Texture, one of two textures that can be stored in FBX's sysytem
            if(mainTexture != null)
            {
                SerializeOneTexture(gameObj, newPath, material, materialName, materialId, copyTextures, "_MainTex", "DiffuseColor", out newObjects, out newConnections);
                objectsSb.AppendLine(newObjects);
                connectionsSb.AppendLine(newConnections);
            }

            if(SerializeOneTexture(gameObj, newPath, material, materialName, materialId, copyTextures, "_BumpMap", "NormalMap", out newObjects, out newConnections))
            {
                objectsSb.AppendLine(newObjects);
                connectionsSb.AppendLine(newConnections);
            }

            connections = connectionsSb.ToString();
            objects = objectsSb.ToString();
        }
开发者ID:thetobinator,项目名称:udg2,代码行数:43,代码来源:FBXUnityMaterialGetter.cs

示例9: ON_MATERIAL_PROPERTY_CHANGED

        // Event received when custom material editor properties are changed.
        void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
        {
            //Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");

            int targetMaterialID = mat.GetInstanceID();
            int sharedMaterialID = m_sharedMaterial.GetInstanceID();
            int maskingMaterialID = m_MaskMaterial == null ? 0 : m_MaskMaterial.GetInstanceID();

            // Filter events and return if the affected material is not this object's material.
            //if (targetMaterialID != sharedMaterialID && targetMaterialID != maskingMaterialID) return;

            if (m_TextComponent == null) m_TextComponent = GetComponentInParent<TextMeshProUGUI>();

            // Make sure material properties are synchronized between the assigned material and masking material.
            if (m_MaskMaterial != null)
            {
                UnityEditor.Undo.RecordObject(m_MaskMaterial, "Material Property Changes");
                UnityEditor.Undo.RecordObject(m_sharedMaterial, "Material Property Changes");

                if (targetMaterialID == sharedMaterialID)
                {
                    //Debug.Log("Copy base material properties to masking material if not null.");
                    float stencilID = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID);
                    float stencilComp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp);
                    m_MaskMaterial.CopyPropertiesFromMaterial(mat);
                    m_MaskMaterial.shaderKeywords = mat.shaderKeywords;

                    m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID);
                    m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
                }
                else if (targetMaterialID == maskingMaterialID)
                {
                    // Update the padding 
                    GetPaddingForMaterial(mat);

                    m_sharedMaterial.CopyPropertiesFromMaterial(mat);
                    m_sharedMaterial.shaderKeywords = mat.shaderKeywords;
                    m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilID, 0);
                    m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilComp, 8);
                }
            }

            m_padding = GetPaddingForMaterial();

            SetVerticesDirty();
            m_ShouldRecalculateStencil = true;
            RecalculateClipping();
            RecalculateMasking();
        }
开发者ID:SamSeidenberg,项目名称:jackrabbitgame,代码行数:50,代码来源:TMP_SubMeshUI.cs

示例10: GetFallbackMaterial

        /// <summary>
        /// This function returns a material instance using the material properties of a previous material but using the font atlas texture of the new font asset.
        /// </summary>
        /// <param name="sourceMaterial">The material containing the source material properties to be copied to the new material.</param>
        /// <param name="sourceAtlasTexture">The font atlas texture that should be assigned to the new material.</param>
        /// <returns></returns>
        public static Material GetFallbackMaterial(Material sourceMaterial, Texture sourceAtlasTexture)
        {
            int sourceID = sourceMaterial.GetInstanceID();
            int texID = sourceAtlasTexture.GetInstanceID();
            long key = (long)sourceID << 32 + texID;

            FallbackMaterial fallback;
            if (m_fallbackMaterials.TryGetValue(key, out fallback))
            {
                //Debug.Log("Material [" + fallback.fallbackMaterial.name + "] already exists.");
                return fallback.fallbackMaterial;
            }

            // Create new material from the source material
            Material fallbackMaterial = new Material(sourceMaterial);
            fallbackMaterial.hideFlags = HideFlags.HideAndDontSave;

            #if UNITY_EDITOR
                fallbackMaterial.name += " + " + sourceAtlasTexture.name;
            #endif

            fallbackMaterial.SetTexture(ShaderUtilities.ID_MainTex, sourceAtlasTexture);

            fallback = new FallbackMaterial();
            fallback.baseID = sourceID;
            fallback.baseMaterial = sourceMaterial;
            fallback.fallbackMaterial = fallbackMaterial;
            fallback.count = 0;

            m_fallbackMaterials.Add(key, fallback);
            m_fallbackMaterialLookup.Add(fallbackMaterial.GetInstanceID(), key);

            #if DEBUG_ON
                ListFallbackMaterials();
            #endif

            return fallbackMaterial;
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:44,代码来源:TMP_MaterialManager.cs

示例11: GetMaterial

        // Function called internally when a new material is assigned via the fontMaterial property.
        protected override Material GetMaterial(Material mat)
        {
            // Get Shader PropertyIDs if they haven't been cached already.
            ShaderUtilities.GetShaderPropertyIDs();
            
            // Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
            // This can occur when the Duplicate Material Context menu is used on an inactive object.
            //if (m_canvasRenderer == null)
            //    m_canvasRenderer = GetComponent<CanvasRenderer>();

            // Create Instance Material only if the new material is not the same instance previously used.
            if (m_fontMaterial == null || m_fontMaterial.GetInstanceID() != mat.GetInstanceID())
                m_fontMaterial = CreateMaterialInstance(mat);

            m_sharedMaterial = m_fontMaterial;

            m_padding = GetPaddingForMaterial();

            SetVerticesDirty();
            SetMaterialDirty();

            return m_sharedMaterial;
        }
开发者ID:SamSeidenberg,项目名称:jackrabbitgame,代码行数:24,代码来源:TMPro_UGUI_Private.cs

示例12: ON_MATERIAL_PROPERTY_CHANGED

        // Event received when custom material editor properties are changed.
        void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
        {
            //Debug.Log("ON_MATERIAL_PROPERTY_CHANGED event received."); // Targeted Material is: " + mat.name + "  m_sharedMaterial: " + m_sharedMaterial.name + " with ID:" + m_sharedMaterial.GetInstanceID() + "  m_renderer.sharedMaterial: " + m_canvasRenderer.GetMaterial() + "  Masking Material:" + m_MaskMaterial.GetInstanceID());

            ShaderUtilities.GetShaderPropertyIDs(); // Initialize ShaderUtilities and get shader property IDs.

            int materialID = mat.GetInstanceID();
            int sharedMaterialID = m_sharedMaterial.GetInstanceID();
            int maskingMaterialID = m_MaskMaterial == null ? 0 : m_MaskMaterial.GetInstanceID();

            if (m_canvasRenderer.GetMaterial() == null)
            {
                if (m_fontAsset != null)
                {
                    m_canvasRenderer.SetMaterial(m_fontAsset.material, m_sharedMaterial.mainTexture);
                    //Debug.LogWarning("No Material was assigned to " + name + ". " + m_fontAsset.material.name + " was assigned.");
                }
                else
                    Debug.LogWarning("No Font Asset assigned to " + name + ". Please assign a Font Asset.", this);
            }


            if (m_canvasRenderer.GetMaterial() != m_sharedMaterial && m_fontAsset == null) //    || m_renderer.sharedMaterials.Contains(mat))
            {
                //Debug.Log("ON_MATERIAL_PROPERTY_CHANGED Called on Target ID: " + GetInstanceID() + ". Previous Material:" + m_sharedMaterial + "  New Material:" + m_uiRenderer.GetMaterial()); // on Object ID:" + GetInstanceID() + ". m_sharedMaterial: " + m_sharedMaterial.name + "  m_renderer.sharedMaterial: " + m_renderer.sharedMaterial.name);         
                m_sharedMaterial = m_canvasRenderer.GetMaterial();
            }


            // Make sure material properties are synchronized between the assigned material and masking material.
            if (m_MaskMaterial != null)
            {
                UnityEditor.Undo.RecordObject(m_MaskMaterial, "Material Property Changes");
                UnityEditor.Undo.RecordObject(m_sharedMaterial, "Material Property Changes");

                if (materialID == sharedMaterialID)
                {
                    //Debug.Log("Copy base material properties to masking material if not null.");
                    float stencilID = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID);
                    float stencilComp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp);
                    //float stencilOp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilOp);
                    //float stencilRead = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilReadMask);
                    //float stencilWrite = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilWriteMask);

                    m_MaskMaterial.CopyPropertiesFromMaterial(mat);
                    m_MaskMaterial.shaderKeywords = mat.shaderKeywords;

                    m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID);
                    m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
                    //m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilOp, stencilOp);
                    //m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilReadMask, stencilID);
                    //m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilWriteMask, 0);
                }
                else if (materialID == maskingMaterialID)
                {
                    // Update the padding 
                    GetPaddingForMaterial(mat);

                    m_sharedMaterial.CopyPropertiesFromMaterial(mat);
                    m_sharedMaterial.shaderKeywords = mat.shaderKeywords;
                    m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilID, 0);
                    m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilComp, 8);
                    //m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilOp, 0);
                    //m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilReadMask, 255);
                    //m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilWriteMask, 255);
                }

            }

            m_padding = GetPaddingForMaterial();
            m_havePropertiesChanged = true;
            SetVerticesDirty();
            //SetMaterialDirty();
        }
开发者ID:SamSeidenberg,项目名称:jackrabbitgame,代码行数:75,代码来源:TMPro_UGUI_Private.cs

示例13: ON_DRAG_AND_DROP_MATERIAL

        // Event to Track Material Changed resulting from Drag-n-drop.
        void ON_DRAG_AND_DROP_MATERIAL(Material currentMaterial, Material newMaterial)
        {
            //Debug.Log("Drag-n-Drop Event - Receiving Object ID " + GetInstanceID() + ". New Material is " + newMaterial.name + " with ID " + newMaterial.GetInstanceID() + ". Base Material is " + m_baseMaterial.name + " with ID " + m_baseMaterial.GetInstanceID());

            // Check if event applies to this current object
            if (currentMaterial.GetInstanceID() == m_baseMaterial.GetInstanceID())
            {
                Debug.Log("Assigning new Base Material " + newMaterial.name + " to replace " + currentMaterial.name);

                UnityEditor.Undo.RecordObject(this, "Material Assignment");
                fontSharedMaterial = newMaterial;
                m_baseMaterial = newMaterial;
            }
        }
开发者ID:marmmotreto,项目名称:UnityTestRepository,代码行数:15,代码来源:TMPro_UGUI_Private.cs

示例14: SetSharedFontMaterial

        // Function called internally when a new shared material is assigned via the fontSharedMaterial property.
        void SetSharedFontMaterial(Material mat)
        {
            ShaderUtilities.GetShaderPropertyIDs();

            // Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
            // This can occur when the Duplicate Material Context menu is used on an inactive object.
            if (m_uiRenderer == null)
                m_uiRenderer = GetComponent<CanvasRenderer>();

            if (mat == null) { mat = m_baseMaterial; m_isNewBaseMaterial = true; }

            // Check if Material has Stencil Support
            if (mat.HasProperty(ShaderUtilities.ID_StencilID))
            {
                // Check if Material is a Base Material
                if (mat.HasProperty(ShaderUtilities.ID_StencilID) && mat.GetFloat(ShaderUtilities.ID_StencilID) == 0)
                {
                    if (m_baseMaterial == null) m_baseMaterial = m_sharedMaterial; // Addition check in the transition to the use of a Base Material.

                    // if new Base Material
                    if (mat.GetInstanceID() != m_baseMaterial.GetInstanceID())
                    {
                        m_baseMaterial = mat;
                        m_isNewBaseMaterial = true;
                    }

                }
                else
                {
                    // If new Masking Material
                    if (mat != m_maskingMaterial)
                    {
                        if (m_maskingMaterial != null)
                            MaterialManager.ReleaseMaskingMaterial(m_maskingMaterial);

                        //Debug.Log("A New Masking Material [" + mat + "]. Previous Masking Material [" + m_maskingMaterial);
                        m_maskingMaterial = mat;
                        MaterialManager.AddMaskingMaterial(m_baseMaterial, m_maskingMaterial, 1);
                    }
                    else
                    {
                        // Remove masking material from list
                        //MaterialManager.RemoveMaskingMaterial(m_maskingMaterial);

                        // Add Masking Material back
                        //MaterialManager.AddMaskingMaterial(m_baseMaterial, m_maskingMaterial, 1);
                        //Debug.Log("Masking Material [" + mat.name + "] with ID " + mat.GetInstanceID() + " is assigned.");
                    }
                }

                if (m_mask && m_mask.MaskEnabled())
                {
                    if (m_isNewBaseMaterial)
                    {
                        if (m_maskingMaterial != null)
                            MaterialManager.ReleaseMaskingMaterial(m_maskingMaterial);

                        m_maskingMaterial = MaterialManager.GetMaskingMaterial(m_baseMaterial, 1);
                        mat = m_maskingMaterial;
                    }
                }
            }

            m_isNewBaseMaterial = false;

            m_uiRenderer.SetMaterial(mat, null);
            m_sharedMaterial = mat;
            m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_enableExtraPadding, m_isUsingBold);
            m_alignmentPadding = ShaderUtilities.GetFontExtent(m_sharedMaterial);

            //Debug.Log("New Material [" + mat.name + "] with ID " + mat.GetInstanceID() + " has been assigned. Base Material is [" + m_baseMaterial.name + "] with ID " + m_baseMaterial.GetInstanceID());
            //MaterialManager.ListMaterials();
        }
开发者ID:marmmotreto,项目名称:UnityTestRepository,代码行数:74,代码来源:TMPro_UGUI_Private.cs

示例15: SaveMat

        public string SaveMat(Material mat)
        {
            int id = mat.GetInstanceID();
            string name = null;
            if (savecache.TryGetValue(id, out name))
            {
                return name;
            }
            MyJson.JsonNode_Object _json = new MyJson.JsonNode_Object();
            //parser.matParser.WriteToJson(this, mat, _json);
#if UNITY_EDITOR
            if (parser.GetMatParser(mat.shader.name) == null)
            {
                var json = nodeParser.GetMatConfig(mat);
                parser.InitMatParser(mat.shader.name, json);

                #region 自动保存shaderparser配置,这一段可以关闭
                string path = Application.dataPath + "/resources/shaderparser";
                if (System.IO.Directory.Exists(path) == false)
                    System.IO.Directory.CreateDirectory(path);

                string shadername = mat.shader.name;
                shadername = shadername.Replace("/", "%2f");
                string file = path + "/" + shadername + ".shaderparser.txt";
                if (System.IO.File.Exists(file))
                    System.IO.File.Delete(file);

                System.IO.File.WriteAllText(file, json.ToString());
                #endregion
            }
#endif
            parser.GetMatParser(mat.shader.name).WriteToJson(this, mat, _json);

            System.Text.StringBuilder sb = new System.Text.StringBuilder();
            _json.ConvertToStringWithFormat(sb, 4);
            byte[] bs = System.Text.Encoding.UTF8.GetBytes(sb.ToString());
            string sha1 = ResLibTool.ComputeHashString(bs);
            name = sha1 + ".jsonmat.txt";
            bufs[name] = bs;

            savecache[id] = name;
            return name;
        }
开发者ID:lightszero,项目名称:EgretUnity,代码行数:43,代码来源:nodeParser.cs


注:本文中的UnityEngine.Material.GetInstanceID方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。