本文整理汇总了C#中UnityEngine.MaterialPropertyBlock.Clear方法的典型用法代码示例。如果您正苦于以下问题:C# MaterialPropertyBlock.Clear方法的具体用法?C# MaterialPropertyBlock.Clear怎么用?C# MaterialPropertyBlock.Clear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类UnityEngine.MaterialPropertyBlock
的用法示例。
在下文中一共展示了MaterialPropertyBlock.Clear方法的3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: InitializeColorChangeSystem
private void InitializeColorChangeSystem() {
_primaryMeshMPB = new MaterialPropertyBlock(); // default color is black
_primaryMeshRenderer.GetPropertyBlock(_primaryMeshMPB);
_primaryMeshMPB.Clear(); // in case the renderer had properties other than the default properties
// renderer's existing MaterialPropertyBlock color is also black, implying that the existing property block is the default, at least wrt color
_primaryMeshRenderer.SetPropertyBlock(_primaryMeshMPB);
}
示例2: UpdateMaterial
void UpdateMaterial()
{
if (! initialised) {
// Parameters changed before Awake() has been run, do a full update when appropriate.
// (Can't rely on Awake() when the GameObject is disabled. It does a lousy job as a constructor.)
regenerateMesh = true;
return;
}
if ((renderer.sharedMaterials.Length != 1) || (renderer.sharedMaterials[0] != m_material)) {
// Update only when necessary to prevent false scene changes.
renderer.sharedMaterials = new Material[] {m_material};
}
MaterialPropertyBlock materialProperties = new MaterialPropertyBlock();
renderer.GetPropertyBlock(materialProperties);
if ((m_sprite != null) && (m_sprite.texture != null)) {
materialProperties.SetTexture("_MainTex", m_sprite.texture);
}
else if (m_material != null) {
if (materialProperties.GetTexture("_MainTex") != null) {
materialProperties.Clear();
}
m_material.SetTexture("_MainTex", null);
}
renderer.SetPropertyBlock(materialProperties);
}
示例3: EditorApplyToList
private void EditorApplyToList(object[] renderers, mset.SkyApplicator[] apps, bool forceApply) {
foreach(object mr in renderers) {
Renderer rend = (Renderer)mr;
//filter by ignored layers
int layerFlag = 1 << rend.gameObject.layer;
if( (IgnoredLayerMask & layerFlag) != 0 ) continue;
if(!rend.gameObject.activeInHierarchy) continue;
#if USE_PROPERTY_BLOCKS
//HACK: force clear all property blocks just in case
if(forceApply) {
MaterialPropertyBlock pb = new MaterialPropertyBlock();
pb.Clear();
rend.SetPropertyBlock(pb);
}
#endif
//mset.Sky.ScrubKeywords(rend.sharedMaterials);
mset.SkyAnchor anchor = rend.gameObject.GetComponent<mset.SkyAnchor>();
if(anchor && !anchor.enabled) anchor = null;
bool rendHasChanged = rend.transform.hasChanged || (anchor && anchor.HasChanged);
bool localFound = false;
if(anchor && anchor.BindType == mset.SkyAnchor.AnchorBindType.TargetSky) {
anchor.Apply();
localFound = true;
}
//trigger stuff is only processed if the game will auto apply as well
if(GameAutoApply && !localFound) {
foreach(mset.SkyApplicator app in apps) {
if(!app.gameObject.activeInHierarchy) continue;
if(app.TargetSky) {
if(forceApply || app.HasChanged || app.TargetSky.Dirty || rendHasChanged) {
localFound |= app.ApplyInside(rend);
app.TargetSky.Dirty = false;
}
}
app.HasChanged = false;
}
}
if(!localFound && _GlobalSky) {
if(forceApply || _GlobalSky.Dirty || rendHasChanged) {
_GlobalSky.Apply(rend,0);
}
}
//HACK: we are checking and clearing hasChanged in a weird place during the editor loop. Hopefully that won't conflict with other plugins?
rend.transform.hasChanged = false;
if(anchor) anchor.HasChanged = false;
}
//this is always called in EditorUpdate, only run if forced externally
if(forceApply && _GlobalSky) {
_GlobalSky.Apply(0);
if(_SkyboxMaterial) {
_GlobalSky.Apply(_SkyboxMaterial, 0);
}
_GlobalSky.Dirty = false;
}
}