13 MaterialMapper materialMapper =
null;
14 foreach (var materialMapperName
in MaterialMapper.RegisteredMappers)
17 materialMapper = (MaterialMapper) ScriptableObject.CreateInstance(materialMapperName);
21 if (materialMapper ==
null)
return;
22 var meshRenderers = GetComponentsInChildren<MeshRenderer>();
23 foreach (var meshRenderer
in meshRenderers)
25 var materials = meshRenderer.materials;
26 for (var i = 0; i < materials.Length; i++)
28 var color = meshRenderer.sharedMaterials[i].color;
29 materials[i] = Instantiate(materialMapper.MaterialPreset);
30 materials[i].color = color;
33 meshRenderer.materials = materials;
36 var skinnedMeshRenderers = GetComponentsInChildren<SkinnedMeshRenderer>();
37 foreach (var skinnedMeshRenderer
in skinnedMeshRenderers)
39 var materials = skinnedMeshRenderer.materials;
40 for (var i = 0; i < materials.Length; i++)
42 var color = skinnedMeshRenderer.sharedMaterials[i].color;
43 materials[i] = Instantiate(materialMapper.MaterialPreset);
44 materials[i].color = color;
47 skinnedMeshRenderer.materials = materials;
50 Destroy(materialMapper);
Represents a class used to fix TriLib sample models depending on the rendering pipeline.
Represents the TriLib project settings provider. You can override this behavior to store the settings...
static bool GetBool(string key)