yyl
8 天以前 3bd7f56906e31e8fe0072108c9d4652707b51de8
Main/Utility/MaterialUtility.cs
@@ -7,7 +7,7 @@
    public static Material GetDefaultSpriteGrayMaterial()
    {
        return ResManager.Instance.LoadAsset<Material>("Material", "SpriteGray");
        return ResManager.Instance.LoadAsset<Material>("BuiltIn/Materials", "SpriteGray");
    }
    public static Material GetInstantiatedSpriteGrayMaterial()
@@ -18,12 +18,12 @@
    public static Material GetSmoothMaskGrayMaterial()
    {
        return ResManager.Instance.LoadAsset<Material>("Material", "SmoothMaskGray");
        return ResManager.Instance.LoadAsset<Material>("BuiltIn/Materials", "SmoothMaskGray");
    }
    public static Material GetInstantiatedSpriteTwinkleMaterial()
    {
        var material = ResManager.Instance.LoadAsset<Material>("Material", "Flash");
        var material = ResManager.Instance.LoadAsset<Material>("BuiltIn/Materials", "Flash");
        return new Material(material);
    }
@@ -32,14 +32,9 @@
        return UnityEngine.UI.Image.defaultGraphicMaterial;
    }
    public static Material GetUIBlurMaterial()
    {
        return ResManager.Instance.LoadAsset<Material>("Material", "GUIBlurMaterial");
    }
    public static Material GetGUIRenderTextureMaterial()
    {
        return ResManager.Instance.LoadAsset<Material>("Material", "UI_RenderTexture");
        return ResManager.Instance.LoadAsset<Material>("BuiltIn/Materials", "UI_RenderTexture");
    }
    public static void SetRenderSortingOrder(this GameObject root, int sortingOrder, bool includeChildren)
@@ -67,67 +62,8 @@
                renderer.sortingOrder = sortingOrder;
            }
        }
    }
    static Shader m_HeroShader;
    static Shader m_PlayerShader;
    static Shader heroShader {
        get {
            if (m_HeroShader == null)
            {
                m_HeroShader = Shader.Find("Character/Character,Emission,Flow_Hero");
            }
            if (m_HeroShader == null)
            {
                m_HeroShader = Shader.Find("Character/Character, Emission,Flow_Hero");
            }
            return m_HeroShader;
        }
    }
    static Shader playerShader {
        get {
            if (m_PlayerShader == null)
            {
                m_PlayerShader = Shader.Find("Character/Character,Emission,Flow");
            }
            if (m_PlayerShader == null)
            {
                m_PlayerShader = Shader.Find("Character/Character, Emission,Flow");
            }
            return m_PlayerShader;
        }
    }
    public static void SwitchXrayShader(Material _material, bool _isHero)
    {
        if (_material == null)
        {
            return;
        }
        if (_isHero)
        {
            if (_material.shader.name != "Character/Character,Emission,Flow_Hero" && _material.shader.name != "Character/Character, Emission,Flow_Hero")
            {
                _material.shader = heroShader;
                _material.SetColor("_XRayColor", new Color32(0, 107, 255, 255));
            }
        }
        else
        {
            if (_material.shader.name != "Character/Character, Emission,Flow" && _material.shader.name != "Character/Character,Emission,Flow")
            {
                _material.shader = playerShader;
            }
        }
    }
}