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- using System;
- using UnityEngine;
- [ExecuteInEditMode]
- public class UberShaderTools : BaseBehaviour
- {
- private void Start()
- {
- this._Color1 = this._Color1Default;
- this._Color2 = this._Color2Default;
- this._Float1 = this._Float1Default;
- this._Float2 = this._Float2Default;
- this._Float3 = this._Float3Default;
- }
- private void OnEnable()
- {
- this.UberReset();
- }
- private void Update()
- {
- Material[] materials = this.GetMaterials();
- foreach (Material material in materials)
- {
- material.SetColor("_Color1", this._Color1);
- material.SetColor("_Color2", this._Color2);
- material.SetFloat("_Float1", this._Float1);
- material.SetFloat("_Float2", this._Float2);
- material.SetFloat("_Float3", this._Float3);
- }
- }
- private Material[] GetMaterials()
- {
- Material[] result;
- if (Application.isEditor || this.编辑shareMaterial)
- {
- result = base.GetComponent<MeshRenderer>().sharedMaterials;
- }
- else
- {
- result = base.GetComponent<MeshRenderer>().materials;
- }
- return result;
- }
- public void UberReset()
- {
- this._Color1 = this._Color1Default;
- this._Color2 = this._Color2Default;
- this._Float1 = this._Float1Default;
- this._Float2 = this._Float2Default;
- this._Float3 = this._Float3Default;
- Material[] materials = this.GetMaterials();
- foreach (Material material in materials)
- {
- material.SetColor("_Color1", this._Color1Default);
- material.SetColor("_Color2", this._Color2Default);
- material.SetFloat("_Float1", this._Float1Default);
- material.SetFloat("_Float2", this._Float2Default);
- material.SetFloat("_Float3", this._Float3Default);
- }
- }
- public Color _Color1;
- public Color _Color2;
- public float _Float1;
- public float _Float2;
- public float _Float3;
- public Color _Color1Default = new Color(1f, 1f, 1f, 1f);
- public Color _Color2Default = new Color(1f, 1f, 1f, 1f);
- public float _Float1Default;
- public float _Float2Default;
- public float _Float3Default;
- public bool 编辑shareMaterial = true;
- }
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