AssetPostprocessor.OnAssignMaterialModel 在模型指定的材质
function OnAssignMaterialModel (material : Material, renderer : Renderer) : Material
Description描述
Feeds a source material
获取一个源材质。
The returned material will be assigned to the renderer. If you return null, Unity will use its default material finding / generation method to assign a material. The sourceMaterial is generated directly from the model before importing and will be destroyed immediately after OnAssignMaterial.
返回的材质将被赋于渲染器,如果返回null,Unity将使用缺省材质查找/生成方法来分配材质。sourceMaterial在模型导入并在销毁前,OnAssignMaterial之后直接从模型生成。
class MyMeshPostprocessor extends AssetPostprocessor {
function OnAssignMaterialModel (material : Material , renderer : Renderer ) : Material
{
var materialPath = "Assets/" + material.name + ".mat";
// Find if there is a material at the material path
// Turn this off to always regeneration materials
// 根据路径查找是否有材质,关闭后自动生成材质
if ( AssetDatabase.LoadAssetAtPath (materialPath, typeof( Material )))
return AssetDatabase.LoadAssetAtPath (materialPath, typeof( Material ));
// Create a new material asset using the specular shader
// but otherwise the default values from the model
// 用特定着色器创建新材质资源,否则使用默认值
material.shader = Shader.Find ("Specular");
AssetDatabase.CreateAsset (material, "Assets/" + material.name + ".mat");
return material;
}
}
最后修改:2011年1月9日 Sunday 0:00