C# 클래스 UnityEditor.SubstanceImporter

상속: AssetImporter
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

공개 메소드들

메소드 설명
ExportBitmaps ( ProceduralMaterial material, string exportPath, bool alphaRemap ) : void

Export the bitmaps generated by a ProceduralMaterial as TGA files.

ExportPreset ( ProceduralMaterial material, string exportPath ) : void

Export a XML preset string with the value of all parameters of a given ProceduralMaterial to the specified folder.

GetAnimationUpdateRate ( ProceduralMaterial material ) : int

Get the ProceduralMaterial animation update rate in millisecond.

GetGenerateAllOutputs ( ProceduralMaterial material ) : bool

Check if the ProceduralMaterial needs to force generation of all its outputs.

GetGenerateMipMaps ( ProceduralMaterial material ) : bool

Return true if the mipmaps are generated for this ProceduralMaterial.

GetMaterialOffset ( ProceduralMaterial material ) : Vector2

Get the material offset, which is used for all the textures that are part of this ProceduralMaterial.

GetMaterialScale ( ProceduralMaterial material ) : Vector2

Get the material scale, which is used for all the textures that are part of this ProceduralMaterial.

SetAnimationUpdateRate ( ProceduralMaterial material, int animation_update_rate ) : void

Set the ProceduralMaterial animation update rate in millisecond.

SetGenerateAllOutputs ( ProceduralMaterial material, bool generated ) : void

Specify if the ProceduralMaterial needs to force generation of all its outputs.

SetGenerateMipMaps ( ProceduralMaterial material, bool mode ) : void

Force the generation of mipmaps for this ProceduralMaterial.

SetMaterialOffset ( ProceduralMaterial material, Vector2 offset ) : void

Set the material offset, which is used for all the textures that are part of this ProceduralMaterial.

SetMaterialScale ( ProceduralMaterial material, Vector2 scale ) : void

Set the material scale, which is used for all the textures that are part of this ProceduralMaterial.

비공개 메소드들

메소드 설명
CanShaderPropertyHostProceduralOutput ( string name, ProceduralOutputType substanceType ) : bool
ClearPlatformTextureSettings ( string materialName, string platform ) : void
CloneMaterial ( ProceduralMaterial material ) : string
DestroyMaterial ( ProceduralMaterial material ) : void
ExportBitmapsInternal ( ProceduralMaterial material, string exportPath, bool alphaRemap ) : void
GetMaterialCount ( ) : int
GetMaterialInformation ( ProceduralMaterial material ) : ScriptingProceduralMaterialInformation
GetMaterials ( ) : UnityEngine.ProceduralMaterial[]
GetPlatformTextureSettings ( string materialName, string platform, int &maxTextureWidth, int &maxTextureHeight, int &textureFormat, int &loadBehavior ) : bool
GetPrototypeNames ( ) : string[]
GetTextureAlphaSource ( ProceduralMaterial material, string textureName ) : ProceduralOutputType
InstantiateMaterial ( string prototypeName ) : string
IsProceduralTextureSlot ( Material material, Texture tex, string name ) : bool
IsSubstanceParented ( ProceduralTexture texture, ProceduralMaterial material ) : bool
OnShaderModified ( ProceduralMaterial material ) : void
OnTextureInformationsChanged ( ProceduralTexture texture ) : void
RenameMaterial ( ProceduralMaterial material, string name ) : bool
ResetMaterial ( ProceduralMaterial material ) : void
SetMaterialInformation ( ProceduralMaterial material, ScriptingProceduralMaterialInformation scriptingProcMatInfo ) : void
SetPlatformTextureSettings ( ProceduralMaterial material, string platform, int maxTextureWidth, int maxTextureHeight, int textureFormat, int loadBehavior ) : void
SetTextureAlphaSource ( ProceduralMaterial material, string textureName, ProceduralOutputType alphaSource ) : void

메소드 상세

ExportBitmaps() 공개 메소드

Export the bitmaps generated by a ProceduralMaterial as TGA files.

public ExportBitmaps ( ProceduralMaterial material, string exportPath, bool alphaRemap ) : void
material UnityEngine.ProceduralMaterial The ProceduralMaterial whose output textures will be saved.
exportPath string Path to a folder where the output bitmaps will be saved. The folder will be created if it doesn't already exist.
alphaRemap bool Indicates whether alpha channel remapping should be performed.
리턴 void

ExportPreset() 공개 메소드

Export a XML preset string with the value of all parameters of a given ProceduralMaterial to the specified folder.

public ExportPreset ( ProceduralMaterial material, string exportPath ) : void
material UnityEngine.ProceduralMaterial The ProceduralMaterial whose preset string will be saved.
exportPath string Path to a folder where the preset file will be saved. The folder will be created if it doesn't already exist.
리턴 void

GetAnimationUpdateRate() 공개 메소드

Get the ProceduralMaterial animation update rate in millisecond.

public GetAnimationUpdateRate ( ProceduralMaterial material ) : int
material UnityEngine.ProceduralMaterial
리턴 int

GetGenerateAllOutputs() 공개 메소드

Check if the ProceduralMaterial needs to force generation of all its outputs.

public GetGenerateAllOutputs ( ProceduralMaterial material ) : bool
material UnityEngine.ProceduralMaterial
리턴 bool

GetGenerateMipMaps() 공개 메소드

Return true if the mipmaps are generated for this ProceduralMaterial.

public GetGenerateMipMaps ( ProceduralMaterial material ) : bool
material UnityEngine.ProceduralMaterial
리턴 bool

GetMaterialOffset() 공개 메소드

Get the material offset, which is used for all the textures that are part of this ProceduralMaterial.

public GetMaterialOffset ( ProceduralMaterial material ) : Vector2
material UnityEngine.ProceduralMaterial
리턴 Vector2

GetMaterialScale() 공개 메소드

Get the material scale, which is used for all the textures that are part of this ProceduralMaterial.

public GetMaterialScale ( ProceduralMaterial material ) : Vector2
material UnityEngine.ProceduralMaterial
리턴 Vector2

SetAnimationUpdateRate() 공개 메소드

Set the ProceduralMaterial animation update rate in millisecond.

public SetAnimationUpdateRate ( ProceduralMaterial material, int animation_update_rate ) : void
material UnityEngine.ProceduralMaterial
animation_update_rate int
리턴 void

SetGenerateAllOutputs() 공개 메소드

Specify if the ProceduralMaterial needs to force generation of all its outputs.

public SetGenerateAllOutputs ( ProceduralMaterial material, bool generated ) : void
material UnityEngine.ProceduralMaterial
generated bool
리턴 void

SetGenerateMipMaps() 공개 메소드

Force the generation of mipmaps for this ProceduralMaterial.

public SetGenerateMipMaps ( ProceduralMaterial material, bool mode ) : void
material UnityEngine.ProceduralMaterial
mode bool
리턴 void

SetMaterialOffset() 공개 메소드

Set the material offset, which is used for all the textures that are part of this ProceduralMaterial.

public SetMaterialOffset ( ProceduralMaterial material, Vector2 offset ) : void
material UnityEngine.ProceduralMaterial
offset Vector2
리턴 void

SetMaterialScale() 공개 메소드

Set the material scale, which is used for all the textures that are part of this ProceduralMaterial.

public SetMaterialScale ( ProceduralMaterial material, Vector2 scale ) : void
material UnityEngine.ProceduralMaterial
scale Vector2
리턴 void