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;

	}

}
Page last updated: 2011-1-9