Unity3d 编辑器中 Shader 属性导出

本例用于导出TerrainForMobile/3TexturesDiffuseSimple 的shader的贴图和缩放导出

protected const string SHADER_FILTER = "TerrainForMobile/3TextureDiffuseSimple";

public void parse(GameObject go)
{
	//判空就不写了
	Renderer renderer = go.renderer;
	Material mat = renderer.sharedMaterial;
	Shader shader = mat.shader;

	int count = ShaderUtil.GetPropertyCount(shader);
	
	for ( int index = 0; index < count; ++index )
	{
		ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(shader, index);
		
		string propertyName = ShaderUtil.GetPropertyName(shader, index);
		
		if ( ShaderUtil.ShaderPropertyType.TexEnv == type )
		{
			Debug.log( "ShaderPropertyName:" + propertyName );
			Texture texture = mat.GetTexture(propertyName);
			Debug.log( "ShaderPropertyName:" + texture.ToString() );
			Vector2 textureScale = mat.GetTextureScale(propertyName);
			Debug.log( "textureScale:" + textureScale.ToString() );
			Vector2 textureOffset = mat.GetTextureScale(propertyName);
			Debug.log( "textureOffset:" + textureOffset.ToString() );
			
		}
		else if ( ShaderUtil.ShaderPropertyType.Color == type )
		{
		}
	}
}

  

posted @ 2014-10-30 13:19  (soli)Tary  阅读(1100)  评论(0编辑  收藏  举报