53 lines
1.6 KiB
C#
53 lines
1.6 KiB
C#
////using System;
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////using System.Collections.Generic;
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////namespace UnityEngine.PostProcessing
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////{
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//// using UnityObject = Object;
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//// public sealed class MaterialFactory : IDisposable
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//// {
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//// Dictionary<string, Material> m_Materials;
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//// public MaterialFactory()
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//// {
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//// m_Materials = new Dictionary<string, Material>();
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//// }
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//// //public Material Get(string shaderName)
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//// //{
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//// // Material material;
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//// // if (!m_Materials.TryGetValue(shaderName, out material))
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//// // {
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//// // var shader = Shader.Find(shaderName);
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//// // if (shader == null)
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//// // //throw new ArgumentException(string.Format("Shader not found ({0})", shaderName));
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//// // material = new Material(shader)
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//// // {
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//// // name = string.Format("PostFX - {0}", shaderName.Substring(shaderName.LastIndexOf("/") + 1)),
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//// // hideFlags = HideFlags.DontSave
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//// // };
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//// // m_Materials.Add(shaderName, material);
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//// // }
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//// // return material;
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//// //}
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//// public void Dispose()
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//// {
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//// var enumerator = m_Materials.GetEnumerator();
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//// while (enumerator.MoveNext())
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//// {
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//// var material = enumerator.Current.Value;
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//// GraphicsUtils.Destroy(material);
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//// }
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//// m_Materials.Clear();
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//// }
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//// }
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////}
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