NewN_UAVPlane/Assets/art/haidao/PostProcessing/Runtime/Utils/MaterialFactory.cs

53 lines
1.6 KiB
C#

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