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 ){}}}
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