Substance importer lets you access the imported Procedural Material instances.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。
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Get a list of the names of the Procedural Material prototypes in the package.
获取包中程序材料原型的名称列表。
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Get the number of Procedural Material instances.
获取程序材料实例数。
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Get an array with the Procedural Material instances.
获取程序材料实例的数组。
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Clones an existing Procedural Material instance.
克隆一个现有的程序的材料实例。
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Instantiate a new Procedural Material instance from a prototype.
从原型实例一个新的程序材质实例。
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Destroy an existing Procedural Material instance.
销毁已存在的程序材质实例。
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Resets the Procedural Material to its default values.
重设该程序材质到它的默认值。
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Rename an existing Procedural Material instance.
重命名已存在的程序材质实例。
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After modifying the shader of a Procedural Material, call this function to apply the changes to the importer.
修改程序材质着色器之后,调用这个函数来应用更改到导入器。
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Get the material offset, which is used for all the textures that are part of this Procedural Material.
获取材质偏移,用于这个程序材质部分的所有纹理。
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Set the material offset, which is used for all the textures that are part of this Procedural Material.
设置材质偏移,用于这个程序材质部分的所有纹理。
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Get the material scale, which is used for all the textures that are part of this Procedural Material.
获取材质缩放,用于这个程序材质部分的所有纹理。
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Set the material scale, which is used for all the textures that are part of this Procedural Material.
设置材质缩放,用于这个程序材质部分的所有纹理。
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Checks if the Procedural Material will be generated at load time.
在加载时检查程序材质是否会生成。
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Specifies if the Procedural Material will be generated at load time.
指定该程序材质是否在加载时生成。
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Get the alpha source of the given texture in the Procedural Material.
获取该程序材质给定纹理的alpha源。
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Set the alpha source of the given texture in the Procedural Material.
设置该程序材质给定纹理的alpha源。