using UnityEngine; namespace AllIn13DShader { public class CommonMaterialInfo : AbstractMaterialInfo { public CommonMaterialInfo(Material mat) : base(mat) { RefreshKeywords(); } public EffectsProfile effectProfile; public override void RefreshKeywords() { this.enabledKeywords = new string[mat.enabledKeywords.Length]; for (int i = 0; i < enabledKeywords.Length; i++) { this.enabledKeywords[i] = mat.enabledKeywords[i].name; } } public override void EnableKeyword(string keyword) { mat.EnableKeyword(keyword); RefreshKeywords(); } public override void DisableKeyword(string keyword) { mat.DisableKeyword(keyword); RefreshKeywords(); } public override bool IsShaderVariant() { return false; } } }