Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/UnityEngine/PostProcessing/MaterialFactory.cs
2026-02-21 16:45:37 +08:00

46 lines
1.1 KiB
C#

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