提供源材质。
返回的材质将分配给渲染器。
如果返回 null,Unity 将使用其默认材质查找/生成方法来分配材质。
系统会在导入 sourceMaterial
之前直接从模型中生成 sourceMaterial,并在执行 OnAssignMaterial 之后立即将其销毁。
class MyMeshPostprocessor extends AssetPostprocessor {
function OnAssignMaterialModel (material : Material, renderer : Renderer) : Material {
var materialPath = "Assets/" + material.name + ".mat";
// Find if there is a material at the material path
// Turn this off to always regeneration materials
if (AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material)))
return AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material));
// Create a new material asset using the specular shader
// but otherwise the default values from the model
material.shader = Shader.Find("Specular");
AssetDatabase.CreateAsset(material, "Assets/" + material.name + ".mat");
return material;
}
}