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return; |
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m_SubShaders.Add(subshader); |
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onModified(this, ModificationScope.Node); |
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Dirty(ModificationScope.Node); |
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onModified(this, ModificationScope.Node); |
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Dirty(ModificationScope.Node); |
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} |
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public string GetShader(GenerationMode mode, string outputName, out List<PropertyCollector.TextureInfo> configuredTextures) |
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