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if (m_DirtyShaders.Any()) |
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{ |
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PropagateNodeSet(m_DirtyShaders); |
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EditorUtility.DisplayProgressBar("Shader Graph", "Compiling preview shaders", 0f); |
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EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); |
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EditorUtility.DisplayProgressBar("Shader Graph", "Compiling preview shaders", (float)i / count); |
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EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f); |
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} |
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} |
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finally |
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