Merge branch '4.0' into 4.1-beta

This commit is contained in:
Harald Csaszar 2022-05-05 18:24:43 +02:00
commit 8dc4ee4a6e

View File

@ -625,18 +625,23 @@ namespace Spine.Unity.Editor {
if (material == null) { if (material == null) {
Shader defaultShader = Shader.Find(SpineEditorUtilities.Preferences.DefaultShader); Shader defaultShader = Shader.Find(SpineEditorUtilities.Preferences.DefaultShader);
material = defaultShader != null ? new Material(defaultShader) : null; material = defaultShader != null ? new Material(defaultShader) : null;
ApplyPMAOrStraightAlphaSettings(material, SpineEditorUtilities.Preferences.textureSettingsReference); if (material) {
AssetDatabase.CreateAsset(material, materialPath); ApplyPMAOrStraightAlphaSettings(material, SpineEditorUtilities.Preferences.textureSettingsReference);
AssetDatabase.CreateAsset(material, materialPath);
}
} else { } else {
vestigialMaterials.Remove(material); vestigialMaterials.Remove(material);
} }
if (texture != null) if (material != null) {
material.mainTexture = texture; if (texture != null) {
material.mainTexture = texture;
}
EditorUtility.SetDirty(material); EditorUtility.SetDirty(material);
// note: don't call AssetDatabase.SaveAssets() since this would trigger OnPostprocessAllAssets() every time unnecessarily. // note: don't call AssetDatabase.SaveAssets() since this would trigger OnPostprocessAllAssets() every time unnecessarily.
populatingMaterials.Add(material); //atlasAsset.materials[i] = mat; populatingMaterials.Add(material); //atlasAsset.materials[i] = mat;
}
} }
atlasAsset.materials = populatingMaterials.ToArray(); atlasAsset.materials = populatingMaterials.ToArray();