using UnityEngine; namespace UnityGLTF { public class UnlitGraphMap : BaseGraphMap, IUnlitUniformMap { internal const string UnlitGraphGuid = "59541e6caf586ca4f96ccf48a4813a51"; public UnlitGraphMap() : this("UnityGLTF/UnlitGraph") {} #if !UNITY_2021_1_OR_NEWER private const string UnlitGraphTransparentGuid = "83f2caca07949794fb997734c4b0520f"; private const string UnlitGraphTransparentDoubleGuid = "8a8841b4fb2f63644896f4e2b36bc06d"; private const string UnlitGraphDoubleGuid = "33ee70a7f505ddb4e80d235c3d70766d"; public UnlitGraphMap(bool transparent, bool doubleSided) : base( "UnityGLTF/UnlitGraph" + (transparent ? "-Transparent" : "") + (doubleSided ? "-Double" : ""), (transparent && doubleSided ? UnlitGraphTransparentDoubleGuid : transparent ? UnlitGraphTransparentGuid : doubleSided ? UnlitGraphDoubleGuid : UnlitGraphGuid)) { } #endif protected UnlitGraphMap(string shaderName) : base(shaderName, UnlitGraphGuid) { } public UnlitGraphMap(Material mat) : base(mat) { } public override IUniformMap Clone() { var clone = new UnlitGraphMap(new Material(_material)); clone.Material.shaderKeywords = _material.shaderKeywords; return clone; } } }