Change the shader of a prop, building, or building sub mesh to rotors in asset editor. Also deletes LOD.
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// Rotors Shader | |
// Also deletes LOD. | |
// Prop | |
var shader = Shader.Find("Custom/Vehicles/Vehicle/Rotors"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
asset.m_lodMesh = null; asset.m_lodMaterial = null; | |
asset.m_lodMaterialCombined = null; asset.m_lodObject = null; | |
// Building | |
var shader = Shader.Find("Custom/Vehicles/Vehicle/Rotors"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
asset.m_lodMesh = null; asset.m_lodMaterial = null; | |
asset.m_lodMaterialCombined = null; asset.m_lodObject = null; | |
// Building Sub Mesh | |
var subMesh = 0; // sub mesh id, order as in ui, starting from 0 | |
var shader = Shader.Find("Custom/Vehicles/Vehicle/Rotors"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
asset.m_subMeshes[subMesh].m_subInfo.m_material.shader = shader; | |
asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterial.shader = shader; | |
asset.m_subMeshes[subMesh].m_subInfo.m_lodMesh = null; | |
asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterial = null; | |
asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterialCombined = null; | |
asset.m_subMeshes[subMesh].m_subInfo.m_lodObject = null; | |
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