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api: Add display materials to material converter.
1 parent a7ac3dd commit 5d08f12

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3 files changed

+7
-4
lines changed

3 files changed

+7
-4
lines changed

Editor/BlueprintProjector.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ namespace VisualPinball.Engine.Unity.Hdrp.Editor
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{
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public static class BlueprintProjector
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{
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[MenuItem("GameObject/Visual Pinball/Blueprint Projector", false, 15)]
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[MenuItem("GameObject/Visual Pinball/Blueprint Projector", false, 35)]
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private static void CreateBlueprintProjector()
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{
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// TODO: Move post-instantiation logic to BP authoring component. Extend to make it simpler to swap projections.

Editor/PrefabCreator.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -25,19 +25,19 @@ namespace VisualPinball.Engine.Unity.Hdrp.Editor
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{
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public static class PrefabCreator
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{
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[MenuItem("GameObject/Visual Pinball/Editor Camera", false, 12)]
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[MenuItem("GameObject/Visual Pinball/Editor Camera", false, 32)]
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private static void CreateEditorCamera()
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{
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Create(AssetPath.CameraPrefab, "Editor Camera", "Create Editor Camera");
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}
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[MenuItem("GameObject/Visual Pinball/Editor Post Processing", false, 13)]
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[MenuItem("GameObject/Visual Pinball/Editor Post Processing", false, 33)]
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private static void CreatePostProcessing()
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{
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Create(AssetPath.PostProcessPrefab, "Editor Post Processing", "Create Editor Post Processing");
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}
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[MenuItem("GameObject/Visual Pinball/Editor Lighting", false, 14)]
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[MenuItem("GameObject/Visual Pinball/Editor Lighting", false, 34)]
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private static void CreateLighting()
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{
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Create(AssetPath.LightingPrefab, "Editor Lighting", "Create Editor Lighting");

Runtime/MaterialConverter.cs

Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -30,6 +30,9 @@ namespace VisualPinball.Engine.Unity.Hdrp
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{
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public class MaterialConverter : IMaterialConverter
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{
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public Material DotMatrixDisplay => UnityEngine.Resources.Load<Material>("Materials/DotMatrixDisplay");
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public Material SegmentDisplay => UnityEngine.Resources.Load<Material>("Materials/SegmentDisplay");
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#region Shader Properties
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private static readonly int BaseColor = Shader.PropertyToID("_BaseColor");

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