Feeds a source material.
The returned material will be assigned to the renderer.
If you return null, Unity will use its default material finding / generation method to assign a material.
The sourceMaterial
is generated directly from the model before importing and will be destroyed immediately after OnAssignMaterial.
class MyMeshPostprocessor extends AssetPostprocessor {
function OnAssignMaterialModel (material : Material, renderer : Renderer) : Material { var materialPath = "Assets/" + material.name + ".mat";
// Find if there is a material at the material path // Turn this off to always regeneration materials if (AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material))) return AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material));
// Create a new material asset using the specular shader // but otherwise the default values from the model material.shader = Shader.Find("Specular"); AssetDatabase.CreateAsset(material, "Assets/" + material.name + ".mat"); return material; } }