Shaders: Can not create fixed function shaders using “new Material(string)” anymore. Shaders must come from assets or be fully precompiled in the editor.
Does this mean I won’t be able to do this anymore?
matOutboardEngine = new Material(Shader.Find("Standard"));
matOutboardEngine.CopyPropertiesFromMaterial(matBaseOutboardEngine);
My game revolves around customizing vehicles which includes allowing the players to set the colors of the meshes. Is this no longer possible? Is there another way? Am I just misunderstanding the release notes possibly? Maybe what I’m doing here is ok because I’m just using Find() on the standard shader? That’s all I need for my project, really.
You should be fine because you are not creating a shader; you are referencing an existing shader. I believe the sort of thing that doesn’t work with the new fixed function shader feature is creating a shader inline, like this:
Ok, thanks. I think I create a shader in one spot too, but that should be no big deal to change probably. That material thing had me worried because I do it everywhere…