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Performance #18

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@TanninOne

for (int x = 0; x < TempMap.width; x++)
{
for (int y = 0; y < TempMap.height; y++)
{
theColour.r = TextureRed == null ? TextureRed.GetPixel(x, y).grayscale : new Texture2D(TempMap.width,TempMap.height).GetPixel(x,y).grayscale;
theColour.g = TextureGreen == null ? TextureGreen.GetPixel(x, y).grayscale : new Texture2D(TempMap.width, TempMap.height).GetPixel(x, y).grayscale;
theColour.b = TextureBlue == null ? TextureBlue.GetPixel(x, y).grayscale : new Texture2D(TempMap.width, TempMap.height).GetPixel(x, y).grayscale;

That's not the most efficient way of setting static color values as fallback for missing textures... ;)

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