Rename ShadingColorSettingsScope to ShadingColorScope
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@@ -1,93 +0,0 @@
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using Misaki.ShaderGUI;
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using UnityEditor;
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using UnityEngine;
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namespace Misaki.HdrpToon.Editor
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{
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public class ShadingColorSettingsScope : MaterialUIScope<ShaderGUIExpandable>
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{
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private static class Properties
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{
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public static MaterialProperty baseColorMap;
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public static MaterialProperty baseColor;
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public static MaterialProperty applyTo1stShadingMapEnable;
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public static MaterialProperty firstShadingMap;
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public static MaterialProperty firstShadingColor;
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public static MaterialProperty applyTo2ndShadingMapEnable;
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public static MaterialProperty secondShadingMap;
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public static MaterialProperty secondShadingColor;
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}
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private static class Styles
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{
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public static readonly GUIContent baseMapText = new("Base Map",
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"Base Color : Texture(sRGB) x Color(RGB) Default:White");
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public static readonly GUIContent applyTo1stShadingMapText =
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new("Apply to 1st shading map", "Apply Base map to the 1st shading map.");
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public static readonly GUIContent firstShadingMapText = new("1st Shading Map", "1st shading map.");
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public static readonly GUIContent firstShadeColorText = new("1st Shading Color", "1st shading color.");
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public static readonly GUIContent applyTo2ndShadingMapText =
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new("Apply to 2nd shading map", "Apply Base map or the 1st shading map to the 2st shading map.");
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public static readonly GUIContent secondShadingMapText = new("2nd Shading Map", "2nd shading map.");
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public static readonly GUIContent secondShadeColorText = new("2nd Shading Color", "2nd shading color.");
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}
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Basic;
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protected override GUIContent Header => EditorGUIUtility.TrTextContent("Shading Color Settings");
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public override void LoadMaterialProperties()
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{
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Properties.baseColorMap = FindProperty("_BaseColorMap");
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Properties.baseColor = FindProperty("_BaseColor");
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Properties.applyTo1stShadingMapEnable = FindProperty("_Use_BaseAs1st");
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Properties.firstShadingMap = FindProperty("_1st_ShadeMap");
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Properties.firstShadingColor = FindProperty("_1st_ShadeColor");
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Properties.applyTo2ndShadingMapEnable = FindProperty("_Use_1stAs2nd");
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Properties.secondShadingMap = FindProperty("_2nd_ShadeMap");
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Properties.secondShadingColor = FindProperty("_2nd_ShadeColor");
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}
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protected override void DrawContent()
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{
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editor.TexturePropertySingleLine(Styles.baseMapText, Properties.baseColorMap, Properties.baseColor);
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EditorGUI.indentLevel += 2;
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editor.ShaderProperty(Properties.applyTo1stShadingMapEnable, Styles.applyTo1stShadingMapText.text);
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EditorGUI.indentLevel -= 2;
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if (Properties.applyTo1stShadingMapEnable.floatValue != 0)
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{
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EditorGUI.indentLevel += 2;
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editor.ColorProperty(Properties.firstShadingColor, Styles.firstShadeColorText.text);
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EditorGUI.indentLevel -= 2;
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}
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else
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{
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editor.TexturePropertySingleLine(Styles.firstShadingMapText, Properties.firstShadingMap,
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Properties.firstShadingColor);
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}
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EditorGUI.indentLevel += 2;
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editor.ShaderProperty(Properties.applyTo2ndShadingMapEnable, Styles.applyTo2ndShadingMapText);
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EditorGUI.indentLevel -= 2;
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if (Properties.applyTo2ndShadingMapEnable.floatValue != 0)
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{
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EditorGUI.indentLevel += 2;
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editor.ColorProperty(Properties.secondShadingColor, Styles.secondShadeColorText.text);
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EditorGUI.indentLevel -= 2;
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}
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else
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{
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editor.TexturePropertySingleLine(Styles.secondShadingMapText, Properties.secondShadingMap,
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Properties.secondShadingColor);
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}
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EditorGUILayout.Space();
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editor.TextureScaleOffsetProperty(Properties.baseColorMap);
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}
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}
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}
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