Shader code cleanupand bug fix.

This commit is contained in:
2025-02-17 22:15:27 +09:00
parent eacbbc9b8b
commit 4ce84572d0
20 changed files with 375 additions and 467 deletions

View File

@@ -69,23 +69,24 @@ namespace Misaki.HdrpToon.Editor
{
editor.ShaderProperty(Properties.outlineState, Styles.outlineStateText);
using var disabledScope = new EditorGUI.DisabledScope(!Properties.outlineState.GetBooleanValue());
EditorGUILayout.Space();
editor.TexturePropertySingleLine(Styles.outlineWidthText, Properties.outlineWidthMap, Properties.outlineWidth);
editor.TexturePropertySingleLine(Styles.outlineColorText, Properties.outlineColorMap, Properties.outlineColor);
editor.ShaderProperty(Properties.albedoAffectOutline, Styles.albedoAffectOutlineText);
editor.ShaderProperty(Properties.skyColorAffectOutline, Styles.skyColorAffectOutlineText);
if (Properties.skyColorAffectOutline.GetBooleanValue())
if (Properties.outlineState.GetBooleanValue())
{
using var skyColorIndentLevelScope = new EditorGUI.IndentLevelScope();
editor.ShaderProperty(Properties.skyColorIntensity, Styles.skyColorIntensityText);
}
EditorGUILayout.Space();
editor.TexturePropertySingleLine(Styles.outlineWidthText, Properties.outlineWidthMap, Properties.outlineWidth);
editor.TexturePropertySingleLine(Styles.outlineColorText, Properties.outlineColorMap, Properties.outlineColor);
editor.ShaderProperty(Properties.albedoAffectOutline, Styles.albedoAffectOutlineText);
editor.ShaderProperty(Properties.skyColorAffectOutline, Styles.skyColorAffectOutlineText);
if (Properties.skyColorAffectOutline.GetBooleanValue())
{
using var skyColorIndentLevelScope = new EditorGUI.IndentLevelScope();
editor.ShaderProperty(Properties.skyColorIntensity, Styles.skyColorIntensityText);
}
EditorGUILayout.Space();
editor.ShaderProperty(Properties.fadeIn, Styles.fadeInText);
editor.ShaderProperty(Properties.fadeOut, Styles.fadeOutText);
editor.ShaderProperty(Properties.useSmoothedNormal, Styles.useSmoothedNormalText);
EditorGUILayout.Space();
editor.ShaderProperty(Properties.fadeIn, Styles.fadeInText);
editor.ShaderProperty(Properties.fadeOut, Styles.fadeOutText);
editor.ShaderProperty(Properties.useSmoothedNormal, Styles.useSmoothedNormalText);
}
}
}
}