Clean up custom pass drawer;
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@@ -1,45 +0,0 @@
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using UnityEditor.Rendering.HighDefinition;
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using UnityEngine;
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namespace UnityEditor.Rendering.Toon
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{
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[CustomPassDrawer(typeof(UTSHairShadowPass))]
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public class HairShadowPassDrawer : CustomPassDrawer
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{
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SerializedProperty m_RenderQueueType;
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SerializedProperty m_SortingCriteria;
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SerializedProperty m_LayerMask;
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protected override void Initialize(SerializedProperty customPass)
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{
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m_RenderQueueType = customPass.FindPropertyRelative("renderQueueType");
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m_SortingCriteria = customPass.FindPropertyRelative("sortingCriteria");
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m_LayerMask = customPass.FindPropertyRelative("layerMask");
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}
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protected override void DoPassGUI(SerializedProperty customPass, Rect rect)
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{
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EditorGUILayout.HelpBox("Eyebrow Passthrough feature in the Toon shader will need this part to function", MessageType.Info);
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EditorGUILayout.HelpBox("Please Assign Hair/Eyebrow Renderer respectively as the 1st/2nd element of renderer array", MessageType.Info);
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EditorGUI.BeginProperty(rect, new GUIContent("Queue", "Filter the render queue range you want to render."), m_RenderQueueType);
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EditorGUI.PropertyField(rect, m_RenderQueueType, new GUIContent("Queue", "Filter the render queue range you want to render."));
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EditorGUI.EndProperty();
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rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(rect, m_SortingCriteria, new GUIContent("Sorting Criteria", "Sorting settings used to render objects in a certain order."));
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rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(rect, m_LayerMask, new GUIContent("Layer Mask", "Chose the Callback position for this render pass object."));
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rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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//base.DoPassGUI(customPass, rect);
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}
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protected override float GetPassHeight(SerializedProperty customPass)
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{
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return (EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing) * 3;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 8a0dff152af1b39468bd5027f57c0b27
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,41 +0,0 @@
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using UnityEditor;
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using UnityEditor.Rendering.HighDefinition;
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using UnityEngine;
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namespace Unity.Toonshader.Editor
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{
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[CustomPassDrawerAttribute(typeof(UTSOutlinePass))]
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public class UTSOutlinePassEditor : CustomPassDrawer
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{
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SerializedProperty m_RenderQueueType;
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SerializedProperty m_SortingCriteria;
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SerializedProperty m_LayerMask;
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protected override void Initialize(SerializedProperty customPass)
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{
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m_RenderQueueType = customPass.FindPropertyRelative("renderQueueType");
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m_SortingCriteria = customPass.FindPropertyRelative("sortingCriteria");
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m_LayerMask = customPass.FindPropertyRelative("layerMask");
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}
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protected override void DoPassGUI(SerializedProperty customPass, Rect rect)
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{
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EditorGUI.BeginProperty(rect, new GUIContent("Queue", "Filter the render queue range you want to render."), m_RenderQueueType);
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EditorGUI.PropertyField(rect, m_RenderQueueType, new GUIContent("Queue", "Filter the render queue range you want to render."));
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EditorGUI.EndProperty();
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rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(rect, m_SortingCriteria, new GUIContent("Sorting Criteria", "Sorting settings used to render objects in a certain order."));
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rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(rect, m_LayerMask, new GUIContent("Layer Mask", "Chose the Callback position for this render pass object."));
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rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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}
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protected override float GetPassHeight(SerializedProperty customPass)
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{
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return (EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing) * 3;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 6ff30d943d4212043bf0a26bd9bc2eed
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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