FIxed the bug that properpty drawer does not work well on the version less than unity 6.1
This commit is contained in:
@@ -20,7 +20,7 @@ namespace Misaki.ShaderGUI
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#if UNITY_6000_1_OR_NEWER
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#if UNITY_6000_1_OR_NEWER
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return prop.propertyType == ShaderPropertyType.Float || prop.propertyType == ShaderPropertyType.Range || prop.propertyType == ShaderPropertyType.Int;
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return prop.propertyType == ShaderPropertyType.Float || prop.propertyType == ShaderPropertyType.Range || prop.propertyType == ShaderPropertyType.Int;
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#else
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#else
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return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range || prop.type == MaterialProperty.PropType.Float;
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return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range || prop.type == MaterialProperty.PropType.Int;
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#endif
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#endif
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}
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}
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@@ -9,7 +9,7 @@ namespace Misaki.ShaderGUI
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{
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{
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private static readonly GUIContent[] _options = { new("Disabled"), new("Enabled") };
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private static readonly GUIContent[] _options = { new("Disabled"), new("Enabled") };
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protected virtual void OnPropertyChange(MaterialProperty prop)
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protected virtual void OnPropertyChanged(MaterialProperty prop)
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{
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{
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}
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}
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@@ -18,7 +18,7 @@ namespace Misaki.ShaderGUI
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#if UNITY_6000_1_OR_NEWER
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#if UNITY_6000_1_OR_NEWER
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return prop.propertyType == ShaderPropertyType.Float || prop.propertyType == ShaderPropertyType.Range || prop.propertyType == ShaderPropertyType.Int;
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return prop.propertyType == ShaderPropertyType.Float || prop.propertyType == ShaderPropertyType.Range || prop.propertyType == ShaderPropertyType.Int;
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#else
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#else
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return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range || prop.type == MaterialProperty.PropType.Float;
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return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range || prop.type == MaterialProperty.PropType.Int;
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#endif
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#endif
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}
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}
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@@ -48,7 +48,7 @@ namespace Misaki.ShaderGUI
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if (EditorGUI.EndChangeCheck())
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if (EditorGUI.EndChangeCheck())
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{
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{
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prop.floatValue = value;
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prop.floatValue = value;
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OnPropertyChange(prop);
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OnPropertyChanged(prop);
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}
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}
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}
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}
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else
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else
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@@ -62,7 +62,7 @@ namespace Misaki.ShaderGUI
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if (EditorGUI.EndChangeCheck())
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if (EditorGUI.EndChangeCheck())
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{
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{
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prop.intValue = value;
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prop.intValue = value;
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OnPropertyChange(prop);
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OnPropertyChanged(prop);
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}
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}
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}
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}
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@@ -74,7 +74,7 @@ namespace Misaki.ShaderGUI
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{
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{
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private const string Keyword_Suffix = "_ON";
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private const string Keyword_Suffix = "_ON";
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protected override void OnPropertyChange(MaterialProperty prop)
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protected override void OnPropertyChanged(MaterialProperty prop)
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{
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{
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var keywordName = prop.name.ToUpper() + Keyword_Suffix;
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var keywordName = prop.name.ToUpper() + Keyword_Suffix;
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foreach (var target in prop.targets)
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foreach (var target in prop.targets)
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@@ -109,7 +109,7 @@ namespace Misaki.ShaderGUI
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_passName = passName;
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_passName = passName;
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}
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}
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protected override void OnPropertyChange(MaterialProperty prop)
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protected override void OnPropertyChanged(MaterialProperty prop)
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{
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{
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foreach (var target in prop.targets)
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foreach (var target in prop.targets)
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{
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{
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