Added GetEnumValue;
Added EnumFlagsDrawer; Added custom keywordName option to KeywordTexturePropertySingleLine;
This commit is contained in:
@@ -81,9 +81,9 @@ namespace Misaki.ShaderGUI
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/// <param name="label">The label of the texture property.</param>
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/// <param name="textureProperty">The texture property to draw.</param>
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/// <returns>True if the texture property is not null. Otherwise, false.</returns>
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public static bool KeywordTexturePropertySingleLine(this MaterialEditor editor, GUIContent label, MaterialProperty textureProperty)
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public static bool KeywordTexturePropertySingleLine(this MaterialEditor editor, GUIContent label, MaterialProperty textureProperty, string keywordName = null)
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{
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return KeywordTexturePropertySingleLine(editor, label, textureProperty, null, null);
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return KeywordTexturePropertySingleLine(editor, label, textureProperty, null, null, keywordName);
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}
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/// <summary>
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@@ -94,9 +94,9 @@ namespace Misaki.ShaderGUI
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/// <param name="textureProperty">The texture property to draw.</param>
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/// <param name="extraProperty">The first extra property to draw.</param>
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/// <returns>True if the texture property is not null. Otherwise, false.</returns>
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public static bool KeywordTexturePropertySingleLine(this MaterialEditor editor, GUIContent label, MaterialProperty textureProperty, MaterialProperty extraProperty)
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public static bool KeywordTexturePropertySingleLine(this MaterialEditor editor, GUIContent label, MaterialProperty textureProperty, MaterialProperty extraProperty, string keywordName = null)
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{
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return KeywordTexturePropertySingleLine(editor, label, textureProperty, extraProperty, null);
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return KeywordTexturePropertySingleLine(editor, label, textureProperty, extraProperty, null, keywordName);
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}
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/// <summary>
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@@ -108,13 +108,13 @@ namespace Misaki.ShaderGUI
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/// <param name="extraProperty1">The first extra property to draw.</param>
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/// <param name="extraProperty2">The second extra property to draw.</param>
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/// <returns>True if the texture property is not null. Otherwise, false.</returns>
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public static bool KeywordTexturePropertySingleLine(this MaterialEditor editor, GUIContent label, MaterialProperty textureProperty, MaterialProperty extraProperty1, MaterialProperty extraProperty2)
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public static bool KeywordTexturePropertySingleLine(this MaterialEditor editor, GUIContent label, MaterialProperty textureProperty, MaterialProperty extraProperty1, MaterialProperty extraProperty2, string keywordName = null)
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{
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EditorGUI.BeginChangeCheck();
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editor.TexturePropertySingleLine(label, textureProperty, extraProperty1, extraProperty2);
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if (EditorGUI.EndChangeCheck())
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{
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editor.SetKeyword(textureProperty.name.ToUpper(), textureProperty.textureValue != null);
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editor.SetKeyword(string.IsNullOrEmpty(keywordName) ? textureProperty.name.ToUpper() : keywordName, textureProperty.textureValue != null);
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}
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return textureProperty.textureValue != null;
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@@ -28,5 +28,28 @@ namespace Misaki.ShaderGUI
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throw new NotSupportedException("Property type is not supported.");
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}
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public static T GetEnumValue<T>(this MaterialProperty materialProperty) where T : Enum
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{
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#if UNITY_6000_1_OR_NEWER
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if (materialProperty.propertyType == UnityEngine.Rendering.ShaderPropertyType.Float || materialProperty.propertyType == UnityEngine.Rendering.ShaderPropertyType.Range)
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#else
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if (materialProperty.type == MaterialProperty.PropType.Float || materialProperty.type == MaterialProperty.PropType.Range)
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#endif
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{
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return (T)Enum.ToObject(typeof(T), (int)materialProperty.floatValue);
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}
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#if UNITY_6000_1_OR_NEWER
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if (materialProperty.propertyType == UnityEngine.Rendering.ShaderPropertyType.Int)
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#else
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if (materialProperty.type == MaterialProperty.PropType.Int)
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#endif
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{
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return (T)Enum.ToObject(typeof(T), materialProperty.intValue);
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}
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throw new NotSupportedException("Property type is not supported.");
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}
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}
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}
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@@ -8,7 +8,7 @@ namespace Misaki.ShaderGUI.Packages
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{
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public abstract class MaterialUIBlock<TExpandableBit> : IMaterialUIScope where TExpandableBit : Enum, IConvertible
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{
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private readonly MaterialPropertyContainer _propertyContainer = new();
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protected readonly MaterialPropertyContainer propertyContainer = new();
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protected MaterialEditor editor;
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protected IMaterialUIScopeContainer owner;
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@@ -39,13 +39,13 @@ namespace Misaki.ShaderGUI.Packages
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editor = materialEditor;
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owner = container;
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LoadMaterialProperties(_propertyContainer);
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LoadMaterialProperties(propertyContainer);
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UpdateMaterialProperties(properties);
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}
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public void UpdateMaterialProperties(IEnumerable<MaterialProperty> properties)
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{
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_propertyContainer.ReloadProperties(properties);
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propertyContainer.ReloadProperties(properties);
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}
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public void Draw()
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76
Editor/PropertyDrawer/EnumFlagsDrawer.cs
Normal file
76
Editor/PropertyDrawer/EnumFlagsDrawer.cs
Normal file
@@ -0,0 +1,76 @@
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using System;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Misaki.ShaderGUI
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{
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public class EnumFlagsUIDrawer : MaterialPropertyDrawer
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{
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private readonly Type enumType;
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public EnumFlagsUIDrawer(string enumTypeName, string assemblyName)
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{
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enumType = Type.GetType(Assembly.CreateQualifiedName(assemblyName, enumTypeName), true);
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}
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private static bool IsPropertyTypeSuitable(MaterialProperty prop)
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{
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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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#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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#endif
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}
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public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor)
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{
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if (!IsPropertyTypeSuitable(prop))
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{
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var c = EditorGUIUtility.TrTempContent("Toggle used on a non-float property: " + prop.name);
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EditorGUI.LabelField(position, c, EditorStyles.helpBox);
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return;
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}
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MaterialEditor.BeginProperty(position, prop);
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#if UNITY_6000_1_OR_NEWER
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if (prop.propertyType != ShaderPropertyType.Int)
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#else
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if (prop.type != MaterialProperty.PropType.Int)
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#endif
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{
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EditorGUI.BeginChangeCheck();
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var value = (int)prop.floatValue;
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EditorGUI.showMixedValue = prop.hasMixedValue;
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var enumValue = EditorGUI.EnumFlagsField(position, label, (Enum)Enum.ToObject(enumType, value));
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value = Convert.ToInt32(enumValue);
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EditorGUI.showMixedValue = false;
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if (EditorGUI.EndChangeCheck())
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{
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prop.floatValue = value;
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}
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}
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else
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{
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EditorGUI.BeginChangeCheck();
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var value = prop.intValue;
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EditorGUI.showMixedValue = prop.hasMixedValue;
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var enumValue = EditorGUI.EnumFlagsField(position, label, (Enum)Enum.ToObject(enumType, value));
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value = Convert.ToInt32(enumValue);
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EditorGUI.showMixedValue = false;
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if (EditorGUI.EndChangeCheck())
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{
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prop.intValue = value;
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}
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}
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MaterialEditor.EndProperty();
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}
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}
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}
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2
Editor/PropertyDrawer/EnumFlagsDrawer.cs.meta
Normal file
2
Editor/PropertyDrawer/EnumFlagsDrawer.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 44cf7877640af1d4795a4d087824f9f5
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@@ -9,11 +9,11 @@ namespace Misaki.ShaderGUI
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{
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private static readonly GUIContent[] _options = { new("Disabled"), new("Enabled") };
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protected virtual void SetKeyword(MaterialProperty prop, bool on)
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protected virtual void OnPropertyChange(MaterialProperty prop)
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{
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}
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static bool IsPropertyTypeSuitable(MaterialProperty prop)
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private static bool IsPropertyTypeSuitable(MaterialProperty prop)
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{
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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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@@ -41,14 +41,14 @@ namespace Misaki.ShaderGUI
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{
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EditorGUI.BeginChangeCheck();
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var value = (int)Math.Abs(prop.floatValue);
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var value = (int)Mathf.Abs(prop.floatValue);
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EditorGUI.showMixedValue = prop.hasMixedValue;
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value = EditorGUI.Popup(position, label, value, _options);
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EditorGUI.showMixedValue = false;
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if (EditorGUI.EndChangeCheck())
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{
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prop.floatValue = value;
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SetKeyword(prop, value != 0);
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OnPropertyChange(prop);
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}
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}
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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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{
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prop.intValue = value;
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SetKeyword(prop, value != 0);
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OnPropertyChange(prop);
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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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private const string Keyword_Suffix = "_ON";
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protected override void SetKeyword(MaterialProperty prop, bool on)
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protected override void OnPropertyChange(MaterialProperty prop)
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{
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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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@@ -84,7 +84,52 @@ namespace Misaki.ShaderGUI
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continue;
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}
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material.SetKeyword(new LocalKeyword(material.shader, keywordName), on);
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#if UNITY_6000_1_OR_NEWER
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if (prop.propertyType != ShaderPropertyType.Int)
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#else
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if (prop.type != MaterialProperty.PropType.Int)
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#endif
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{
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material.SetKeyword(new LocalKeyword(material.shader, keywordName), prop.floatValue != 0);
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}
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else
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{
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material.SetKeyword(new LocalKeyword(material.shader, keywordName), prop.intValue != 0);
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}
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}
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}
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}
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public class PassPopupDrawer : PopupUIDrawer
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{
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private readonly string _passName;
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public PassPopupDrawer(string passName)
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{
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_passName = passName;
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}
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protected override void OnPropertyChange(MaterialProperty prop)
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{
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foreach (var target in prop.targets)
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{
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if (target is not Material material)
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{
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continue;
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}
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#if UNITY_6000_1_OR_NEWER
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if (prop.propertyType != ShaderPropertyType.Int)
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#else
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if (prop.type != MaterialProperty.PropType.Int)
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#endif
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{
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material.SetShaderPassEnabled(_passName, prop.floatValue != 0);
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}
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else
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{
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material.SetShaderPassEnabled(_passName, prop.intValue != 0);
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}
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}
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}
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}
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