Beispiel #1
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 /// <summary>
 /// Constructs a DetailInputsUIBlock base on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index to store the foldout state.</param>
 /// <param name="layerCount">Number of layers in the shader.</param>
 /// <param name="layerIndex">Current layer index to display. 0 if it's not a layered shader</param>
 /// <param name="features">Features of the block.</param>
 public DetailInputsUIBlock(ExpandableBit expandableBit, int layerCount = 1, int layerIndex = 0, Features features = Features.All)
     : base(expandableBit, Styles.header)
 {
     m_Features   = features;
     m_LayerIndex = layerIndex;
     m_LayerCount = layerCount;
 }
 /// <summary>
 /// Constructs a LitSurfaceInputsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index to store the foldout state.</param>
 /// <param name="layerCount">Number of layers in the shader.</param>
 /// <param name="layerIndex">Current layer index to display. 0 if it's not a layered shader</param>
 /// <param name="features">Features of the block.</param>
 /// <param name="dotColor">Subheader dot color. See Layered Lit UI subheader for more info.</param>
 public LitSurfaceInputsUIBlock(ExpandableBit expandableBit, int layerCount = 1, int layerIndex = 0, Features features = Features.All)
 {
     m_ExpandableBit = expandableBit;
     m_Features = features;
     m_LayerCount = layerCount;
     m_LayerIndex = layerIndex;
 }
 /// <summary>
 /// Constructs a LitSurfaceInputsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index to store the foldout state.</param>
 /// <param name="layerCount">Number of layers in the shader.</param>
 /// <param name="layerIndex">Current layer index to display. 0 if it's not a layered shader</param>
 /// <param name="features">Features of the block.</param>
 /// <param name="dotColor">Subheader dot color. See Layered Lit UI subheader for more info.</param>
 public LitSurfaceInputsUIBlock(ExpandableBit expandableBit, int layerCount = 1, int layerIndex = 0, Features features = Features.All, Color dotColor = default(Color))
 {
     m_ExpandableBit = expandableBit;
     m_Features      = features;
     m_LayerCount    = layerCount;
     m_LayerIndex    = layerIndex;
     m_DotColor      = dotColor;
 }
Beispiel #4
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        /// <summary>
        /// Constructs a TransparencyUIBlock based on the parameters.
        /// </summary>
        /// <param name="expandableBit">Bit index used to store the foldout state.</param>
        /// <param name="features">Features of the Transparency block.</param>
        public TransparencyUIBlock(ExpandableBit expandableBit, Features features = Features.All)
            : base(expandableBit, Styles.header)
        {
            m_Features = features;

            m_TransparencyBlocks = new MaterialUIBlockList(parent);
            if ((features & Features.Refraction) != 0)
            {
                m_TransparencyBlocks.Add(new RefractionUIBlock(1));  // This block will not be used in by a layered shader so we can safely set the layer count to 1
            }
            if ((features & Features.Distortion) != 0)
            {
                m_TransparencyBlocks.Add(new DistortionUIBlock());
            }
        }
Beispiel #5
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 /// <summary>
 /// Constructs the DecalSortingInputsUIBlock.
 /// </summary>
 /// <param name="expandableBit">Bit used for the foldout state.</param>
 public DecalSortingInputsUIBlock(ExpandableBit expandableBit)
     : base(expandableBit, Styles.header)
 {
 }
Beispiel #6
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 /// <summary>
 /// Constructs a LayerListUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the state of the foldout</param>
 public LayerListUIBlock(ExpandableBit expandableBit)
 {
     m_ExpandableBit = expandableBit;
     m_WithUV        = new bool[] { true, true, true, true };
 }
 /// <summary>
 /// Constructs a TessellationOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit used to store the foldout state</param>
 public TessellationOptionsUIBlock(ExpandableBit expandableBit)
 {
     m_ExpandableBit = expandableBit;
 }
 /// <summary>
 /// Constructs a LayerListUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the state of the foldout</param>
 public LayerListUIBlock(ExpandableBit expandableBit)
 {
     m_ExpandableBit = expandableBit;
 }
Beispiel #9
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 /// <summary>
 /// Constructs a DecalSurfaceInputsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state</param>
 public DecalSurfaceInputsUIBlock(ExpandableBit expandableBit)
 {
     m_ExpandableBit = expandableBit;
 }
Beispiel #10
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 /// <summary>
 /// Constructs an EmissionUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="features">Features of the block.</param>
 public EmissionUIBlock(ExpandableBit expandableBit, Features features = Features.All)
     : base(expandableBit, Styles.header)
 {
     m_Features = features;
 }
Beispiel #11
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 public AxfMainSurfaceInputsUIBlock(ExpandableBit expandableBit)
 {
     m_ExpandableBit = expandableBit;
 }
 /// <summary>
 /// Constructs a LayeringOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="layerIndex">Current layer index. For non-layered shader, indicate 0.</param>
 public LayeringOptionsUIBlock(ExpandableBit expandableBit, int layerIndex)
     : base(expandableBit, Styles.header)
 {
     m_LayerIndex = layerIndex;
 }
Beispiel #13
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 /// <summary>
 /// Constructs a DecalSurfaceOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 public DecalSurfaceOptionsUIBlock(ExpandableBit expandableBit)
 {
     m_ExpandableBit = expandableBit;
 }
 /// <summary>
 /// Constructs a DecalSurfaceOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 public DecalSurfaceOptionsUIBlock(ExpandableBit expandableBit)
     : base(expandableBit, Styles.header)
 {
 }
Beispiel #15
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 /// <summary>
 /// Constructs the AdvancedOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="features">Features of the block.</param>
 public LitAdvancedOptionsUIBlock(ExpandableBit expandableBit, Features features = Features.All) : base(expandableBit, features)
 {
 }
Beispiel #16
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 /// <summary>
 /// Constructs the DecalSortingInputsUIBlock.
 /// </summary>
 /// <param name="expandableBit">Bit used for the foldout state.</param>
 public DecalSortingInputsUIBlock(ExpandableBit expandableBit)
 {
     m_ExpandableBit = expandableBit;
 }
Beispiel #17
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 /// <summary>
 /// Constructs a LayeringOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="layerIndex">Current layer index. For non-layered shader, indicate 0.</param>
 public LayeringOptionsUIBlock(ExpandableBit expandableBit, int layerIndex)
 {
     m_ExpandableBit = expandableBit;
     m_LayerIndex    = layerIndex;
 }
 /// <summary>
 /// Constructs a TessellationOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit used to store the foldout state</param>
 public TessellationOptionsUIBlock(ExpandableBit expandableBit)
     : base(expandableBit, Styles.header)
 {
 }
Beispiel #19
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 /// <summary>
 /// Constructs a LayerListUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the state of the foldout</param>
 public LayerListUIBlock(ExpandableBit expandableBit)
     : base(expandableBit, Styles.header)
 {
 }
Beispiel #20
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 /// <summary>
 /// Constructs a ShaderGraphUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="features">Features enabled in the block.</param>
 public ShaderGraphUIBlock(ExpandableBit expandableBit = ExpandableBit.ShaderGraph, Features features = Features.All)
     : base(expandableBit, Styles.header)
 {
     m_Features = features;
 }
Beispiel #21
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 /// <summary>
 /// Constructs an UnlitSurfaceInputsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 public UnlitSurfaceInputsUIBlock(ExpandableBit expandableBit)
 {
     m_ExpandableBit = expandableBit;
 }
 /// <summary>
 /// Constructs an UnlitSurfaceInputsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 public UnlitSurfaceInputsUIBlock(ExpandableBit expandableBit)
     : base(expandableBit, Styles.header)
 {
 }
Beispiel #23
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 /// <summary>
 /// Constructor to auto generate the foldout section, override the method OnGUIOpen
 /// </summary>
 /// <param name="expandableBit"><see cref="ExpandableBit"/> used to store the state (open/closed) for this section</param>
 /// <param name="header"><see cref="GUIContent"/>The title of this section</param>
 internal MaterialUIBlock(ExpandableBit expandableBit, GUIContent header)
 {
     this.expandableBit = expandableBit;
     this.header        = header;
 }
Beispiel #24
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 /// <summary>
 /// Constructs an EmissionUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="features">Features of the block.</param>
 public EmissionUIBlock(ExpandableBit expandableBit, Features features = Features.All)
 {
     m_ExpandableBit = expandableBit;
     m_Features      = features;
 }
 /// <summary>
 /// Constructs the AdvancedOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="features">Features of the block.</param>
 public AdvancedOptionsUIBlock(ExpandableBit expandableBit, Features features = Features.All)
 {
     m_ExpandableBit = expandableBit;
     m_Features      = features;
 }
 /// <summary>
 /// Constructs a ShaderGraphUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="features">Features enabled in the block.</param>
 public ShaderGraphUIBlock(ExpandableBit expandableBit = ExpandableBit.ShaderGraph, Features features = Features.All)
 {
     m_ExpandableBit = expandableBit;
     m_Features      = features;
 }
 /// <summary>
 /// Constructs the AdvancedOptionsUIBlock based on the parameters.
 /// </summary>
 /// <param name="expandableBit">Bit index used to store the foldout state.</param>
 /// <param name="features">Features of the block.</param>
 public AdvancedOptionsUIBlock(ExpandableBit expandableBit, Features features = Features.All)
     : base(expandableBit, Styles.header)
 {
     m_Features = features;
 }