Beispiel #1
0
        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
        {
            IsDrawing = true;
            //Init
            bool reloadUI = _isFirstOnGUICall || (_doReloadNextDraw && Event.current.type == EventType.Layout) || (materialEditor.target as Material).shader != Shader;

            if (reloadUI)
            {
                InitEditorData(materialEditor);
                Properties = props;
                InitlizeThryUI();
            }

            //Update Data
            Properties = props;
            Shader     = Materials[0].shader;
            Input.Update(IsLockedMaterial);
            ActiveRenderer    = Selection.activeTransform?.GetComponent <Renderer>();
            IsInAnimationMode = AnimationMode.InAnimationMode();

            Active = this;

            GUIManualReloadButton();
            GUIShaderVersioning();

            GUITopBar();
            GUISearchBar();
            Presets.PresetEditorGUI(this);
            ShaderTranslator.SuggestedTranslationButtonGUI(this);

            //PROPERTIES
            foreach (ShaderPart part in MainGroup.parts)
            {
                part.Draw();
            }

            //Render Queue selection
            if (VRCInterface.IsVRCSDKInstalled())
            {
                _vRCFallbackProperty.Draw();
            }
            if (Config.Singleton.showRenderQueue)
            {
                _renderQueueProperty.Draw();
            }

            BetterTooltips.DrawActive();

            GUIFooters();

            HandleEvents();

            IsDrawing = false;
        }
        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
        {
            _isDrawing = true;
            //Init
            bool reloadUI = firstOnGUICall || (reloadNextDraw && Event.current.type == EventType.Layout) || (materialEditor.target as Material).shader != shader;

            if (reloadUI)
            {
                InitEditorData(materialEditor);
                properties = props;
                InitlizeThryUI();
            }

            //Update Data
            properties = props;
            shader     = materials[0].shader;
            UpdateEvents();

            active = this;

            GUIManualReloadButton();
            GUIShaderVersioning();

            GUITopBar();
            GUISearchBar();
            GUIComplexity();

            //Optimizer is now drawn wherever the property is. might change back later
            //ShaderOptimizerProperty?.Draw();

            //PROPERTIES
            foreach (ShaderPart part in mainHeader.parts)
            {
                part.Draw();
            }

            //Render Queue selection
            if (Config.Singleton.showRenderQueue)
            {
                materialEditor.RenderQueueField();
            }

            BetterTooltips.DrawActive();

            GUIFooters();

            HandleEvents();

            _isDrawing = false;
        }
Beispiel #3
0
        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
        {
            _isDrawing = true;
            //Init
            bool reloadUI = firstOnGUICall || (reloadNextDraw && Event.current.type == EventType.Layout) || (materialEditor.target as Material).shader != shader;

            if (reloadUI)
            {
                InitEditorData(materialEditor);
                properties = props;
                InitlizeThryUI();
            }

            //Update Data
            properties = props;
            shader     = materials[0].shader;
            input.Update(isLockedMaterial);

            active = this;

            GUIManualReloadButton();
            GUIShaderVersioning();

            GUITopBar();
            GUISearchBar();
            Presets.PresetEditorGUI(this);

            //PROPERTIES
            foreach (ShaderPart part in mainGroup.parts)
            {
                part.Draw();
            }

            //Render Queue selection
            if (Config.Singleton.showRenderQueue)
            {
                materialEditor.RenderQueueField();
            }

            BetterTooltips.DrawActive();

            GUIFooters();

            HandleEvents();

            _isDrawing = false;
        }