Example #1
0
    public static void CacheTextureProps(AlloyInspectorBase editor,
                                         string shaderVarName,
                                         out SerializedProperty scrollProp,
                                         out SerializedProperty spinProp,
                                         out SerializedProperty uvProp)
    {
        string velName = shaderVarName + "Velocity";

        scrollProp = editor.GetProperty(MaterialProperty.PropType.Vector, velName);

        string spinName = shaderVarName + "Spin";

        spinProp = editor.GetProperty(MaterialProperty.PropType.Float, spinName);

        string uvName = shaderVarName + "UV";

        uvProp = editor.GetProperty(MaterialProperty.PropType.Float, uvName);
    }
Example #2
0
 public AlloyFieldDrawer(AlloyInspectorBase editor, MaterialProperty property)
 {
     Serialized = editor.GetProperty(property.type, property.name);
     Property   = property;
 }
    public static void CacheTextureProps(AlloyInspectorBase editor,
        string shaderVarName,
        out SerializedProperty scrollProp,
        out SerializedProperty spinProp,
        out SerializedProperty uvProp) {
        string velName = shaderVarName + "Velocity";
        scrollProp = editor.GetProperty(MaterialProperty.PropType.Vector, velName);

        string spinName = shaderVarName + "Spin";
        spinProp = editor.GetProperty(MaterialProperty.PropType.Float, spinName);

        string uvName = shaderVarName + "UV";
        uvProp = editor.GetProperty(MaterialProperty.PropType.Float, uvName);
    }
 public AlloyFieldDrawer(AlloyInspectorBase editor, MaterialProperty property) {
     Serialized = editor.GetProperty(property.type, property.name);
     Property = property;
 }