/// <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; }
/// <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()); } }
/// <summary> /// Constructs the DecalSortingInputsUIBlock. /// </summary> /// <param name="expandableBit">Bit used for the foldout state.</param> public DecalSortingInputsUIBlock(ExpandableBit expandableBit) : base(expandableBit, Styles.header) { }
/// <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; }
/// <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; }
/// <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; }
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; }
/// <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) { }
/// <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) { }
/// <summary> /// Constructs the DecalSortingInputsUIBlock. /// </summary> /// <param name="expandableBit">Bit used for the foldout state.</param> public DecalSortingInputsUIBlock(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) { 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) { }
/// <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) { }
/// <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; }
/// <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) { }
/// <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; }
/// <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; }