public override void Init(SWDataNode _data, SWWindowMain _window) { styleID = 2; base.Init(_data, _window); data.outputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._UV); }
public override void Init(SWDataNode _data, SWWindowMain _window) { styleID = 2; nodeWidth = 152; nodeHeight = 130; base.Init(_data, _window); data.outputType.Add(SWDataType._UV); //data.inputType.Add (SWDataType._Color); }
public override void Init(SWDataNode _data, SWWindowMain _window) { nodeWidth = NodeWidth + 70; nodeHeight = NodeHeight; base.Init(_data, _window); data.outputType.Add(SWDataType._UV); //data.inputType.Add (SWDataType._Color); }
public override void Init(SWDataNode _data, SWWindowMain _window) { childPortSingleConnection = true; styleID = 1; nodeWidth = 190; nodeHeight = NodeBigHeight + 60; base.Init(_data, _window); data.outputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._Color); }
private static Shader CreateShader(SWWindowMain edit,string txt) { string path = string.Format ("{0}{1}.shader", edit.folderPath, edit.data.title); string fullPath = SWCommon.Path2FullPath (path); string adbPath = SWCommon.Path2AssetDBPath (path); // string guid = AssetDatabase.AssetPathToGUID (adbPath); File.WriteAllText(fullPath, txt ); AssetDatabase.ImportAsset(adbPath, ImportAssetOptions.ForceUpdate); Shader currentShader = AssetDatabase.LoadAssetAtPath<Shader> ( adbPath); return currentShader; }
public override void Init(SWDataNode _data, SWWindowMain _window) { styleID = 0; base.Init(_data, _window); data.outputType.Add(SWDataType._Color); data.inputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._Alpha); //Color node can be child node of color node data.inputType.Add(SWDataType._Color); }
public override void Init(SWDataNode _data, SWWindowMain _window) { styleID = 2; base.Init(_data, _window); data.outputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._Color); if (textureEx.IsNull) { textureEx = SWCommon.TextureCreate(512, 512, TextureFormat.ARGB32); } }
public override void Init(SWDataNode _data, SWWindowMain _window) { styleID = 1; base.Init(_data, _window); data.outputType.Add(SWDataType._Color); data.outputType.Add(SWDataType._UV); data.outputType.Add(SWDataType._Alpha); data.inputType.Add(SWDataType._Color); data.inputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._Alpha); UpdatePort(); }
public override void Init(SWDataNode _data, SWWindowMain _window) { styleID = 0; nodeWidth = 144; nodeHeight = NodeBigHeight; base.Init(_data, _window); data.outputType.Add(SWDataType._Color); data.inputType.Add(SWDataType._Alpha); ePopup_op = new SWEnumPopup(typeof(SWOutputOP), (int)data.effectDataColor.op, false, null, delegate(int index){ data.effectDataColor.op = (SWOutputOP)index; }); }
public override void Init(SWDataNode _data, SWWindowMain _window) { nodeHeight = 80; styleID = 2; base.Init(_data, _window); data.outputType.Add(SWDataType._UV); data.childPortNumber = 0; ePopup_coordMode = new SWEnumPopup(typeof(SWCoordMode), (int)data.coordMode, false, null, delegate(int index) { data.coordMode = (SWCoordMode)index; } ); }
public override void Init(SWDataNode _data, SWWindowMain _window) { styleID = 0; base.Init(_data, _window); data.outputType.Add(SWDataType._Color); data.inputType.Add(SWDataType._Color); data.inputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._Alpha); InitForSp(); //force set to no loop,in case of old data //new project should be OK, since SWDataNode' constructor has loop logic data.effectData.useLoop = false; }
public override void Init(SWDataNode _data, SWWindowMain _window) { childPortSingleConnection = true; styleID = 2; base.Init(_data, _window); data.outputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._Color); if (textureEx.IsNull) { ResetTex(); } lineInfo = ScriptableObject.CreateInstance <RemapLineInfo>(); }
public override void Init(SWDataNode _data, SWWindowMain _window) { styleID = 1; base.Init(_data, _window); data.outputType.Add(SWDataType._Color); data.outputType.Add(SWDataType._UV); data.outputType.Add(SWDataType._Alpha); data.inputType.Add(SWDataType._Color); data.inputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._Alpha); if (texMask.IsNull) { ResetMask(); } }
public static Material CreateMaterial(SWWindowMain _edit) { edit = _edit; //step:shader var shader = CreateStep_Shader(); if (edit.data.shaderType == SWShaderType.ngui_ui2dSprite) { CreateStep_ShaderNGUI(); } //step:material Material mat = CreateStep_Material(shader); return(mat); }
public static Material CreateMaterial(SWWindowMain edit) { foreach (var item in edit.NodeAll()) { item.Value.shaderOutput = null; } SWShaderCreaterBase sc = null; if (edit.data.shaderType == SWShaderType.normal) { sc = new SWShaderCreaterBase (edit); } if (edit.data.shaderType == SWShaderType.ui) { sc = new SWShaderCreaterUI (edit); } if (edit.data.shaderType == SWShaderType.uiFont) { sc = new SWShaderCreaterUIFont (edit); } if (edit.data.shaderType == SWShaderType.sprite) { if(edit.data.spriteLightType == SWSpriteLightType.no) sc = new SWShaderCreaterSprite (edit); else if(edit.data.spriteLightType == SWSpriteLightType.diffuse) sc = new SWShaderCreaterSpriteLight (edit); } float f = Time.realtimeSinceStartup; string txt = sc.CreateShaderText(); var shader = CreateShader (edit,txt); string path = ""; if (edit.newCopy || string.IsNullOrEmpty (edit.data.materialGUID)) path = string.Format ("{0}{1}.mat", edit.folderPath, edit.data.title); else path = SWCommon.AssetDBPath2Path(AssetDatabase.GUIDToAssetPath (edit.data.materialGUID)); Material m = AssetDatabase.LoadAssetAtPath<Material> (SWCommon.Path2AssetDBPath(path)); if (m == null) { m = new Material (shader); SetMaterialProp (m, edit); m = SWCommon.SaveReload<Material> (m, path); } else { m.shader = shader; SetMaterialProp (m, edit); } edit.data.materialGUID = SWEditorTools.ObjectToGUID (m); return m; }
private static void SetMaterialProp(Material m,SWWindowMain edit) { foreach (var item in edit.textures) { if(item.Value !=null) m.SetTexture (item.Key, item.Value); } foreach (var item in edit.nodes) { if (item.HasColorAttribute ()) { if(item.data.type == SWNodeType.root) m.SetColor (string.Format ("_Color"),item.data.effectDataColor.color); else m.SetColor (string.Format ("_Color{0}", item.data.iName),item.data.effectDataColor.color); } } }
public virtual void Init(SWDataNode _data, SWWindowMain _window) { SerializedInit(); data = _data; index = SWWindowMain.Instance.GetNextIndex(); if (string.IsNullOrEmpty(data.name)) { data.name = data.type.ToString() + index; } if (this is SWNodeRoot) { data.name = "ROOT"; } InitLayout(); SetRectsAll(); data.outputType.Clear(); data.inputType.Clear(); }
public override void Init(SWDataNode _data, SWWindowMain _window) { childPortSingleConnection = true; nodeWidth = NodeBigWidth; nodeHeight = 80; styleID = 1; base.Init(_data, _window); data.outputType.Add(SWDataType._Color); data.outputType.Add(SWDataType._UV); data.outputType.Add(SWDataType._Alpha); data.inputType.Add(SWDataType._Color); data.inputType.Add(SWDataType._UV); data.inputType.Add(SWDataType._Alpha); UpdatePort(); foreach (var item in data.gradients) { item.UpdateTex(); } }
public SWShaderCreaterSprite(SWWindowMain _window) : base(_window) { IsSprite = true; }
public SWShaderCreaterUIFont(SWWindowMain _window) : base(_window) { IsTextureSampleAdd = true; }
public SWShaderCreaterNGUIClipSoftBase(SWWindowMain _window) : base(_window) { }
public SWShaderCreaterUI(SWWindowMain _window) : base(_window) { IsTextureSampleAdd = true; IsSprite = true; }
public SWShaderCreaterNGUIClipTex(SWWindowMain _window) : base(_window) { postFix_fileName = " NGUI ClipTex"; postFix_shaderName = " (TextureClip)"; }
public SWShaderCreaterNGUI(SWWindowMain _window) : base(_window) { }
public SWShaderCreaterSpriteLight(SWWindowMain _window) : base(_window) { }
public SWShaderCreaterNGUIClip1(SWWindowMain _window) : base(_window) { clipCount = 1; InitName(); }
public SWShaderCreaterBase(SWWindowMain _window) { Instance = this; window = _window; }