Esempio n. 1
0
        //-------------Draw Functions----------------

        public void InitlizeThryUI()
        {
            Config config = Config.Singleton;

            active = this;

            //get material targets
            materials = editor.targets.Select(o => o as Material).ToArray();

            shader = materials[0].shader;

            animPropertySuffix = ShaderOptimizer.GetAnimPropertySuffix(materials[0]);

            _isPresetEditor = materials.Length == 1 && Presets.ArePreset(materials);

            //collect shader properties
            CollectAllProperties();

            if (ShaderOptimizer.IsShaderUsingThryOptimizer(shader))
            {
                ShaderOptimizerProperty = propertyDictionary[ShaderOptimizer.GetOptimizerPropertyName(shader)];
                if (ShaderOptimizerProperty != null)
                {
                    ShaderOptimizerProperty.exempt_from_locked_disabling = true;
                }
            }

            AddResetProperty();

            firstOnGUICall = false;
        }
Esempio n. 2
0
        //-------------Draw Functions----------------

        public void InitlizeThryUI()
        {
            Config config = Config.Singleton;

            Active = this;
            Helper.RegisterEditorUse();

            //get material targets
            Materials = Editor.targets.Select(o => o as Material).ToArray();

            Shader = Materials[0].shader;

            RenamedPropertySuffix = ShaderOptimizer.GetRenamedPropertySuffix(Materials[0]);

            IsPresetEditor = Materials.Length == 1 && Presets.ArePreset(Materials);

            //collect shader properties
            CollectAllProperties();

            if (ShaderOptimizer.IsShaderUsingThryOptimizer(Shader))
            {
                ShaderOptimizerProperty = PropertyDictionary[ShaderOptimizer.GetOptimizerPropertyName(Shader)];
                if (ShaderOptimizerProperty != null)
                {
                    ShaderOptimizerProperty.ExemptFromLockedDisabling = true;
                }
            }

            _renderQueueProperty = new RenderQueueProperty(this);
            _vRCFallbackProperty = new VRCFallbackProperty(this);
            ShaderParts.Add(_renderQueueProperty);
            ShaderParts.Add(_vRCFallbackProperty);

            AddResetProperty();

            _isFirstOnGUICall = false;
        }