Esempio n. 1
0
        //property.Expanded =  EditorGUILayout.Foldout( property.Expanded, property.GetPropertyType().PropertyTypeString() );

        public void Draw()
        {
            var shaderNameContent = new GUIContent(
                "Shader Name",
                "Name for shader. Includes the hierarchy listing, that is, MyShaders/Shader will be in a folder called \"MyShaders\" in the shader selection dropdown. Also used when referring to fallback shaders.");

            var oldColor = GUI.color;

            if (string.IsNullOrEmpty(_shaderName))
            {
                GUI.color = Color.red;
            }
            _shaderName.Value = EditorGUILayout.TextField(shaderNameContent, _shaderName.Value);
            GUI.color         = oldColor;

            var shaderFallbackContent = new GUIContent(
                "Shader Fallback",
                "Fallback shader to use in case this shader can not be used.");

            _shaderFallback.Value = EditorGUILayout.TextField(shaderFallbackContent, _shaderFallback.Value);

            var targetContent = new GUIContent("Shader Model", "Requires more recent hardware to use the shader, but allows for more instructions, texture reads, and more input information.");

            _shaderTarget = (ShaderTarget)EditorGUILayout.EnumPopup(targetContent, _shaderTarget);

            var excludePathContent = new GUIContent("Exclude Path", "Exclude a renderpath from shader generation");

            _excludePath = (ExcludePath)EditorGUILayout.EnumPopup(excludePathContent, _excludePath);

#if UNITY_5_3_OR_NEWER
            var shaderTypeContent = new GUIContent("Shader Type", "You can select Physically Based Rendering after Unity 5.3");
            var currentshaderType = _shaderType;
            _shaderType = (ShaderType)EditorGUILayout.EnumPopup(shaderTypeContent, currentshaderType);
            if ((currentshaderType != _shaderType) && (OnChangeShaderType != null))
            {
                OnChangeShaderType();
            }
#endif

            GUILayout.Space(8);
            _showQueueSettings = EditorGUILayout.Foldout(_showQueueSettings, "Queue Settings");
            if (_showQueueSettings)
            {
                var renderTypeContent = new GUIContent("Render Type", "This is the rendertype tag inserted into the shader. Can be used for shader replace");
                _renderType = (RenderType)EditorGUILayout.EnumPopup(renderTypeContent, _renderType);

                if (_renderType == RenderType.Custom)
                {
                    _renderTypeCustom.Value = EditorGUILayout.TextField("Custom Type", _renderTypeCustom.Value);
                }

                var queueContent = new GUIContent("Render Queue", "The render queue that this material will be put in");
                _queue = (Queue)EditorGUILayout.EnumPopup(queueContent, _queue);

                var offContent = new GUIContent(
                    "Queue Offset",
                    "Offset for drawing. Used to ensure some things draw before or after others, it specifically is an offset from the given queue- That is to say, you won't have a transparent object draw before an opaque object (or similar) due to this offset.");
                _queueAdjust = EditorGUILayout.IntSlider(offContent, _queueAdjust.Value, -100, 100);
            }

            GUILayout.Space(8);
            _showCullingAndDepthSettings = EditorGUILayout.Foldout(_showCullingAndDepthSettings, "Culling and Depth Settings");
            if (_showCullingAndDepthSettings)
            {
                var zWriteContent = new GUIContent("Write Depth", "Depth is considered when testing other objects. Disable for certain effects, like letting other things draw over yourself, or for speed on most overlays.");
                _zWrite = (ZWrite)EditorGUILayout.EnumPopup(zWriteContent, _zWrite);

                var cullModeContent = new GUIContent("CullMode", "Select back / forward to clip backwards facing polygons");
                _cullMode = (CullMode)EditorGUILayout.EnumPopup(cullModeContent, _cullMode);

                var zTestContent = new GUIContent("ZTest", "Select Z-Test Value");
                _zTest = (ZTest)EditorGUILayout.EnumPopup(zTestContent, _zTest);

                var enableLODContent = new GUIContent("Enable LOD", "Enable Shader LOD scaling");
                _enableLOD = EditorGUILayout.BeginToggleGroup(enableLODContent, _enableLOD);
                _lod       = EditorGUILayout.IntSlider("LOD", _lod, 0, 1000);
                EditorGUILayout.EndToggleGroup();
            }

            GUILayout.Space(8);
            _showBlending = EditorGUILayout.Foldout(_showBlending, "Blending Settings");
            if (_showBlending)
            {
                var blendingTypeContent = new GUIContent("Blend Type", "Use a build in blend mode or a custom blend mode");
                _blending = (BlendingType)EditorGUILayout.EnumPopup(blendingTypeContent, _blending);

                if (CustomBlendingEnabled())
                {
                    var srcBlendContent = new GUIContent("Src Blend Mode", "How the source channel of blending is used");
                    _srcBlend = (BlendingMode)EditorGUILayout.EnumPopup(srcBlendContent, _srcBlend);

                    var dstBlendContent = new GUIContent("Dst Blend Mode", "How the destination channel of blending is used");
                    _dstBlend = (BlendingMode)EditorGUILayout.EnumPopup(dstBlendContent, _dstBlend);
                }
            }

            GUILayout.Space(8);
            _showColorAndLighting = EditorGUILayout.Foldout(_showColorAndLighting, "Color And Lighting Settings");
            if (_showColorAndLighting)
            {
                GUILayout.BeginHorizontal();
                GUILayout.Label("Color Mask:", GUILayout.ExpandWidth(false));
                _colorMaskR.Value = EditorExtensions.ToggleButton(_colorMaskR.Value, "R", "Mask R Channel");
                _colorMaskG.Value = EditorExtensions.ToggleButton(_colorMaskG.Value, "G", "Mask G Channel");
                _colorMaskB.Value = EditorExtensions.ToggleButton(_colorMaskB.Value, "B", "Mask B Channel");
                _colorMaskA.Value = EditorExtensions.ToggleButton(_colorMaskA.Value, "A", "Mask A Channel");
                GUILayout.EndHorizontal();

                _dualForward        = GUILayout.Toggle(_dualForward, new GUIContent("Forward Dual Lightmaps", "Use dual lightmaps in the forward rendering path"));
                _fullForwardShadows = GUILayout.Toggle(_fullForwardShadows, new GUIContent("Forward Full Shadows", "Support all shadow types in Forward rendering path."));
                _softVegetation     = GUILayout.Toggle(_softVegetation, new GUIContent("Soft Vegetation", "Makes the surface shader only be rendered when Soft Vegetation is on."));
                _noAmbient          = GUILayout.Toggle(_noAmbient, new GUIContent("No Ambient", "Do not apply any ambient lighting or spherical harmonics lights."));
                _noLightmap         = GUILayout.Toggle(_noLightmap, new GUIContent("No Lightmaps", "Disables lightmap support in this shader (makes a shader smaller)."));
                _addShadow          = GUILayout.Toggle(_addShadow, new GUIContent("Advanced Shadow Pass", "Performs vertex transformations and clipping for the shadow pass, you need to use this if shadows do not display properly."));

                _ignoreProjectors = GUILayout.Toggle(_ignoreProjectors, new GUIContent("Ignore Projectors", "Ignores projector components, should be used if your doing custom vertex transformations or most transparency"));
                _approxview       = GUILayout.Toggle(_approxview, new GUIContent("Approximate View", "Computes normalized view direction per-vertex instead of per-pixel, for shaders that need it. This is faster, but view direction is not entirely correct when camera gets close to surface."));
                _halfasview       = GUILayout.Toggle(_halfasview, new GUIContent("Half As View", "Pass half-direction vector into the lighting function instead of view-direction. Half-direction will be computed and normalized per vertex. This is faster, but not entirely correct."));
                _noForwardAdd     = GUILayout.Toggle(_noForwardAdd, new GUIContent("Disable Forward Add", "Disables Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well."));
            }

            GUILayout.Space(8);
            _showFogSettings = EditorGUILayout.Foldout(_showFogSettings, "Fog Settings");
            if (_showFogSettings)
            {
                _fogModeOverride = EditorGUILayout.BeginToggleGroup("Fog Mode Override", _fogModeOverride);
                var fogModeContent = new GUIContent("Fog Mode", "The type of fog to use");
                _fogMode = (FogMode)EditorGUILayout.EnumPopup(fogModeContent, _fogMode);

                if (_fogMode == FogMode.Linear)
                {
                    _fogNearLinear.Value = EditorGUILayout.FloatField("Near Linear Range:", _fogNearLinear);
                    _fogFarLinear.Value  = EditorGUILayout.FloatField("Far Linear Range:", _fogFarLinear);
                }
                EditorGUILayout.EndToggleGroup();

                _fogColorOverride = EditorGUILayout.BeginToggleGroup("Fog Color Override", _fogColorOverride);
                _fogColor.Value   = EditorGUILayout.ColorField("Fog Color:", _fogColor);
                EditorGUILayout.EndToggleGroup();

                _fogDensityOverride = EditorGUILayout.BeginToggleGroup("Fog Density Override", _fogDensityOverride);
                _fogDensity.Value   = EditorGUILayout.FloatField("Fog Density:", _fogDensity);
                EditorGUILayout.EndToggleGroup();
            }
        }
Esempio n. 2
0
        void OnGUI()
        {
            var drawPos = new Rect(0, 0, (int)position.width, (int)position.height - 40);

            lock ( _previewTexture )
            {
                GUI.Box(drawPos, _previewTextureContent);
            }

            if (_parent.ShaderNeedsUpdate())
            {
                GUILayout.BeginArea(new Rect(0, 0, (int)position.width, (int)position.height - 40));
                GUILayout.BeginHorizontal();
                var oColor = GUI.color;                // Cache old content color
                GUI.color = Color.red;                 // Make the warning red
                var oldFontSize = GUI.skin.label.fontSize;
                GUI.skin.label.fontSize = 20;
                GUILayout.FlexibleSpace();                 // Flexible space (ensures buttohns don't move)
                GUILayout.Label("Shader Needs Updating");  // Draw the warning
                GUILayout.FlexibleSpace();
                GUI.skin.label.fontSize = oldFontSize;
                GUILayout.EndHorizontal();
                GUILayout.EndArea();
                GUI.color = oColor;                 // Revert the color
            }

            int dragControl = GUIUtility.GetControlID(_hotControlHash, FocusType.Passive);

            switch (Event.current.type)
            {
            case EventType.MouseDown:
                if (drawPos.Contains(Event.current.mousePosition))
                {
                    GUIUtility.hotControl = dragControl;
                }
                break;

            case EventType.MouseDrag:
                if (GUIUtility.hotControl == dragControl)
                {
                    _cameraRotation -= Event.current.delta;
                }
                break;

            case EventType.MouseUp:
                if (GUIUtility.hotControl == dragControl)
                {
                    GUIUtility.hotControl = 0;
                }
                break;
            }

            GUILayout.FlexibleSpace();
            _previewMesh = (Mesh)EditorGUILayout.ObjectField("Mesh:", _previewMesh, typeof(Mesh));

            GUILayout.BeginHorizontal( );
            _drawBackground = EditorExtensions.ToggleButton(_drawBackground, "Draw Background");
            if (GUILayout.Button("Update Preview"))
            {
                _parent.UpdateShader();
            }
            GUILayout.EndHorizontal();
        }
Esempio n. 3
0
        void OnGUI()
        {
            var drawPos = new Rect(0, 0, (int)position.width, (int)position.height - 40);

            if (_previewTexture != null)
            {
                lock (_previewTexture)
                {
                    GUI.Box(drawPos, _previewTextureContent);
                }
            }

            if (_parent.ShaderNeedsUpdate() && _autoUpdate && !_parent.isShaderBroken)
            {
                _parent.UpdateShader();
                GUILayout.BeginArea(new Rect(0, 0, (int)position.width, (int)position.height - 40));
                GUILayout.BeginHorizontal();
                GUI.Box(new Rect(0, 0, position.width, 30), "", GUI.skin.box);
                var oColor = GUI.color; // Cache old content color
                GUI.color = Color.white;
                var oldFontSize = GUI.skin.label.fontSize;
                GUI.skin.label.fontSize = 20;
                GUILayout.FlexibleSpace();          // Flexible space (ensures buttons don't move)
                GUILayout.Label("Shader Updating"); // Draw the warning
                GUILayout.FlexibleSpace();
                GUI.skin.label.fontSize = oldFontSize;
                GUILayout.EndHorizontal();
                GUILayout.EndArea();
                GUI.color = oColor; // Revert the color
            }

            if (_parent.isShaderBroken)
            {
                _parent.UpdateShader();
            }

            int dragControl = GUIUtility.GetControlID(_hotControlHash, FocusType.Passive);

            switch (Event.current.type)
            {
            case EventType.MouseDown:
                if (drawPos.Contains(Event.current.mousePosition))
                {
                    GUIUtility.hotControl = dragControl;
                    if (_rotate)
                    {
                        _tempStopRot = true;
                        float oldRotationVal;
                        oldRotationVal    = _cameraRotation.x;
                        _cameraRotation.x = oldRotationVal;
                        _cameraRotation.y = 0;
                    }
                }
                break;

            case EventType.MouseDrag:
                if (GUIUtility.hotControl == dragControl)
                {
                    _cameraRotation -= Event.current.delta;
                }
                break;

            case EventType.MouseUp:
                if (GUIUtility.hotControl == dragControl)
                {
                    GUIUtility.hotControl = 0;

                    if (_tempStopRot == true)
                    {
                        _tempStopRot = false;
                        _rotate      = true;
                    }
                }
                break;
            }

            GUILayout.FlexibleSpace();
            _previewMesh = (Mesh)EditorGUILayout.ObjectField("Mesh:", _previewMesh, typeof(Mesh), true);

            GUILayout.BeginHorizontal();
            _drawBackground = EditorExtensions.ToggleButton(_drawBackground, "Background");
            if (GUILayout.Button("Update"))
            {
                _parent.UpdateShader();
            }
            _autoUpdate = EditorExtensions.ToggleButton(_autoUpdate, "Auto");
            _rotate     = EditorExtensions.ToggleButton(_rotate, "Rotate");
            GUILayout.EndHorizontal();
        }