Esempio n. 1
0
 private void ShowShaderCodeArea(Shader s)
 {
     ShaderInspector.ShowSurfaceShaderButton(s);
     ShaderInspector.ShowFixedFunctionShaderButton(s);
     this.ShowCompiledCodeButton(s);
     this.ShowShaderErrors(s);
 }
Esempio n. 2
0
 private void ShowShaderErrors(ComputeShader s)
 {
     if (ShaderUtil.GetComputeShaderErrorCount(s) >= 1)
     {
         ShaderInspector.ShaderErrorListUI(s, ShaderUtil.GetComputeShaderErrors(s), ref this.m_ScrollPosition);
     }
 }
Esempio n. 3
0
 private void ShowShaderErrors(ComputeShader s)
 {
     if (ShaderUtil.GetComputeShaderErrorCount(s) < 1)
     {
         return;
     }
     ShaderInspector.ShaderErrorListUI((Object)s, ShaderUtil.GetComputeShaderErrors(s), ref this.m_ScrollPosition);
 }
Esempio n. 4
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        private void ShowShaderErrors(Shader s)
        {
            int shaderErrorCount = ShaderUtil.GetShaderErrorCount(s);

            if (shaderErrorCount >= 1)
            {
                ShaderInspector.ShaderErrorListUI(s, ShaderUtil.GetShaderErrors(s), ref this.m_ScrollPosition);
            }
        }
        private void ShowShaderErrors(ComputeShader s)
        {
            int n = ShaderUtil.GetComputeShaderErrorCount(s);

            if (n < 1)
            {
                return;
            }
            ShaderInspector.ShaderErrorListUI(s, ShaderUtil.GetComputeShaderErrors(s), ref m_ScrollPosition);
        }
        private void ShowShaderErrors(RayTracingShader s)
        {
            int n = ShaderUtil.GetRayTracingShaderMessageCount(s);

            if (n < 1)
            {
                return;
            }
            ShaderInspector.ShaderErrorListUI(s, ShaderUtil.GetRayTracingShaderMessages(s), ref m_ScrollPosition);
        }
        private static void ShowShaderProperties(Shader s)
        {
            GUILayout.Space(5f);
            GUILayout.Label("Properties:", EditorStyles.boldLabel, new GUILayoutOption[0]);
            int propertyCount = ShaderUtil.GetPropertyCount(s);

            for (int index = 0; index < propertyCount; ++index)
            {
                EditorGUILayout.LabelField(ShaderUtil.GetPropertyName(s, index), ShaderInspector.GetPropertyType(s, index) + ShaderUtil.GetPropertyDescription(s, index), new GUILayoutOption[0]);
            }
        }
Esempio n. 8
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        private static void ShowShaderProperties(Shader s)
        {
            GUILayout.Space(5f);
            GUILayout.Label("Properties:", EditorStyles.boldLabel, new GUILayoutOption[0]);
            int propertyCount = ShaderUtil.GetPropertyCount(s);

            for (int i = 0; i < propertyCount; i++)
            {
                string propertyName = ShaderUtil.GetPropertyName(s, i);
                string label        = ShaderInspector.GetPropertyType(s, i) + ShaderUtil.GetPropertyDescription(s, i);
                EditorGUILayout.LabelField(propertyName, label, new GUILayoutOption[0]);
            }
        }
        private void ShowShaderErrors(ComputeShader s)
        {
            if (Event.current.type == EventType.Layout)
            {
                int n = ShaderUtil.GetComputeShaderMessageCount(s);
                m_ShaderMessages = null;
                if (n >= 1)
                {
                    m_ShaderMessages = ShaderUtil.GetComputeShaderMessages(s);
                }
            }

            if (m_ShaderMessages == null)
            {
                return;
            }
            ShaderInspector.ShaderErrorListUI(s, m_ShaderMessages, ref m_ScrollPosition);
        }
Esempio n. 10
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        public override void OnInspectorGUI()
        {
            Shader target = this.target as Shader;

            if ((UnityEngine.Object)target == (UnityEngine.Object)null)
            {
                return;
            }
            GUI.enabled           = true;
            EditorGUI.indentLevel = 0;
            this.ShowShaderCodeArea(target);
            if (!target.isSupported)
            {
                return;
            }
            EditorGUILayout.LabelField("Cast shadows", !ShaderUtil.HasShadowCasterPass(target) ? "no" : "yes", new GUILayoutOption[0]);
            EditorGUILayout.LabelField("Render queue", ShaderUtil.GetRenderQueue(target).ToString((IFormatProvider)CultureInfo.InvariantCulture), new GUILayoutOption[0]);
            EditorGUILayout.LabelField("LOD", ShaderUtil.GetLOD(target).ToString((IFormatProvider)CultureInfo.InvariantCulture), new GUILayoutOption[0]);
            EditorGUILayout.LabelField("Ignore projector", !ShaderUtil.DoesIgnoreProjector(target) ? "no" : "yes", new GUILayoutOption[0]);
            string label2;

            switch (target.disableBatching)
            {
            case DisableBatchingType.False:
                label2 = "no";
                break;

            case DisableBatchingType.True:
                label2 = "yes";
                break;

            case DisableBatchingType.WhenLODFading:
                label2 = "when LOD fading is on";
                break;

            default:
                label2 = "unknown";
                break;
            }
            EditorGUILayout.LabelField("Disable batching", label2, new GUILayoutOption[0]);
            ShaderInspector.ShowShaderProperties(target);
        }
Esempio n. 11
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        public override void OnInspectorGUI()
        {
            Shader shader = base.target as Shader;

            if (!(shader == null))
            {
                GUI.enabled           = true;
                EditorGUI.indentLevel = 0;
                this.ShowShaderCodeArea(shader);
                if (shader.isSupported)
                {
                    EditorGUILayout.LabelField("Cast shadows", (!ShaderUtil.HasShadowCasterPass(shader)) ? "no" : "yes", new GUILayoutOption[0]);
                    EditorGUILayout.LabelField("Render queue", ShaderUtil.GetRenderQueue(shader).ToString(CultureInfo.InvariantCulture), new GUILayoutOption[0]);
                    EditorGUILayout.LabelField("LOD", ShaderUtil.GetLOD(shader).ToString(CultureInfo.InvariantCulture), new GUILayoutOption[0]);
                    EditorGUILayout.LabelField("Ignore projector", (!ShaderUtil.DoesIgnoreProjector(shader)) ? "no" : "yes", new GUILayoutOption[0]);
                    string label;
                    switch (shader.disableBatching)
                    {
                    case DisableBatchingType.False:
                        label = "no";
                        break;

                    case DisableBatchingType.True:
                        label = "yes";
                        break;

                    case DisableBatchingType.WhenLODFading:
                        label = "when LOD fading is on";
                        break;

                    default:
                        label = "unknown";
                        break;
                    }
                    EditorGUILayout.LabelField("Disable batching", label, new GUILayoutOption[0]);
                    ShaderInspector.ShowShaderProperties(shader);
                }
            }
        }