internal override bool HasModified() { if (base.HasModified()) { return(true); } ShaderImporter shaderImporter = this.target as ShaderImporter; if (shaderImporter == null) { return(false); } Shader shader = shaderImporter.GetShader(); if (shader == null) { return(false); } int propertyCount = ShaderUtil.GetPropertyCount(shader); for (int i = 0; i < propertyCount; i++) { string propertyName = ShaderUtil.GetPropertyName(shader, i); for (int j = 0; j < this.propertyNames.Count; j++) { if (this.propertyNames[j] == propertyName && this.textures[j] != shaderImporter.GetDefaultTexture(propertyName)) { return(true); } } } return(false); }
internal override void ResetValues() { base.ResetValues(); this.propertyNames = new List <string>(); this.displayNames = new List <string>(); this.textures = new List <Texture>(); this.dimensions = new List <TextureDimension>(); ShaderImporter shaderImporter = this.target as ShaderImporter; if (shaderImporter == null) { return; } Shader shader = shaderImporter.GetShader(); if (shader == null) { return; } int propertyCount = ShaderUtil.GetPropertyCount(shader); for (int i = 0; i < propertyCount; i++) { if (ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv) { string propertyName = ShaderUtil.GetPropertyName(shader, i); string propertyDescription = ShaderUtil.GetPropertyDescription(shader, i); Texture defaultTexture = shaderImporter.GetDefaultTexture(propertyName); this.propertyNames.Add(propertyName); this.displayNames.Add(propertyDescription); this.textures.Add(defaultTexture); this.dimensions.Add(ShaderUtil.GetTexDim(shader, i)); } } }
internal override bool HasModified() { if (base.HasModified()) { return(true); } ShaderImporter target = this.target as ShaderImporter; if ((UnityEngine.Object)target == (UnityEngine.Object)null) { return(false); } Shader shader = target.GetShader(); if ((UnityEngine.Object)shader == (UnityEngine.Object)null) { return(false); } int propertyCount = ShaderUtil.GetPropertyCount(shader); for (int propertyIdx = 0; propertyIdx < propertyCount; ++propertyIdx) { string propertyName = ShaderUtil.GetPropertyName(shader, propertyIdx); for (int index = 0; index < this.propertyNames.Count; ++index) { if (this.propertyNames[index] == propertyName && (UnityEngine.Object) this.textures[index] != (UnityEngine.Object)target.GetDefaultTexture(propertyName)) { return(true); } } } return(false); }
internal override void ResetValues() { base.ResetValues(); this.propertyNames = new List <string>(); this.displayNames = new List <string>(); this.textures = new List <Texture>(); this.dimensions = new List <ShaderUtil.ShaderPropertyTexDim>(); ShaderImporter target = this.target as ShaderImporter; if ((UnityEngine.Object)target == (UnityEngine.Object)null) { return; } Shader shader = target.GetShader(); if ((UnityEngine.Object)shader == (UnityEngine.Object)null) { return; } int propertyCount = ShaderUtil.GetPropertyCount(shader); for (int propertyIdx = 0; propertyIdx < propertyCount; ++propertyIdx) { if (ShaderUtil.GetPropertyType(shader, propertyIdx) == ShaderUtil.ShaderPropertyType.TexEnv) { string propertyName = ShaderUtil.GetPropertyName(shader, propertyIdx); string propertyDescription = ShaderUtil.GetPropertyDescription(shader, propertyIdx); Texture defaultTexture = target.GetDefaultTexture(propertyName); this.propertyNames.Add(propertyName); this.displayNames.Add(propertyDescription); this.textures.Add(defaultTexture); this.dimensions.Add(ShaderUtil.GetTexDim(shader, propertyIdx)); } } }
public override bool HasModified() { bool result; if (base.HasModified()) { result = true; } else { ShaderImporter shaderImporter = base.target as ShaderImporter; if (shaderImporter == null) { result = false; } else { Shader shader = shaderImporter.GetShader(); if (shader == null) { result = false; } else { int propertyCount = ShaderUtil.GetPropertyCount(shader); for (int i = 0; i < propertyCount; i++) { string propertyName = ShaderUtil.GetPropertyName(shader, i); for (int j = 0; j < this.m_Properties.Count; j++) { if (this.m_Properties[j].propertyName == propertyName) { Texture y = (!this.m_Properties[j].modifiable) ? shaderImporter.GetNonModifiableTexture(propertyName) : shaderImporter.GetDefaultTexture(propertyName); if (this.m_Properties[j].texture != y) { result = true; return(result); } } } } result = false; } } } return(result); }
public override void OnInspectorGUI() { ShaderImporter target = base.target as ShaderImporter; if (target != null) { Shader shader = target.GetShader(); if (shader != null) { if (GetNumberOfTextures(shader) != this.propertyNames.Count) { this.ResetValues(); } this.ShowDefaultTextures(); base.ApplyRevertGUI(); } } }
public override void OnInspectorGUI() { ShaderImporter shaderImporter = base.target as ShaderImporter; if (!(shaderImporter == null)) { Shader shader = shaderImporter.GetShader(); if (!(shader == null)) { if (ShaderImporterInspector.GetNumberOfTextures(shader) != this.m_Properties.Count) { this.ResetValues(); } this.ShowTextures(); base.ApplyRevertGUI(); } } }
protected override void ResetValues() { base.ResetValues(); this.m_Properties.Clear(); ShaderImporter shaderImporter = base.target as ShaderImporter; if (!(shaderImporter == null)) { Shader shader = shaderImporter.GetShader(); if (!(shader == null)) { int propertyCount = ShaderUtil.GetPropertyCount(shader); for (int i = 0; i < propertyCount; i++) { if (ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv) { string propertyName = ShaderUtil.GetPropertyName(shader, i); string propertyDescription = ShaderUtil.GetPropertyDescription(shader, i); bool flag = !ShaderUtil.IsShaderPropertyNonModifiableTexureProperty(shader, i); Texture texture; if (!flag) { texture = shaderImporter.GetNonModifiableTexture(propertyName); } else { texture = shaderImporter.GetDefaultTexture(propertyName); } ShaderImporterInspector.TextureProp item = new ShaderImporterInspector.TextureProp { propertyName = propertyName, texture = texture, dimension = ShaderUtil.GetTexDim(shader, i), displayName = propertyDescription, modifiable = flag }; this.m_Properties.Add(item); } } } } }
public override void OnInspectorGUI() { ShaderImporter target = this.target as ShaderImporter; if ((UnityEngine.Object)target == (UnityEngine.Object)null) { return; } Shader shader = target.GetShader(); if ((UnityEngine.Object)shader == (UnityEngine.Object)null) { return; } if (ShaderImporterInspector.GetNumberOfTextures(shader) != this.propertyNames.Count) { this.ResetValues(); } this.ShowDefaultTextures(); this.ApplyRevertGUI(); }