private void ShowShaderErrors(Shader s) { #if UNITY_2019_3_OR_NEWER if (Event.current.type == EventType.Layout) { int n = ShaderUtil.GetShaderMessageCount(s); m_ShaderMessages = null; if (n >= 1) { m_ShaderMessages = ShaderUtil.GetShaderMessages(s); } } if (m_ShaderMessages == null) { return; } ShaderInspectorEx.ShaderErrorListUI(s, m_ShaderMessages, ref this.m_ScrollPosition); #else int shaderErrorCount = ShaderUtilEx.GetShaderErrorCount(s); if (shaderErrorCount < 1) { return; } CustomShaderInspector.ShaderErrorListUI(s, ShaderUtilEx.GetShaderErrors(s), ref this.m_ScrollPosition); #endif }
private void ShowShaderErrors(Shader s) { int n = ShaderUtil.GetShaderMessageCount(s); if (n < 1) { return; } ShaderErrorListUI(s, ShaderUtil.GetShaderMessages(s), ref m_ScrollPosition); }
private void ShowShaderErrors(Shader s) { int shaderErrorCount = ShaderUtilEx.GetShaderErrorCount(s); if (shaderErrorCount < 1) { return; } #if UNITY_2019_3_OR_NEWER ShaderInspectorEx.ShaderErrorListUI(s, ShaderUtil.GetShaderMessages(s), ref this.m_ScrollPosition); #else CustomShaderInspector.ShaderErrorListUI(s, ShaderUtilEx.GetShaderErrors(s), ref this.m_ScrollPosition); #endif }
private void ShowShaderErrors(Shader s) { ShaderMessage[] messages = ShaderUtil.GetShaderMessages(s); if (messages.Length > 0) { this.m_ScrollPosition = GUILayout.BeginScrollView(this.m_ScrollPosition, false, false); foreach (ShaderMessage msg in messages) { using (new GUILayout.VerticalScope(EditorStyles.helpBox)) { Texture2D icon = msg.severity == Rendering.ShaderCompilerMessageSeverity.Error ? SF_Styles.IconErrorSmall : SF_Styles.IconWarningSmall; GUILayout.Label(new GUIContent($"{msg.message} at line {msg.line} on {msg.platform}", icon)); } } GUILayout.EndScrollView(); } }
private void ShowShaderErrors(Shader s) { if (Event.current.type == EventType.Layout) { int n = ShaderUtil.GetShaderMessageCount(s); m_ShaderMessages = null; if (n >= 1) { m_ShaderMessages = ShaderUtil.GetShaderMessages(s); } } if (m_ShaderMessages == null) { return; } ShaderErrorListUI(s, m_ShaderMessages, ref m_ScrollPosition); }