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 static void ShowShaderProperties(Shader s) { GUILayout.Space(kSpace); GUILayout.Label("Properties:", EditorStyles.boldLabel); int n = ShaderUtil.GetPropertyCount(s); for (int i = 0; i < n; ++i) { string pname = ShaderUtil.GetPropertyName(s, i); string pdesc = GetPropertyType(s, i) + ShaderUtil.GetPropertyDescription(s, i); EditorGUILayout.LabelField(pname, pdesc); } }
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); } } } } }
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]); } }