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
        }
        public static int GetShaderErrorCount(Shader s)
        {
#if UNITY_2019_3_OR_NEWER
            return(ShaderUtil.GetShaderMessageCount(s));
#else
            return(( int )ShaderUtilEx.Type.InvokeMember("GetShaderErrorCount", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { s }));
#endif
        }
예제 #3
0
        private void ShowShaderErrors(Shader s)
        {
            int n = ShaderUtil.GetShaderMessageCount(s);

            if (n < 1)
            {
                return;
            }
            ShaderErrorListUI(s, ShaderUtil.GetShaderMessages(s), ref m_ScrollPosition);
        }
예제 #4
0
        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);
        }