HasShaderSnippets() 개인적인 메소드

private HasShaderSnippets ( Shader s ) : bool
s UnityEngine.Shader
리턴 bool
예제 #1
0
        private void ShowCompiledCodeButton(Shader s)
        {
            EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]);
            EditorGUILayout.PrefixLabel("Compiled code", EditorStyles.miniButton);
            bool flag = ShaderUtil.HasShaderSnippets(s) || ShaderUtil.HasSurfaceShaders(s) || ShaderUtil.HasFixedFunctionShaders(s);

            if (flag)
            {
                GUIContent showCurrent = ShaderInspector.Styles.showCurrent;
                Rect       rect        = GUILayoutUtility.GetRect(showCurrent, EditorStyles.miniButton, new GUILayoutOption[]
                {
                    GUILayout.ExpandWidth(false)
                });
                Rect position = new Rect(rect.xMax - 16f, rect.y, 16f, rect.height);
                if (EditorGUI.DropdownButton(position, GUIContent.none, FocusType.Passive, GUIStyle.none))
                {
                    Rect last = GUILayoutUtility.topLevel.GetLast();
                    PopupWindow.Show(last, new ShaderInspectorPlatformsPopup(s));
                    GUIUtility.ExitGUI();
                }
                if (GUI.Button(rect, showCurrent, EditorStyles.miniButton))
                {
                    ShaderUtil.OpenCompiledShader(s, ShaderInspectorPlatformsPopup.currentMode, ShaderInspectorPlatformsPopup.currentPlatformMask, ShaderInspectorPlatformsPopup.currentVariantStripping == 0);
                    GUIUtility.ExitGUI();
                }
            }
            else
            {
                GUILayout.Button("none (precompiled shader)", GUI.skin.label, new GUILayoutOption[0]);
            }
            EditorGUILayout.EndHorizontal();
        }
예제 #2
0
        // Compiled shader code button+dropdown
        private void ShowCompiledCodeButton(Shader s)
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel("Compiled code", EditorStyles.miniButton);

            var hasCode = ShaderUtil.HasShaderSnippets(s) || ShaderUtil.HasSurfaceShaders(s) || ShaderUtil.HasFixedFunctionShaders(s);

            if (hasCode)
            {
                // button with a drop-down part on the right
                var modeContent  = Styles.showCurrent;
                var modeRect     = GUILayoutUtility.GetRect(modeContent, EditorStyles.miniButton, GUILayout.ExpandWidth(false));
                var modeDropRect = new Rect(modeRect.xMax - 16, modeRect.y, 16, modeRect.height);
                if (EditorGUI.DropdownButton(modeDropRect, GUIContent.none, FocusType.Passive, GUIStyle.none))
                {
                    Rect rect = GUILayoutUtility.topLevel.GetLast();
                    PopupWindow.Show(rect, new ShaderInspectorPlatformsPopup(s));
                    GUIUtility.ExitGUI();
                }
                if (GUI.Button(modeRect, modeContent, EditorStyles.miniButton))
                {
                    ShaderUtil.OpenCompiledShader(s, ShaderInspectorPlatformsPopup.currentMode, ShaderInspectorPlatformsPopup.currentPlatformMask, ShaderInspectorPlatformsPopup.currentVariantStripping == 0);
                    GUIUtility.ExitGUI();
                }
            }
            else
            {
                // Note: PrefixLabel is sometimes buggy if followed by a non-control (like Label).
                // We just want to show a label here, but have to pretend it's a button so it is treated like
                // a control.
                GUILayout.Button("none (precompiled shader)", GUI.skin.label);
            }

            EditorGUILayout.EndHorizontal();
        }
예제 #3
0
        // Compiled shader code button+dropdown
        private void ShowCompiledCodeButton(Shader s)
        {
            EditorGUILayout.BeginVertical();
            ShaderImporter importer             = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(s.GetInstanceID())) as ShaderImporter;
            bool           enablePreprocessOnly = EditorSettings.cachingShaderPreprocessor;

            if (importer && importer.preprocessorOverride == PreprocessorOverride.ForceCachingPreprocessor)
            {
                enablePreprocessOnly = true;
            }
            using (new EditorGUI.DisabledScope(!enablePreprocessOnly))
                s_PreprocessOnly = EditorGUILayout.Toggle(Styles.togglePreprocess, s_PreprocessOnly);
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel("Compiled code", EditorStyles.miniButton);

            var hasCode = ShaderUtil.HasShaderSnippets(s) || ShaderUtil.HasSurfaceShaders(s) || ShaderUtil.HasFixedFunctionShaders(s);

            if (hasCode)
            {
                // button with a drop-down part on the right
                var modeContent  = Styles.showCurrent;
                var modeRect     = GUILayoutUtility.GetRect(modeContent, EditorStyles.miniButton, GUILayout.ExpandWidth(false));
                var modeDropRect = new Rect(modeRect.xMax - 16, modeRect.y, 16, modeRect.height);
                if (EditorGUI.DropdownButton(modeDropRect, GUIContent.none, FocusType.Passive, GUIStyle.none))
                {
                    Rect rect = GUILayoutUtility.topLevel.GetLast();
                    PopupWindow.Show(rect, new ShaderInspectorPlatformsPopup(s));
                    GUIUtility.ExitGUI();
                }
                if (GUI.Button(modeRect, modeContent, EditorStyles.miniButton))
                {
                    ShaderUtil.OpenCompiledShader(s, ShaderInspectorPlatformsPopup.currentMode, ShaderInspectorPlatformsPopup.currentPlatformMask, ShaderInspectorPlatformsPopup.currentVariantStripping == 0, enablePreprocessOnly && s_PreprocessOnly);
                    GUIUtility.ExitGUI();
                }
            }
            else
            {
                // Note: PrefixLabel is sometimes buggy if followed by a non-control (like Label).
                // We just want to show a label here, but have to pretend it's a button so it is treated like
                // a control.
                GUILayout.Button("none (precompiled shader)", GUI.skin.label);
            }

            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();
        }