private HasShadowCasterPass ( |
||
s | ||
리턴 | bool |
public override void OnInspectorGUI() { var s = target as Shader; if (s == null) { return; } GUI.enabled = true; EditorGUI.indentLevel = 0; ShowShaderCodeArea(s); if (s.isSupported) { EditorGUILayout.LabelField("Cast shadows", (ShaderUtil.HasShadowCasterPass(s)) ? "yes" : "no"); EditorGUILayout.LabelField("Render queue", ShaderUtil.GetRenderQueue(s).ToString(CultureInfo.InvariantCulture)); EditorGUILayout.LabelField("LOD", ShaderUtil.GetLOD(s).ToString(CultureInfo.InvariantCulture)); EditorGUILayout.LabelField("Ignore projector", ShaderUtil.DoesIgnoreProjector(s) ? "yes" : "no"); string disableBatchingString; switch (s.disableBatching) { case DisableBatchingType.False: disableBatchingString = "no"; break; case DisableBatchingType.True: disableBatchingString = "yes"; break; case DisableBatchingType.WhenLODFading: disableBatchingString = "when LOD fading is on"; break; default: disableBatchingString = "unknown"; break; } EditorGUILayout.LabelField("Disable batching", disableBatchingString); ShowKeywords(s); // If any SRP is active, then display the SRP Batcher compatibility status if (RenderPipelineManager.currentPipeline != null) { var mat = new Material(s); mat.SetPass(0); // NOTE: Force the shader compilation to ensure GetSRPBatcherCompatibilityCode will be up to date int subShader = ShaderUtil.GetShaderActiveSubshaderIndex(s); int SRPErrCode = ShaderUtil.GetSRPBatcherCompatibilityCode(s, subShader); string result = (0 == SRPErrCode) ? "compatible" : "not compatible"; EditorGUILayout.LabelField("SRP Batcher", result); if (SRPErrCode != 0) { EditorGUILayout.HelpBox(ShaderUtil.GetSRPBatcherCompatibilityIssueReason(s, subShader, SRPErrCode), MessageType.Info); } } ShowShaderProperties(s); } }
public override void OnInspectorGUI() { var s = target as Shader; if (s == null) { return; } GUI.enabled = true; EditorGUI.indentLevel = 0; ShowShaderCodeArea(s); if (s.isSupported) { EditorGUILayout.LabelField("Cast shadows", (ShaderUtil.HasShadowCasterPass(s)) ? "yes" : "no"); EditorGUILayout.LabelField("Render queue", ShaderUtil.GetRenderQueue(s).ToString(CultureInfo.InvariantCulture)); EditorGUILayout.LabelField("LOD", ShaderUtil.GetLOD(s).ToString(CultureInfo.InvariantCulture)); EditorGUILayout.LabelField("Ignore projector", ShaderUtil.DoesIgnoreProjector(s) ? "yes" : "no"); string disableBatchingString; switch (s.disableBatching) { case DisableBatchingType.False: disableBatchingString = "no"; break; case DisableBatchingType.True: disableBatchingString = "yes"; break; case DisableBatchingType.WhenLODFading: disableBatchingString = "when LOD fading is on"; break; default: disableBatchingString = "unknown"; break; } EditorGUILayout.LabelField("Disable batching", disableBatchingString); ShowShaderProperties(s); } }
public override void OnInspectorGUI() { Shader target = this.target as Shader; if ((UnityEngine.Object)target == (UnityEngine.Object)null) { return; } GUI.enabled = true; EditorGUI.indentLevel = 0; this.ShowShaderCodeArea(target); if (!target.isSupported) { return; } EditorGUILayout.LabelField("Cast shadows", !ShaderUtil.HasShadowCasterPass(target) ? "no" : "yes", new GUILayoutOption[0]); EditorGUILayout.LabelField("Render queue", ShaderUtil.GetRenderQueue(target).ToString((IFormatProvider)CultureInfo.InvariantCulture), new GUILayoutOption[0]); EditorGUILayout.LabelField("LOD", ShaderUtil.GetLOD(target).ToString((IFormatProvider)CultureInfo.InvariantCulture), new GUILayoutOption[0]); EditorGUILayout.LabelField("Ignore projector", !ShaderUtil.DoesIgnoreProjector(target) ? "no" : "yes", new GUILayoutOption[0]); string label2; switch (target.disableBatching) { case DisableBatchingType.False: label2 = "no"; break; case DisableBatchingType.True: label2 = "yes"; break; case DisableBatchingType.WhenLODFading: label2 = "when LOD fading is on"; break; default: label2 = "unknown"; break; } EditorGUILayout.LabelField("Disable batching", label2, new GUILayoutOption[0]); ShaderInspector.ShowShaderProperties(target); }
public override void OnInspectorGUI() { Shader shader = base.target as Shader; if (!(shader == null)) { GUI.enabled = true; EditorGUI.indentLevel = 0; this.ShowShaderCodeArea(shader); if (shader.isSupported) { EditorGUILayout.LabelField("Cast shadows", (!ShaderUtil.HasShadowCasterPass(shader)) ? "no" : "yes", new GUILayoutOption[0]); EditorGUILayout.LabelField("Render queue", ShaderUtil.GetRenderQueue(shader).ToString(CultureInfo.InvariantCulture), new GUILayoutOption[0]); EditorGUILayout.LabelField("LOD", ShaderUtil.GetLOD(shader).ToString(CultureInfo.InvariantCulture), new GUILayoutOption[0]); EditorGUILayout.LabelField("Ignore projector", (!ShaderUtil.DoesIgnoreProjector(shader)) ? "no" : "yes", new GUILayoutOption[0]); string label; switch (shader.disableBatching) { case DisableBatchingType.False: label = "no"; break; case DisableBatchingType.True: label = "yes"; break; case DisableBatchingType.WhenLODFading: label = "when LOD fading is on"; break; default: label = "unknown"; break; } EditorGUILayout.LabelField("Disable batching", label, new GUILayoutOption[0]); ShaderInspector.ShowShaderProperties(shader); } } }