示例#1
0
 public void Init(string[] names, Material[] presets, ShaderEditor shaderEditor)
 {
     this.shaderEditor  = shaderEditor;
     this.beforePreset  = shaderEditor.materials.Select(m => new Material(m)).ToArray();
     mainStruct         = new PresetStruct("");
     backgroundTextrure = new Texture2D(1, 1);
     if (EditorGUIUtility.isProSkin)
     {
         backgroundTextrure.SetPixel(0, 0, new Color(0.18f, 0.18f, 0.18f, 1));
     }
     else
     {
         backgroundTextrure.SetPixel(0, 0, new Color(0.9f, 0.9f, 0.9f, 1));
     }
     backgroundTextrure.Apply();
     for (int i = 1; i < names.Length; i++)
     {
         string[]     path     = names[i].Split('/');
         PresetStruct addUnder = mainStruct;
         for (int j = 0; j < path.Length; j++)
         {
             addUnder = addUnder.GetSubStruct(path[j]);
         }
         addUnder.SetPreset(presets[i - 1]);
     }
 }
示例#2
0
        public void Apply(ShaderEditor editor)
        {
            Shader           originShader       = Shader.Find(OriginShader);
            Shader           targetShader       = Shader.Find(TargetShader);
            SerializedObject serializedMaterial = new SerializedObject(editor.Materials[0]);

            foreach (PropertyTranslation trans in PropertyTranslations)
            {
                if (editor.PropertyDictionary.ContainsKey(trans.Target))
                {
                    SerializedProperty p;
                    switch (editor.PropertyDictionary[trans.Target].MaterialProperty.type)
                    {
                    case MaterialProperty.PropType.Float:
                    case MaterialProperty.PropType.Range:
                        p = GetProperty(serializedMaterial, "m_SavedProperties.m_Floats", trans.Origin);
                        if (p != null)
                        {
                            float f = p.FindPropertyRelative("second").floatValue;
                            if (trans.Math.Length > 0)
                            {
                                f = Helper.SolveMath(trans.Math, f);
                            }
                            editor.PropertyDictionary[trans.Target].MaterialProperty.floatValue = f;
                        }
                        break;

                    case MaterialProperty.PropType.Vector:
                        p = GetProperty(serializedMaterial, "m_SavedProperties.m_Colors", trans.Origin);
                        if (p != null)
                        {
                            editor.PropertyDictionary[trans.Target].MaterialProperty.vectorValue = p.FindPropertyRelative("second").vector4Value;
                        }
                        break;

                    case MaterialProperty.PropType.Color:
                        p = GetProperty(serializedMaterial, "m_SavedProperties.m_Colors", trans.Origin);
                        if (p != null)
                        {
                            editor.PropertyDictionary[trans.Target].MaterialProperty.colorValue = p.FindPropertyRelative("second").colorValue;
                        }
                        break;

                    case MaterialProperty.PropType.Texture:
                        p = GetProperty(serializedMaterial, "m_SavedProperties.m_TexEnvs", trans.Origin);
                        if (p != null)
                        {
                            SerializedProperty values = p.FindPropertyRelative("second");
                            editor.PropertyDictionary[trans.Target].MaterialProperty.textureValue =
                                values.FindPropertyRelative("m_Texture").objectReferenceValue as Texture;
                            Vector2 scale  = values.FindPropertyRelative("m_Scale").vector2Value;
                            Vector2 offset = values.FindPropertyRelative("m_Offset").vector2Value;
                            editor.PropertyDictionary[trans.Target].MaterialProperty.textureScaleAndOffset =
                                new Vector4(scale.x, scale.y, offset.x, offset.y);
                        }
                        break;
                    }
                }
            }
        }
示例#3
0
        public static void TranslationSelectionGUI(ShaderEditor editor)
        {
            Rect r;

            if (GuiHelper.ButtonWithCursor(Styles.icon_style_shaders, "Shader Translation", 25, 25, out r))
            {
                EditorUtility.DisplayCustomMenu(r, TranslationDefinitions.Select(t => new GUIContent(t.Name)).ToArray(), -1, ConfirmTranslationSelection, editor);
            }
        }
示例#4
0
 public static void SuggestedTranslationButtonGUI(ShaderEditor editor)
 {
     if (editor.SuggestedTranslationDefinition != null)
     {
         if (GUILayout.Button("Apply " + editor.SuggestedTranslationDefinition.Name + " shader translation."))
         {
             editor.SuggestedTranslationDefinition.Apply(editor);
         }
     }
 }
示例#5
0
            public override void OnClick(TreeView treeview)
            {
                ShaderEditor editor = (ShaderEditor)LibraryGUI.GetActiveContent(typeof(ShaderEditor));

                if (editor == null)
                {
                    editor = new ShaderEditor();
                    LibraryGUI.LoadEditor(editor);
                }

                editor.Text = Text;
                editor.Dock = DockStyle.Fill;
                editor.FillEditor(this, ((SHARCFB)Parent.Parent).header);
            }
示例#6
0
 private void Menu_Save(object sender, RoutedEventArgs e)
 {
     ShaderEditor.SaveFile();
     D3DContext.UpdateShader();
 }