// Event received when custom material editor properties are changed. void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat) { //Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***"); int targetMaterialID = mat.GetInstanceID(); int sharedMaterialID = m_sharedMaterial.GetInstanceID(); int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID(); // Filter events and return if the affected material is not this object's material. if (targetMaterialID != sharedMaterialID) { // Check if event applies to the source fallback material if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID) { TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial); } else { return; } } if (m_TextComponent == null) { m_TextComponent = GetComponentInParent <TextMeshPro>(); } m_padding = GetPaddingForMaterial(); m_TextComponent.havePropertiesChanged = true; m_TextComponent.SetVerticesDirty(); }
private void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat) { int instanceID = mat.GetInstanceID(); int instanceID2 = m_sharedMaterial.GetInstanceID(); int num = (!(base.m_MaskMaterial == null)) ? base.m_MaskMaterial.GetInstanceID() : 0; int num2 = (!(m_fallbackSourceMaterial == null)) ? m_fallbackSourceMaterial.GetInstanceID() : 0; if (m_fallbackMaterial != null && num2 == instanceID) { TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial); } if ((UnityEngine.Object)(object) m_TextComponent == null) { m_TextComponent = base.GetComponentInParent <TextMeshProUGUI>(); } if (base.m_MaskMaterial != null) { #if UNITY_EDITOR /*Undo.RecordObject(base.m_MaskMaterial, "Material Property Changes"); * Undo.RecordObject(m_sharedMaterial, "Material Property Changes");*/ #endif if (instanceID == instanceID2) { float @float = base.m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID); float float2 = base.m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp); base.m_MaskMaterial.CopyPropertiesFromMaterial(mat); base.m_MaskMaterial.shaderKeywords = mat.shaderKeywords; base.m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, @float); base.m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, float2); } else if (instanceID == num) { GetPaddingForMaterial(mat); m_sharedMaterial.CopyPropertiesFromMaterial(mat); m_sharedMaterial.shaderKeywords = mat.shaderKeywords; m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilID, 0f); m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilComp, 8f); } else if (num2 == instanceID) { float float3 = base.m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID); float float4 = base.m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp); base.m_MaskMaterial.CopyPropertiesFromMaterial(m_fallbackMaterial); base.m_MaskMaterial.shaderKeywords = m_fallbackMaterial.shaderKeywords; base.m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, float3); base.m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, float4); } } m_padding = GetPaddingForMaterial(); SetVerticesDirty(); base.m_ShouldRecalculateStencil = true; //((MaskableGraphic)this).RecalculateClipping(); RecalculateClipping(); //((MaskableGraphic)this).RecalculateMasking(); RecalculateMasking(); }
// Event received when custom material editor properties are changed. void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat) { //Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***"); if (m_sharedMaterial == null) { return; } int targetMaterialID = mat.GetInstanceID(); int sharedMaterialID = m_sharedMaterial.GetInstanceID(); int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID(); // Sync culling with parent text object bool hasCullModeProperty = m_sharedMaterial.HasProperty(ShaderUtilities.ShaderTag_CullMode); float cullMode = 0; if (hasCullModeProperty) { cullMode = textComponent.fontSharedMaterial.GetFloat(ShaderUtilities.ShaderTag_CullMode); m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode); } // Filter events and return if the affected material is not this object's material. if (targetMaterialID != sharedMaterialID) { // Check if event applies to the source fallback material if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID && TMP_Settings.matchMaterialPreset) { TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial); // Re-sync culling with parent text object if (hasCullModeProperty) { m_fallbackMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode); } } else { return; } } m_padding = GetPaddingForMaterial(); m_TextComponent.havePropertiesChanged = true; m_TextComponent.SetVerticesDirty(); }
private void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat) { int instanceID = mat.GetInstanceID(); int instanceID2 = m_sharedMaterial.GetInstanceID(); int num = (!(m_fallbackSourceMaterial == null)) ? m_fallbackSourceMaterial.GetInstanceID() : 0; if (instanceID != instanceID2) { if (!(m_fallbackMaterial != null) || num != instanceID) { return; } TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial); } if ((UnityEngine.Object)(object) m_TextComponent == null) { m_TextComponent = GetComponentInParent <TextMeshPro>(); } m_padding = GetPaddingForMaterial(); m_TextComponent.havePropertiesChanged = true; ((Graphic)m_TextComponent).SetVerticesDirty(); }
// Event received when custom material editor properties are changed. void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat) { //Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***"); int targetMaterialID = mat.GetInstanceID(); int sharedMaterialID = m_sharedMaterial.GetInstanceID(); int maskingMaterialID = m_MaskMaterial == null ? 0 : m_MaskMaterial.GetInstanceID(); int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID(); // Filter events and return if the affected material is not this object's material. //if (targetMaterialID != sharedMaterialID && targetMaterialID != maskingMaterialID) return; // Filter events and return if the affected material is not this object's material. if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID) { TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial); } if (m_TextComponent == null) { m_TextComponent = GetComponentInParent <TextMeshProUGUI>(); } // Make sure material properties are synchronized between the assigned material and masking material. if (m_MaskMaterial != null) { UnityEditor.Undo.RecordObject(m_MaskMaterial, "Material Property Changes"); UnityEditor.Undo.RecordObject(m_sharedMaterial, "Material Property Changes"); if (targetMaterialID == sharedMaterialID) { //Debug.Log("Copy base material properties to masking material if not null."); float stencilID = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID); float stencilComp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp); m_MaskMaterial.CopyPropertiesFromMaterial(mat); m_MaskMaterial.shaderKeywords = mat.shaderKeywords; m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID); m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp); } else if (targetMaterialID == maskingMaterialID) { // Update the padding GetPaddingForMaterial(mat); m_sharedMaterial.CopyPropertiesFromMaterial(mat); m_sharedMaterial.shaderKeywords = mat.shaderKeywords; m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilID, 0); m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilComp, 8); } else if (fallbackSourceMaterialID == targetMaterialID) { float stencilID = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID); float stencilComp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp); m_MaskMaterial.CopyPropertiesFromMaterial(m_fallbackMaterial); m_MaskMaterial.shaderKeywords = m_fallbackMaterial.shaderKeywords; m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID); m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp); } } m_padding = GetPaddingForMaterial(); SetVerticesDirty(); m_ShouldRecalculateStencil = true; RecalculateClipping(); RecalculateMasking(); }