// ----------------------------------------------------------------------- // This file is part of PandaShader VFXGUI. // // (c) sunhainan (2022/11/28 15:4:47) // // For the full copyright and license information, please view the LICENSE // file that was distributed with this source code. // ----------------------------------------------------------------------- using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace Yoka.MGame.PandaShader { public partial class PandavfxGUI { void OnGUIParallax(Material material) { /* if (material.GetFloat("_IfPara") == 1) { if (ParaTex.textureValue != null) { EditorGUILayout.BeginVertical(EditorStyles.helpBox); _shichax = Foldout(_shichax, "视差映射(ParallaxMapping)"); if (_shichax) { EditorGUI.indentLevel++; EditorGUILayout.Space(); GUIParallax(material); EditorGUI.indentLevel--; } EditorGUILayout.EndVertical(); } else { EditorGUILayout.BeginVertical(EditorStyles.helpBox); _shichax = Foldout2(_shichax, "视差映射(ParallaxMapping)"); if (_shichax) { EditorGUI.indentLevel++; EditorGUILayout.Space(); GUIParallax(material); EditorGUI.indentLevel--; } EditorGUILayout.EndVertical(); } } */ } void GUIParallax(Material material) { /* m_MaterialEditor.TexturePropertySingleLine(new GUIContent("深度贴图"), ParaTex); if (_tips == true) { EditorGUILayout.BeginVertical(EditorStyles.helpBox); style.fontSize = 10; style.normal.textColor = new Color(0.5f, 0.5f, 0.5f); GUILayout.Label("*灰度图即可,黑色部分会下凹,白色部分不变", style); EditorGUILayout.EndVertical(); } GUILayout.Space(5); m_MaterialEditor.ShaderProperty(Parallax, "深度值"); if (_tips == true) { EditorGUILayout.BeginVertical(EditorStyles.helpBox); style.fontSize = 10; style.normal.textColor = new Color(0.5f, 0.5f, 0.5f); GUILayout.Label("*下凹的强度值", style); EditorGUILayout.EndVertical(); } GUILayout.Space(5); if (ParaTex.textureValue == null) { material.SetFloat("_Parallax", 0); } */ } } }