大修
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@@ -191,7 +191,7 @@ namespace NBShaderEditor
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// MaterialEditor.BeginProperty(position, prop);
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EditorGUI.BeginChangeCheck();
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bool hdr = (prop.flags & MaterialProperty.PropFlags.HDR) != 0;
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bool hdr = (prop.propertyFlags & UnityEngine.Rendering.ShaderPropertyFlags.HDR) != 0;
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if (IsPropertyAnimated(propertyName,"r","g","b","a"))
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{
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GUI.backgroundColor = animatedBackgroundColor;
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@@ -245,19 +245,19 @@ namespace NBShaderEditor
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public void SetPropertyToDefaultValue(ShaderPropertyPack pack,VectorValeType vectorValeType = VectorValeType.Undefine)
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{
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MaterialProperty property = pack.property;
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MaterialProperty.PropType propertyType = property.type;
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if (pack.property.type == MaterialProperty.PropType.Texture && vectorValeType != VectorValeType.Undefine)
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UnityEngine.Rendering.ShaderPropertyType propertyType = property.propertyType;
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if (pack.property.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture && vectorValeType != VectorValeType.Undefine)
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{
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propertyType = MaterialProperty.PropType.Vector;//Tilling or Offset
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propertyType = UnityEngine.Rendering.ShaderPropertyType.Vector;//Tilling or Offset
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}
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switch (propertyType)
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{
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case MaterialProperty.PropType.Color:
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case UnityEngine.Rendering.ShaderPropertyType.Color:
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Vector4 colorValue = _shader.GetPropertyDefaultVectorValue(pack.index);
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property.colorValue = new Color(colorValue.x, colorValue.y, colorValue.z, colorValue.x);
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break;
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case MaterialProperty.PropType.Vector:
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case UnityEngine.Rendering.ShaderPropertyType.Vector:
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Vector4 defaultVecValue;
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Vector4 vecValue;
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if (vectorValeType == VectorValeType.Tilling || vectorValeType == VectorValeType.Offset)
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@@ -292,12 +292,12 @@ namespace NBShaderEditor
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}
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break;
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case MaterialProperty.PropType.Float or MaterialProperty.PropType.Range:
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case UnityEngine.Rendering.ShaderPropertyType.Float or UnityEngine.Rendering.ShaderPropertyType.Range:
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float value = _shader.GetPropertyDefaultFloatValue(pack.index);
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property.floatValue = value;
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break;
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case MaterialProperty.PropType.Texture:
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case UnityEngine.Rendering.ShaderPropertyType.Texture:
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if (property.textureValue == null)
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{
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break;
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@@ -319,19 +319,19 @@ namespace NBShaderEditor
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public bool IsPropertyModified(ShaderPropertyPack pack,VectorValeType vectorValeType = VectorValeType.Undefine)
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{
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MaterialProperty property = pack.property;
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MaterialProperty.PropType propertyType = property.type;
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if (pack.property.type == MaterialProperty.PropType.Texture && vectorValeType != VectorValeType.Undefine)
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UnityEngine.Rendering.ShaderPropertyType propertyType = property.propertyType;
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if (pack.property.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture && vectorValeType != VectorValeType.Undefine)
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{
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propertyType = MaterialProperty.PropType.Vector;//Tilling or Offset
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propertyType = UnityEngine.Rendering.ShaderPropertyType.Vector;//Tilling or Offset
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}
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switch (propertyType)
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{
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case MaterialProperty.PropType.Color:
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case UnityEngine.Rendering.ShaderPropertyType.Color:
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Vector4 colorValue = _shader.GetPropertyDefaultVectorValue(pack.index);
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Color color = new Color(colorValue.x, colorValue.y, colorValue.z, colorValue.w);
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return property.colorValue == color ? false : true;
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case MaterialProperty.PropType.Vector:
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case UnityEngine.Rendering.ShaderPropertyType.Vector:
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Vector4 defaultVecValue;
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Vector4 vecValue;
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@@ -373,10 +373,10 @@ namespace NBShaderEditor
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}
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return isVecModified;
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case MaterialProperty.PropType.Float or MaterialProperty.PropType.Range:
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case UnityEngine.Rendering.ShaderPropertyType.Float or UnityEngine.Rendering.ShaderPropertyType.Range:
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return Mathf.Approximately(property.floatValue, _shader.GetPropertyDefaultFloatValue(pack.index)) ? false : true;
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case MaterialProperty.PropType.Texture:
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case UnityEngine.Rendering.ShaderPropertyType.Texture:
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if (property.textureValue == null)
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{
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return false;
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