This commit is contained in:
SoulliesOfficial
2026-03-14 02:30:26 -04:00
parent cf86f0ee51
commit aee62cd637
2041 changed files with 246771 additions and 129128 deletions

View File

@@ -191,7 +191,7 @@ namespace NBShaderEditor
// MaterialEditor.BeginProperty(position, prop);
EditorGUI.BeginChangeCheck();
bool hdr = (prop.flags & MaterialProperty.PropFlags.HDR) != 0;
bool hdr = (prop.propertyFlags & UnityEngine.Rendering.ShaderPropertyFlags.HDR) != 0;
if (IsPropertyAnimated(propertyName,"r","g","b","a"))
{
GUI.backgroundColor = animatedBackgroundColor;

View File

@@ -245,19 +245,19 @@ namespace NBShaderEditor
public void SetPropertyToDefaultValue(ShaderPropertyPack pack,VectorValeType vectorValeType = VectorValeType.Undefine)
{
MaterialProperty property = pack.property;
MaterialProperty.PropType propertyType = property.type;
if (pack.property.type == MaterialProperty.PropType.Texture && vectorValeType != VectorValeType.Undefine)
UnityEngine.Rendering.ShaderPropertyType propertyType = property.propertyType;
if (pack.property.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture && vectorValeType != VectorValeType.Undefine)
{
propertyType = MaterialProperty.PropType.Vector;//Tilling or Offset
propertyType = UnityEngine.Rendering.ShaderPropertyType.Vector;//Tilling or Offset
}
switch (propertyType)
{
case MaterialProperty.PropType.Color:
case UnityEngine.Rendering.ShaderPropertyType.Color:
Vector4 colorValue = _shader.GetPropertyDefaultVectorValue(pack.index);
property.colorValue = new Color(colorValue.x, colorValue.y, colorValue.z, colorValue.x);
break;
case MaterialProperty.PropType.Vector:
case UnityEngine.Rendering.ShaderPropertyType.Vector:
Vector4 defaultVecValue;
Vector4 vecValue;
if (vectorValeType == VectorValeType.Tilling || vectorValeType == VectorValeType.Offset)
@@ -292,12 +292,12 @@ namespace NBShaderEditor
}
break;
case MaterialProperty.PropType.Float or MaterialProperty.PropType.Range:
case UnityEngine.Rendering.ShaderPropertyType.Float or UnityEngine.Rendering.ShaderPropertyType.Range:
float value = _shader.GetPropertyDefaultFloatValue(pack.index);
property.floatValue = value;
break;
case MaterialProperty.PropType.Texture:
case UnityEngine.Rendering.ShaderPropertyType.Texture:
if (property.textureValue == null)
{
break;
@@ -319,19 +319,19 @@ namespace NBShaderEditor
public bool IsPropertyModified(ShaderPropertyPack pack,VectorValeType vectorValeType = VectorValeType.Undefine)
{
MaterialProperty property = pack.property;
MaterialProperty.PropType propertyType = property.type;
if (pack.property.type == MaterialProperty.PropType.Texture && vectorValeType != VectorValeType.Undefine)
UnityEngine.Rendering.ShaderPropertyType propertyType = property.propertyType;
if (pack.property.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture && vectorValeType != VectorValeType.Undefine)
{
propertyType = MaterialProperty.PropType.Vector;//Tilling or Offset
propertyType = UnityEngine.Rendering.ShaderPropertyType.Vector;//Tilling or Offset
}
switch (propertyType)
{
case MaterialProperty.PropType.Color:
case UnityEngine.Rendering.ShaderPropertyType.Color:
Vector4 colorValue = _shader.GetPropertyDefaultVectorValue(pack.index);
Color color = new Color(colorValue.x, colorValue.y, colorValue.z, colorValue.w);
return property.colorValue == color ? false : true;
case MaterialProperty.PropType.Vector:
case UnityEngine.Rendering.ShaderPropertyType.Vector:
Vector4 defaultVecValue;
Vector4 vecValue;
@@ -373,10 +373,10 @@ namespace NBShaderEditor
}
return isVecModified;
case MaterialProperty.PropType.Float or MaterialProperty.PropType.Range:
case UnityEngine.Rendering.ShaderPropertyType.Float or UnityEngine.Rendering.ShaderPropertyType.Range:
return Mathf.Approximately(property.floatValue, _shader.GetPropertyDefaultFloatValue(pack.index)) ? false : true;
case MaterialProperty.PropType.Texture:
case UnityEngine.Rendering.ShaderPropertyType.Texture:
if (property.textureValue == null)
{
return false;