732 lines
28 KiB
C#
732 lines
28 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor.AnimatedValues;
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// using UnityEditor.Rendering.Universal.ShaderGUI;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEditor
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{
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public class ShaderGUIHelper
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{
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public class ShaderPropertyPack
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{
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public MaterialProperty property;
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public string name;
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}
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private List<Material> mats;
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private MaterialEditor matEditor;
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public List<ShaderPropertyPack> ShaderPropertyPacks = new List<ShaderPropertyPack>();
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public ShaderFlagsBase[] shaderFlags = null;
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public void Init(MaterialEditor materialEditor, MaterialProperty[] properties,
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ShaderFlagsBase[] shaderFlags_in = null, List<Material> mats_in = null)
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{
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shaderFlags = shaderFlags_in;
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ShaderPropertyPacks.Clear();
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mats = mats_in;
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Shader shader = mats[0].shader;
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matEditor = materialEditor;
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for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
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{
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ShaderPropertyPack pack = new ShaderPropertyPack();
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pack.name = ShaderUtil.GetPropertyName(shader, i);
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for (int index = 0; index < properties.Length; ++index)
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{
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if (properties[index] != null && properties[index].name == pack.name)
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{
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pack.property = properties[index];
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break;
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}
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else
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{
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if (index == properties.Length - 1)
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{
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Debug.LogError(pack.name + "找不到Properties");
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}
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}
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}
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ShaderPropertyPacks.Add(pack);
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}
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}
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AnimBool trueAnimBool = new AnimBool(true);
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public void DrawBigBlock(String label, Action drawBlock)
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{
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EditorGUILayout.Space();
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var origFontStyle = EditorStyles.label.fontStyle;
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EditorStyles.label.fontStyle = FontStyle.Bold;
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EditorGUILayout.LabelField(label);
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EditorStyles.label.fontStyle = origFontStyle;
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drawBlock();
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GuiLine();
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}
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public void DrawBigBlockFoldOut(ref AnimBool foldOutAnimBool, String label, Action drawBlock)
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{
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EditorGUILayout.Space();
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EditorGUILayout.BeginHorizontal();
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var rect = EditorGUILayout.GetControlRect();
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var foldoutRect = new Rect(rect.x, rect.y, rect.width, rect.height);
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// EditorGUI.DrawRect(foldoutRect,Color.red);
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var labelRect = new Rect(rect.x + 2f, rect.y, rect.width - 2f, rect.height);
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// EditorGUILayout.LabelField(new GUIContent(label), EditorStyles.boldLabel);
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foldOutAnimBool.target = EditorGUI.Foldout(foldoutRect, foldOutAnimBool.target, string.Empty, true);
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FontStyle origFontStyle = EditorStyles.label.fontStyle;
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EditorStyles.label.fontStyle = FontStyle.Bold;
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EditorGUI.LabelField(labelRect, label);
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EditorStyles.label.fontStyle = origFontStyle;
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EditorGUILayout.EndHorizontal();
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float faded = foldOutAnimBool.faded;
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if (faded == 0) faded = 0.00001f;
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EditorGUILayout.BeginFadeGroup(faded);
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EditorGUI.indentLevel++;
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drawBlock();
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EditorGUI.indentLevel--;
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EditorGUILayout.EndFadeGroup();
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GuiLine();
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}
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public void DrawBigBlockWithToggle(String label, string propertyName, int flagBitsName = 0, int flagIndex = 0,
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string shaderKeyword = null, string shaderPassName = null, string shaderPassName2 = null,
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Action<bool> drawBlock = null)
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{
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DrawToggle(label, propertyName, flagBitsName, flagIndex, shaderKeyword, shaderPassName, shaderPassName2,
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isIndentBlock: true, FontStyle.Bold, drawBlock: drawBlock);
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GuiLine();
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}
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public void DrawToggleFoldOut(ref AnimBool foldOutAnimBool, String label, string propertyName = null,
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int flagBitsName = 0,
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int flagIndex = 0, string shaderKeyword = null, string shaderPassName = null, bool isIndentBlock = true,
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FontStyle fontStyle = FontStyle.Normal,
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Action<bool> drawBlock = null, Action<bool> drawEndChangeCheck = null)
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{
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if (fontStyle == FontStyle.Bold)
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{
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EditorGUILayout.Space();
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}
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EditorGUILayout.BeginHorizontal();
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var rect = EditorGUILayout.GetControlRect();
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var toggleRect = GetRectAfterLabelWidth(rect);
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var foldoutRect = new Rect(rect.x, rect.y, rect.width, rect.height);
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foldoutRect.width = toggleRect.x - foldoutRect.x;
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var labelRect = new Rect(rect.x + 2f, rect.y, rect.width - 2f, rect.height);
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bool isToggle = false;
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// 必须先画Toggle,不然按钮会被FoldOut和Label覆盖。
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DrawToggle("", propertyName, flagBitsName, flagIndex, shaderKeyword, shaderPassName, isIndentBlock: false,
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fontStyle: FontStyle.Normal, rect: toggleRect, drawBlock:
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toggle => { isToggle = toggle; }, drawEndChangeCheck: isEndChangeToggle =>
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{
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if (drawEndChangeCheck != null)
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{
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drawEndChangeCheck(isEndChangeToggle);
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}
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});
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// EditorGUI.DrawRect(foldoutRect,Color.red);
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foldOutAnimBool.target = EditorGUI.Foldout(foldoutRect, foldOutAnimBool.target, string.Empty, true);
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var origFontStyle = EditorStyles.label.fontStyle;
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EditorStyles.label.fontStyle = fontStyle;
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// EditorGUI.DrawRect(labelRect,Color.blue);
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EditorGUI.LabelField(labelRect, label);
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EditorStyles.label.fontStyle = origFontStyle;
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EditorGUILayout.EndHorizontal();
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if (isIndentBlock) EditorGUI.indentLevel++;
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float faded = foldOutAnimBool.faded;
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if (faded == 0) faded = 0.00001f; //用于欺骗FadeGroup,不要让他真的关闭了。这样会藏不住相关的GUI。我们的目的是,GUI藏住,但是逻辑还是在跑。drawBlock要执行。
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EditorGUILayout.BeginFadeGroup(faded);
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{
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EditorGUI.BeginDisabledGroup(!isToggle);
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drawBlock?.Invoke(isToggle);
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EditorGUI.EndDisabledGroup();
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}
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EditorGUILayout.EndFadeGroup();
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if (isIndentBlock) EditorGUI.indentLevel--;
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}
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public void DrawToggle(String label, string propertyName = null, int flagBitsName = 0, int flagIndex = 0,
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string shaderKeyword = null, string shaderPassName = null, string shaderPassName2 = null,
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bool isIndentBlock = true, FontStyle fontStyle = FontStyle.Normal, Rect rect = new Rect(),
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Action<bool> drawBlock = null, Action<bool> drawEndChangeCheck = null)
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{
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if (propertyName != null && GetProperty(propertyName) == null)
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return;
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if (fontStyle == FontStyle.Bold)
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{
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EditorGUILayout.Space();
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}
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bool isToggle = false;
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if (propertyName != null)
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{
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isToggle = GetProperty(propertyName).floatValue > 0.5f ? true : false;
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}
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else if (flagBitsName != 0 && shaderFlags[0] != null)
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{
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isToggle = shaderFlags[0].CheckFlagBits(flagBitsName, index: flagIndex);
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}
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else if (shaderKeyword != null)
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{
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isToggle = mats[0].IsKeywordEnabled(shaderKeyword);
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}
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else if (shaderPassName != null)
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{
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isToggle = mats[0].GetShaderPassEnabled(shaderPassName);
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}
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else if (shaderPassName2 != null)
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{
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isToggle = mats[0].GetShaderPassEnabled(shaderPassName2);
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}
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if (propertyName != null)
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{
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EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
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}
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for (int i = 0; i < mats.Count; i++)
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{
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if (isToggle)
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{
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if (shaderKeyword != null)
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{
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mats[i].EnableKeyword(shaderKeyword);
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}
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if (shaderPassName != null)
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{
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mats[i].SetShaderPassEnabled(shaderPassName, true);
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}
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if (shaderPassName2 != null)
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{
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mats[i].SetShaderPassEnabled(shaderPassName2, true);
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}
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}
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else
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{
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if (shaderKeyword != null)
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{
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mats[i].DisableKeyword(shaderKeyword);
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}
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if (shaderPassName != null)
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{
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mats[i].SetShaderPassEnabled(shaderPassName, false);
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}
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if (shaderPassName2 != null)
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{
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mats[i].SetShaderPassEnabled(shaderPassName2, false);
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}
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}
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}
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EditorGUI.BeginChangeCheck();
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var origFontStyle = EditorStyles.label.fontStyle;
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EditorStyles.label.fontStyle = fontStyle;
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if (rect.width > 0) //给FoldOut功能使用。
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{
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isToggle = EditorGUI.Toggle(rect, isToggle, EditorStyles.toggle);
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}
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else
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{
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isToggle = EditorGUILayout.Toggle(label, isToggle);
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}
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EditorStyles.label.fontStyle = origFontStyle;
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if (EditorGUI.EndChangeCheck())
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{
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for (int i = 0; i < mats.Count; i++)
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{
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if (isToggle)
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{
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if (propertyName != null)
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{
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GetProperty(propertyName).floatValue = 1;
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}
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if (flagBitsName != 0 && shaderFlags[i] != null)
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{
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shaderFlags[i].SetFlagBits(flagBitsName, index: flagIndex);
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}
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if (shaderKeyword != null)
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{
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mats[i].EnableKeyword(shaderKeyword);
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}
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if (shaderPassName != null)
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{
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mats[i].SetShaderPassEnabled(shaderPassName, true);
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}
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if (shaderPassName2 != null)
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{
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mats[i].SetShaderPassEnabled(shaderPassName2, true);
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}
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}
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else
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{
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if (propertyName != null)
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{
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GetProperty(propertyName).floatValue = 0;
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}
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if (flagBitsName != 0 && shaderFlags[i] != null)
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{
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shaderFlags[i].ClearFlagBits(flagBitsName, index: flagIndex);
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}
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if (shaderKeyword != null)
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{
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mats[i].DisableKeyword(shaderKeyword);
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}
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if (shaderPassName != null)
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{
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mats[i].SetShaderPassEnabled(shaderPassName, false);
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}
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if (shaderPassName2 != null)
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{
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mats[i].SetShaderPassEnabled(shaderPassName2, false);
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}
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}
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}
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drawEndChangeCheck?.Invoke(isToggle);
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}
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if (isIndentBlock) EditorGUI.indentLevel++;
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drawBlock?.Invoke(isToggle);
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if (isIndentBlock) EditorGUI.indentLevel--;
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EditorGUI.showMixedValue = false;
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}
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public void DrawSlider(string label, string propertyName, float minValue, float maxValue,
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Action<float> drawBlock = null)
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{
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EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
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float f = GetProperty(propertyName).floatValue;
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EditorGUI.BeginChangeCheck();
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f = EditorGUILayout.Slider(label, f, minValue, maxValue);
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if (EditorGUI.EndChangeCheck())
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{
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GetProperty(propertyName).floatValue = f;
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}
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drawBlock?.Invoke(f);
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EditorGUI.showMixedValue = false;
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}
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public void DrawFloat(string label, string propertyName, bool isReciprocal = false,
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Action<float> drawBlock = null)
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{
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EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
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float f = GetProperty(propertyName).floatValue;
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if (isReciprocal) f = 1 / f;
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EditorGUI.BeginChangeCheck();
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f = EditorGUILayout.FloatField(label, f);
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if (isReciprocal) f = 1 / f;
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if (EditorGUI.EndChangeCheck())
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{
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GetProperty(propertyName).floatValue = f;
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}
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drawBlock?.Invoke(f);
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EditorGUI.showMixedValue = false;
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}
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public void DrawVector4In2Line(string propertyName, string firstLineLabel = null, string secondLineLabel = null,
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Action drawBlock = null)
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{
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MaterialProperty property = GetProperty(propertyName);
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EditorGUI.showMixedValue = property.hasMixedValue;
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Vector2 xy = new Vector2(property.vectorValue.x, property.vectorValue.y);
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Vector2 zw = new Vector2(property.vectorValue.z, property.vectorValue.w);
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EditorGUI.BeginChangeCheck();
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if (firstLineLabel != null)
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{
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xy = EditorGUILayout.Vector2Field(firstLineLabel, xy);
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}
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if (secondLineLabel != null)
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{
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zw = EditorGUILayout.Vector2Field(secondLineLabel, zw);
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}
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if (EditorGUI.EndChangeCheck())
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{
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property.vectorValue = new Vector4(xy.x, xy.y, zw.x, zw.y);
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}
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drawBlock?.Invoke();
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EditorGUI.showMixedValue = false;
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}
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float GetCompInVec4(Vector4 vec, string comp)
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{
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float f = 0;
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switch (comp)
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{
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case "x":
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f = vec.x;
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break;
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case "y":
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f = vec.y;
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break;
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case "z":
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f = vec.z;
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break;
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case "w":
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f = vec.w;
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break;
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}
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return f;
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}
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Vector4 SetCompInVec4(Vector4 vec, string comp, float value)
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{
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switch (comp)
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{
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case "x":
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vec.x = value;
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break;
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case "y":
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vec.y = value;
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break;
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case "z":
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vec.z = value;
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break;
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case "w":
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vec.w = value;
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break;
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}
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return vec;
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}
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public void DrawVector4MinMaxSlider(string propertyName, string Lable, string minChannel, string maxChanel,
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float minValue = 0f, float maxValue = 1f, Action<float> drawBlock = null)
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{
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EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
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Vector4 vec = GetProperty(propertyName).vectorValue;
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float minChannelVal = GetCompInVec4(vec, minChannel);
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float maxChanelVal = GetCompInVec4(vec, maxChanel);
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EditorGUI.BeginChangeCheck();
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using (EditorGUILayout.HorizontalScope scope = new EditorGUILayout.HorizontalScope())
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{
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EditorGUILayout.PrefixLabel(Lable);
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minChannelVal =
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EditorGUILayout.FloatField(minChannelVal, new GUILayoutOption[] { GUILayout.Width(80) });
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EditorGUILayout.MinMaxSlider(ref minChannelVal, ref maxChanelVal, minValue, maxValue);
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maxChanelVal = EditorGUILayout.FloatField(maxChanelVal, new GUILayoutOption[] { GUILayout.Width(80) });
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}
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if (EditorGUI.EndChangeCheck())
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{
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vec = SetCompInVec4(vec, minChannel, minChannelVal);
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vec = SetCompInVec4(vec, maxChanel, maxChanelVal);
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GetProperty(propertyName).vectorValue = vec;
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}
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EditorGUI.showMixedValue = false;
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}
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public void DrawVector4Componet(string label, string propertyName, string channel, bool isSlider,
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float minValue = 0, float maxValue = 1, float powerSlider = 1, float multiplier = 1,
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bool isReciprocal = false, Action<float> drawBlock = null)
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{
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EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
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Vector4 vec = GetProperty(propertyName).vectorValue;
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float f = GetCompInVec4(vec, channel);
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f *= multiplier;
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if (isReciprocal) f = 1 / f;
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EditorGUI.BeginChangeCheck();
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if (isSlider)
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{
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if (powerSlider > 1)
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{
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f = PowerSlider(EditorGUILayout.GetControlRect(new GUILayoutOption[] { GUILayout.Height(18) }),
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new GUIContent(label), f, minValue, maxValue, powerSlider);
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}
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else
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{
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f = EditorGUILayout.Slider(label, f, minValue, maxValue);
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}
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}
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else
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{
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f = EditorGUILayout.FloatField(label, f);
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}
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if (isReciprocal) f = 1 / f;
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f /= multiplier;
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if (EditorGUI.EndChangeCheck())
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{
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GetProperty(propertyName).vectorValue = SetCompInVec4(vec, channel, f);
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}
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drawBlock?.Invoke(f);
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EditorGUI.showMixedValue = false;
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}
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public void DrawVector4XYZComponet(string label, string propertyName, Action<Vector3> drawBlock = null)
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{
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EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
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Vector4 originVec = GetProperty(propertyName).vectorValue;
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Vector3 vec = originVec;
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EditorGUI.BeginChangeCheck();
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vec = EditorGUILayout.Vector3Field(label, vec);
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if (EditorGUI.EndChangeCheck())
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{
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GetProperty(propertyName).vectorValue = new Vector4(vec.x, vec.y, vec.z, originVec.w);
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}
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drawBlock?.Invoke(vec);
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EditorGUI.showMixedValue = false;
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}
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public enum SamplerWarpMode
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{
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Repeat,
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Clamp,
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RepeatX_ClampY,
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ClampX_RepeatY
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}
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public Rect GetRectAfterLabelWidth(Rect rect, bool ignoreIndent = false)
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{
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Rect rectAfterLabelWidth = MaterialEditor.GetRectAfterLabelWidth(rect); //右边缘是准的。
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Rect leftAlignedFieldRect = MaterialEditor.GetLeftAlignedFieldRect(rect); //左边缘是准的,实际有2f空隙。
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float x = leftAlignedFieldRect.x + 2f;
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float width = rectAfterLabelWidth.x + rectAfterLabelWidth.width - x;
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var newRec = new Rect(x, rectAfterLabelWidth.y, width, rectAfterLabelWidth.height);
|
||
|
||
if (ignoreIndent)
|
||
{
|
||
float indent = (float)EditorGUI.indentLevel * 15f;
|
||
newRec.x -= indent;
|
||
newRec.width += indent;
|
||
}
|
||
|
||
// // EditorGUI.DrawRect(leftRect,Color.red);
|
||
// float biasWidth = EditorGUI.indentLevel * 15f - 2f;
|
||
// leftRect.x -= biasWidth;
|
||
// leftRect.width += biasWidth;
|
||
// EditorGUI.DrawRect(leftRect,Color.green);
|
||
return newRec;
|
||
}
|
||
|
||
public void DrawTextureFoldOut(ref AnimBool foldOutAnimBool, string label, string texturePropertyName,
|
||
string colorPropertyName = null, bool drawScaleOffset = true, bool drawWrapMode = false,
|
||
int flagBitsName = 0, int flagIndex = 2, Action<Texture> drawBlock = null)
|
||
{
|
||
EditorGUILayout.BeginHorizontal();
|
||
var rect = EditorGUILayout.GetControlRect();
|
||
var foldoutRect = new Rect(rect.x, rect.y, rect.width - MaterialEditor.GetRectAfterLabelWidth(rect).width,
|
||
rect.height);
|
||
var textureThumbnialRect = new Rect(rect.x + 2f, rect.y, 14f, rect.height);
|
||
var labelRect = new Rect(rect.x + 35f, rect.y, rect.width - 18f, rect.height);
|
||
Texture texture =
|
||
matEditor.TexturePropertyMiniThumbnail(textureThumbnialRect, GetProperty(texturePropertyName), "", "");
|
||
EditorGUI.LabelField(labelRect, label);
|
||
|
||
foldOutAnimBool.target = EditorGUI.Foldout(foldoutRect, foldOutAnimBool.target, string.Empty, true);
|
||
if (colorPropertyName != null)
|
||
{
|
||
Rect colorPropRect = GetRectAfterLabelWidth(rect, true);
|
||
// colorPropRect.x -= EditorGUI.indentLevel
|
||
Color color = matEditor.ColorProperty(colorPropRect, GetProperty(colorPropertyName), "");
|
||
}
|
||
|
||
EditorGUILayout.EndHorizontal();
|
||
float faded = foldOutAnimBool.faded;
|
||
if (faded == 0) faded = 0.00001f;
|
||
EditorGUILayout.BeginFadeGroup(faded);
|
||
EditorGUI.BeginDisabledGroup(texture == null);
|
||
|
||
DrawAfterTexture(true, label, texturePropertyName, drawScaleOffset, drawWrapMode, flagBitsName, flagIndex,
|
||
drawBlock);
|
||
|
||
EditorGUI.EndDisabledGroup();
|
||
EditorGUILayout.EndFadeGroup();
|
||
}
|
||
|
||
public void DrawTexture(string label, string texturePropertyName, string colorPropertyName = null,
|
||
bool drawScaleOffset = true, bool drawWrapMode = false, int flagBitsName = 0, int flagIndex = 2,
|
||
Action<Texture> drawBlock = null)
|
||
{
|
||
bool hasTexture = mats[0].GetTexture(texturePropertyName) != null;
|
||
matEditor.TexturePropertySingleLine(new GUIContent(label), GetProperty(texturePropertyName),
|
||
GetProperty(colorPropertyName));
|
||
DrawAfterTexture(hasTexture, label, texturePropertyName, drawScaleOffset, drawWrapMode, flagBitsName,
|
||
flagIndex, drawBlock);
|
||
}
|
||
|
||
public void DrawAfterTexture(bool hasTexture, string label, string texturePropertyName,
|
||
bool drawScaleOffset = true, bool drawWrapMode = false, int flagBitsName = 0, int flagIndex = 2,
|
||
Action<Texture> drawBlock = null)
|
||
{
|
||
EditorGUI.indentLevel++;
|
||
EditorGUI.BeginDisabledGroup(!hasTexture);
|
||
if (drawWrapMode)
|
||
{
|
||
//这个多选材质就不出现了,不好处理
|
||
if (mats.Count == 1)
|
||
{
|
||
int tmpWrapMode = shaderFlags[0].CheckFlagBits(flagBitsName, index: flagIndex) ? 1 : 0;
|
||
tmpWrapMode = shaderFlags[0].CheckFlagBits(flagBitsName << 16, index: flagIndex)
|
||
? tmpWrapMode + 2
|
||
: tmpWrapMode;
|
||
tmpWrapMode = EditorGUILayout.Popup(new GUIContent(label + "循环模式"), tmpWrapMode,
|
||
Enum.GetNames(typeof(SamplerWarpMode)));
|
||
switch (tmpWrapMode)
|
||
{
|
||
case 0:
|
||
shaderFlags[0].ClearFlagBits(flagBitsName, index: flagIndex);
|
||
shaderFlags[0].ClearFlagBits(flagBitsName << 16, index: flagIndex);
|
||
break;
|
||
case 1:
|
||
shaderFlags[0].SetFlagBits(flagBitsName, index: flagIndex);
|
||
shaderFlags[0].ClearFlagBits(flagBitsName << 16, index: flagIndex);
|
||
break;
|
||
case 2:
|
||
shaderFlags[0].ClearFlagBits(flagBitsName, index: flagIndex);
|
||
shaderFlags[0].SetFlagBits(flagBitsName << 16, index: flagIndex);
|
||
break;
|
||
case 3:
|
||
shaderFlags[0].SetFlagBits(flagBitsName, index: flagIndex);
|
||
shaderFlags[0].SetFlagBits(flagBitsName << 16, index: flagIndex);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (drawScaleOffset)
|
||
{
|
||
matEditor.TextureScaleOffsetProperty(GetProperty(texturePropertyName));
|
||
}
|
||
|
||
drawBlock?.Invoke(GetProperty(texturePropertyName).textureValue);
|
||
EditorGUI.indentLevel--;
|
||
EditorGUI.EndDisabledGroup();
|
||
}
|
||
|
||
|
||
public void DrawPopUp(string label, string propertyName, string[] options, string[] toolTips = null,
|
||
Action<float> drawBlock = null)
|
||
{
|
||
MaterialProperty property = GetProperty(propertyName);
|
||
if (property == null) return;
|
||
EditorGUI.showMixedValue = property.hasMixedValue;
|
||
|
||
float mode = property.floatValue;
|
||
EditorGUI.BeginChangeCheck();
|
||
GUIContent[] optionGUIContents = new GUIContent[options.Length];
|
||
for (int i = 0; i < optionGUIContents.Length; i++)
|
||
{
|
||
if (toolTips != null && toolTips.Length == options.Length)
|
||
{
|
||
optionGUIContents[i] = new GUIContent(options[i], toolTips[i]);
|
||
}
|
||
else
|
||
{
|
||
optionGUIContents[i] = new GUIContent(options[i]);
|
||
}
|
||
}
|
||
|
||
mode = EditorGUILayout.Popup(new GUIContent(label), (int)mode, optionGUIContents);
|
||
if (EditorGUI.EndChangeCheck())
|
||
{
|
||
property.floatValue = mode;
|
||
}
|
||
|
||
drawBlock?.Invoke(mode);
|
||
|
||
EditorGUI.showMixedValue = false;
|
||
}
|
||
|
||
public MaterialProperty GetProperty(string propertyName)
|
||
{
|
||
foreach (ShaderPropertyPack pack in ShaderPropertyPacks)
|
||
{
|
||
if (pack.name == propertyName)
|
||
{
|
||
return pack.property;
|
||
}
|
||
}
|
||
|
||
// Debug.LogError("材质球" + mat.name + "找不到属性" + propertyName, mat);
|
||
return null;
|
||
}
|
||
|
||
public void DrawRenderQueue(MaterialProperty queueBiasProp)
|
||
{
|
||
EditorGUILayout.BeginHorizontal();
|
||
EditorGUILayout.LabelField("Queue:" + mats[0].renderQueue);
|
||
int QueueBias = (int)queueBiasProp.floatValue;
|
||
QueueBias = EditorGUILayout.IntField("QueueBias:", QueueBias);
|
||
queueBiasProp.floatValue = QueueBias;
|
||
EditorGUILayout.EndHorizontal();
|
||
}
|
||
|
||
void GuiLine(int i_height = 1)
|
||
{
|
||
|
||
Rect rect = EditorGUILayout.GetControlRect(false, i_height);
|
||
rect.height = i_height;
|
||
EditorGUI.DrawRect(rect, new Color(0.5f, 0.5f, 0.5f, 0.5f));
|
||
|
||
}
|
||
|
||
public static float PowerSlider(Rect position, GUIContent label, float value, float leftValue, float rightValue,
|
||
float power)
|
||
{
|
||
var editorGuiType = typeof(EditorGUI);
|
||
var methodInfo = editorGuiType.GetMethod(
|
||
"PowerSlider",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static,
|
||
null,
|
||
new[] { typeof(Rect), typeof(GUIContent), typeof(float), typeof(float), typeof(float), typeof(float) },
|
||
null);
|
||
if (methodInfo != null)
|
||
{
|
||
return (float)methodInfo.Invoke(null,
|
||
new object[] { position, label, value, leftValue, rightValue, power });
|
||
}
|
||
|
||
return leftValue;
|
||
}
|
||
|
||
|
||
}
|
||
} |