perf
This commit is contained in:
100
Packages/XuanXuanRenderUtility/Editor/BinaryIntAttribute.cs
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100
Packages/XuanXuanRenderUtility/Editor/BinaryIntAttribute.cs
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@@ -0,0 +1,100 @@
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using UnityEditor;
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using UnityEngine;
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using System;
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// using Unity.Properties;
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public class BinaryIntAttribute : PropertyAttribute
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{
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public int binaryBits;
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public bool showInputFiled;
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public int tabNums;
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public BinaryIntAttribute(int Bits = 32,bool showInput = false,int tab = 0)
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{
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binaryBits = Bits;
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showInputFiled = showInput;
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tabNums = tab;
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}
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}
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[CustomPropertyDrawer(typeof(BinaryIntAttribute))]
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public class BinaryIntDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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GUIStyle richTextStyle = EditorStyles.label;
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richTextStyle.richText = true;
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BinaryIntAttribute binaryIntAttribute = (BinaryIntAttribute)attribute;
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// int value = property.intValue;
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// int largestBit = 0;
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// for (int i = 0; i < 32; i++)
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// {
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// if ((~value & (1 << i)) == 0)
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// {
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// largestBit = i;
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// }
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// }
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//
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// int addZeroCount = 0;
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// if (largestBit < binaryIntAttribute.binaryBits)
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// {
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// addZeroCount = binaryIntAttribute.binaryBits - largestBit - 1;
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// }
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//
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// string addZeroString = "";
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// for (int i = 0; i < addZeroCount; i++)
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// {
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// addZeroString += "0";
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// }
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// string binary = addZeroString+Convert.ToString(property.intValue, 2);
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string binary = DrawBinaryInt(property.intValue, binaryIntAttribute.binaryBits);
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string tabs = "";
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for (int i = 0; i < binaryIntAttribute.tabNums; i++)
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{
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tabs += "\t";
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}
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if (binaryIntAttribute.showInputFiled)
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{
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string labelText = property.displayName + tabs + "<mspace=1em>" + binary + "</mspace>";
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Rect intRect = EditorGUI.PrefixLabel(position,new GUIContent(labelText),richTextStyle);
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property.intValue = EditorGUI.IntField( intRect,property.intValue);
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}
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else
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{
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EditorGUILayout.LabelField(property.displayName + tabs);
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EditorGUILayout.LabelField(binary);
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}
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}
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public static string DrawBinaryInt(int value ,int binaryBits)
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{
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int largestBit = 0;
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for (int i = 0; i < 32; i++)
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{
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if ((~value & (1 << i)) == 0)
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{
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largestBit = i;
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}
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}
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int addZeroCount = 0;
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if (largestBit < binaryBits)
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{
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addZeroCount = binaryBits - largestBit - 1;
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}
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string addZeroString = "";
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for (int i = 0; i < addZeroCount; i++)
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{
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addZeroString += "0";
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}
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string binary = addZeroString+Convert.ToString(value, 2);
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return binary;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4517deaf5f31a5848b6a58304d1f516f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,236 @@
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.Experimental.GraphView;
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using System;
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using System.Collections.Generic;
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// #if UNITY_EDITOR
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[CustomEditor(typeof(MaterialPropertyAgent))]
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public class MaterialPropertyAgentInspector : UnityEditor.Editor
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{
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private MaterialPropertyAgent agent;
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private void OnEnable()
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{
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agent = (MaterialPropertyAgent)target;
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}
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private GUIContent materialIndexContent = new GUIContent("材质序号:", "只有模型模式下需要使用,谨慎修改");
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUI.BeginChangeCheck();
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if (!agent.isGetByComponet)
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty("customRenderer"),new GUIContent("指定Renderer"));
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}
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if (agent.isRendererMode)
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{
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EditorGUILayout.BeginHorizontal();
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int lastIndex = agent.materialIndex;
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agent.materialIndex = EditorGUILayout.IntField(materialIndexContent ,agent.materialIndex);
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if (lastIndex != agent.materialIndex)
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{
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agent.initMatAndShaderByMaterialIndexChange();
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}
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EditorGUILayout.LabelField("材质名:"+agent.mat.name+"\t"+"Shader名:"+agent.shader.name);
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EditorGUILayout.EndHorizontal();
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}
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DrawPropertyData(ref agent.data0, "Data0", serializedObject.FindProperty("data0"));
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DrawPropertyData(ref agent.data1, "Data1", serializedObject.FindProperty("data1"));
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DrawPropertyData(ref agent.data2, "Data2", serializedObject.FindProperty("data2"));
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DrawPropertyData(ref agent.data3, "Data3", serializedObject.FindProperty("data3"));
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DrawPropertyData(ref agent.data4, "Data4", serializedObject.FindProperty("data4"));
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DrawPropertyData(ref agent.data5, "Data5", serializedObject.FindProperty("data5"));
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("添加"))
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{
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agent.addProperteData();
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}
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if (GUILayout.Button("全部删除"))
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{
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agent.removeAllProperty();
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}
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EditorGUILayout.EndHorizontal();
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serializedObject.ApplyModifiedProperties();
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if (EditorGUI.EndChangeCheck())
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{
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PrefabUtility.RecordPrefabInstancePropertyModifications(agent);
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if (!agent.isGetByComponet && agent.mat)
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{
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if(matEditor) DestroyImmediate(matEditor);
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matEditor = (MaterialEditor)CreateEditor(agent.mat);
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}
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}
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if (!agent.isGetByComponet && agent.mat)
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{
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DrawMaterialInspector(matEditor,agent.mat);
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}
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}
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void DrawPropertyData(ref MaterialPropertyAgent.PropertyData data, string dataLabel, SerializedProperty property)
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{
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EditorGUI.BeginProperty(EditorGUILayout.GetControlRect(false, 0f), GUIContent.none, property);
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if (data.isActive)
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{
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EditorGUILayout.LabelField(dataLabel, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.BeginHorizontal();
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float originLabelWidth = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = 80;
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// data.index = EditorGUILayout.Popup("属性名:", data.index, agent.shaderPropNameArr);
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// data.index = EditorGUILayout.Popup("属性名:", data.index, agent.shaderPropDescripArr);
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// string dataDesript = data.descripName;
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if (GUILayout.Button(data.descripName, EditorStyles.popup))
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{
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int dataIndexInAgent = data.dataIndexInAgent;
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StringListSerchProvider provider = ScriptableObject.CreateInstance<StringListSerchProvider>();
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provider.Initialize(agent.shaderPropDescripsForSerch, (x) =>
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{
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if (x != null)
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{
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AfterShaderPropSerch(dataIndexInAgent,x);
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}
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});
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SearchWindow.Open(new SearchWindowContext(GUIUtility.GUIToScreenPoint(Event.current.mousePosition)), provider);
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// SearchWindow.Open(new SearchWindowContext(GUIUtility.GUIToScreenPoint(Event.current.mousePosition)),
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// new StringListSerchProvider(agent.shaderPropDescripsForSerch, (x) =>
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// {
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// if (x != null)
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// {
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// AfterShaderPropSerch(dataIndexInAgent,x);
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// }
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// }));
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}
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EditorGUILayout.LabelField("属性类型:", data.type.ToString());
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EditorGUILayout.EndHorizontal();
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EditorGUIUtility.labelWidth = originLabelWidth;
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switch (data.type)
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{
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case MaterialPropertyAgent.shaderPropertyType.Color:
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SerializedProperty colorProp = property.FindPropertyRelative("colorValue");
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if (data.descripName.ToLower().Contains("hdr"))
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{
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colorProp.colorValue = EditorGUILayout.ColorField(new GUIContent(data.propName + " :") , colorProp.colorValue,true,true,true);
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}
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else
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{
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colorProp.colorValue = EditorGUILayout.ColorField(data.propName + " :", colorProp.colorValue);
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}
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break;
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case MaterialPropertyAgent.shaderPropertyType.Vector:
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case MaterialPropertyAgent.shaderPropertyType.TexEnv:
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SerializedProperty vecProp = property.FindPropertyRelative("vecValue");
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if (data.type == MaterialPropertyAgent.shaderPropertyType.Vector)
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{
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vecProp.vector4Value = EditorGUILayout.Vector4Field(data.propName + " :", vecProp.vector4Value);
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}
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else if (data.type == MaterialPropertyAgent.shaderPropertyType.TexEnv)
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{
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vecProp.vector4Value = EditorGUILayout.Vector4Field(data.propName + ":", vecProp.vector4Value);
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}
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break;
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case MaterialPropertyAgent.shaderPropertyType.Float:
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case MaterialPropertyAgent.shaderPropertyType.Range:
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SerializedProperty floatProp = property.FindPropertyRelative("floatValue");
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if (data.type == MaterialPropertyAgent.shaderPropertyType.Float)
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{
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floatProp.floatValue = EditorGUILayout.FloatField(data.propName + ":", floatProp.floatValue);
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}
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else if (data.type == MaterialPropertyAgent.shaderPropertyType.Range)
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{
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floatProp.floatValue = EditorGUILayout.Slider(data.propName + ":", floatProp.floatValue, data.rangMin, data.rangMax);
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}
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break;
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}
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if (GUILayout.Button("删除", new[] { GUILayout.Width(200) }))
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{
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data.isActive = false;
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}
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EditorGUI.indentLevel--;
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// EditorGUILayout.Space();
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}
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EditorGUI.EndProperty();
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}
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//因为Action不能有Ref。所以有了这个丑陋的HardCode
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public void AfterShaderPropSerch(int dataIndexInAgent, string propertyDesrpt)
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{
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switch (dataIndexInAgent)
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{
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case 0:
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AfterShaderPropSerch(ref agent.data0,propertyDesrpt);
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break;
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case 1:
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AfterShaderPropSerch(ref agent.data1,propertyDesrpt);
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break;
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case 2:
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AfterShaderPropSerch(ref agent.data2,propertyDesrpt);
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break;
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case 3:
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AfterShaderPropSerch(ref agent.data3,propertyDesrpt);
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break;
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case 4:
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AfterShaderPropSerch(ref agent.data4,propertyDesrpt);
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break;
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case 5:
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AfterShaderPropSerch(ref agent.data5,propertyDesrpt);
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break;
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}
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}
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public void AfterShaderPropSerch(ref MaterialPropertyAgent.PropertyData data, string propertyDesrpt)
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{
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int preservedIndex = data.index;
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// string propname = data.propName;
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data.index = Array.FindIndex(agent.shaderPropDescripArr, x=> x.Equals(propertyDesrpt) );
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// Debug.Log();
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if (preservedIndex != data.index)//证明用户进行了更改
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{
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if (!agent.isCanUsedIndex(data.index))
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{
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//TODO给一个报错提示
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Debug.LogError("材质属性已经存在:" + ShaderUtil.GetPropertyDescription(agent.shader, data.index));
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data.index = agent.getCanUsedIndex();
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}
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//此处进行内容刷新
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data.setValueByPropChange();
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}
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}
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private MaterialEditor matEditor;
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void DrawMaterialInspector(MaterialEditor editor,Material mat)
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{
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if (editor != null && mat != null)
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{
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// Draw the material's foldout and the material shader field
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// Required to call _materialEditor.OnInspectorGUI ();
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editor.DrawHeader();
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// We need to prevent the user to edit Unity default materials
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bool isDefaultMaterial = !AssetDatabase.GetAssetPath (mat).StartsWith ("Assets");
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using (new EditorGUI.DisabledGroupScope(isDefaultMaterial)) {
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// Draw the material properties
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// Works only if the foldout of _materialEditor.DrawHeader () is open
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editor.OnInspectorGUI ();
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}
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}
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}
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}
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// #endif
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: b9544bec10c84ecca289bece4a630d65
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timeCreated: 1702126025
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732
Packages/XuanXuanRenderUtility/Editor/ShaderGUIHelper.cs
Normal file
732
Packages/XuanXuanRenderUtility/Editor/ShaderGUIHelper.cs
Normal file
@@ -0,0 +1,732 @@
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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();
|
||||
EditorGUI.indentLevel--;
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||||
EditorGUILayout.EndFadeGroup();
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||||
GuiLine();
|
||||
}
|
||||
|
||||
public void DrawBigBlockWithToggle(String label, string propertyName, int flagBitsName = 0, int flagIndex = 0,
|
||||
string shaderKeyword = null, string shaderPassName = null, string shaderPassName2 = null,
|
||||
Action<bool> drawBlock = null)
|
||||
{
|
||||
|
||||
DrawToggle(label, propertyName, flagBitsName, flagIndex, shaderKeyword, shaderPassName, shaderPassName2,
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||||
isIndentBlock: true, FontStyle.Bold, drawBlock: drawBlock);
|
||||
GuiLine();
|
||||
|
||||
}
|
||||
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||||
public void DrawToggleFoldOut(ref AnimBool foldOutAnimBool, String label, string propertyName = null,
|
||||
int flagBitsName = 0,
|
||||
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)
|
||||
{
|
||||
if (fontStyle == FontStyle.Bold)
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
var rect = EditorGUILayout.GetControlRect();
|
||||
var toggleRect = GetRectAfterLabelWidth(rect);
|
||||
|
||||
var foldoutRect = new Rect(rect.x, rect.y, rect.width, rect.height);
|
||||
foldoutRect.width = toggleRect.x - foldoutRect.x;
|
||||
var labelRect = new Rect(rect.x + 2f, rect.y, rect.width - 2f, rect.height);
|
||||
|
||||
bool isToggle = false;
|
||||
// 必须先画Toggle,不然按钮会被FoldOut和Label覆盖。
|
||||
DrawToggle("", propertyName, flagBitsName, flagIndex, shaderKeyword, shaderPassName, isIndentBlock: false,
|
||||
fontStyle: FontStyle.Normal, rect: toggleRect, drawBlock:
|
||||
toggle => { isToggle = toggle; }, drawEndChangeCheck: isEndChangeToggle =>
|
||||
{
|
||||
if (drawEndChangeCheck != null)
|
||||
{
|
||||
drawEndChangeCheck(isEndChangeToggle);
|
||||
}
|
||||
});
|
||||
|
||||
// EditorGUI.DrawRect(foldoutRect,Color.red);
|
||||
foldOutAnimBool.target = EditorGUI.Foldout(foldoutRect, foldOutAnimBool.target, string.Empty, true);
|
||||
var origFontStyle = EditorStyles.label.fontStyle;
|
||||
EditorStyles.label.fontStyle = fontStyle;
|
||||
// EditorGUI.DrawRect(labelRect,Color.blue);
|
||||
EditorGUI.LabelField(labelRect, label);
|
||||
EditorStyles.label.fontStyle = origFontStyle;
|
||||
EditorGUILayout.EndHorizontal();
|
||||
if (isIndentBlock) EditorGUI.indentLevel++;
|
||||
float faded = foldOutAnimBool.faded;
|
||||
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。
|
||||
EditorGUILayout.BeginFadeGroup(faded);
|
||||
{
|
||||
EditorGUI.BeginDisabledGroup(!isToggle);
|
||||
drawBlock?.Invoke(isToggle);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
EditorGUILayout.EndFadeGroup();
|
||||
if (isIndentBlock) EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
public void DrawToggle(String label, string propertyName = null, int flagBitsName = 0, int flagIndex = 0,
|
||||
string shaderKeyword = null, string shaderPassName = null, string shaderPassName2 = null,
|
||||
bool isIndentBlock = true, FontStyle fontStyle = FontStyle.Normal, Rect rect = new Rect(),
|
||||
Action<bool> drawBlock = null, Action<bool> drawEndChangeCheck = null)
|
||||
{
|
||||
if (propertyName != null && GetProperty(propertyName) == null)
|
||||
return;
|
||||
|
||||
if (fontStyle == FontStyle.Bold)
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
bool isToggle = false;
|
||||
|
||||
if (propertyName != null)
|
||||
{
|
||||
isToggle = GetProperty(propertyName).floatValue > 0.5f ? true : false;
|
||||
}
|
||||
else if (flagBitsName != 0 && shaderFlags[0] != null)
|
||||
{
|
||||
isToggle = shaderFlags[0].CheckFlagBits(flagBitsName, index: flagIndex);
|
||||
}
|
||||
else if (shaderKeyword != null)
|
||||
{
|
||||
isToggle = mats[0].IsKeywordEnabled(shaderKeyword);
|
||||
}
|
||||
else if (shaderPassName != null)
|
||||
{
|
||||
isToggle = mats[0].GetShaderPassEnabled(shaderPassName);
|
||||
}
|
||||
else if (shaderPassName2 != null)
|
||||
{
|
||||
isToggle = mats[0].GetShaderPassEnabled(shaderPassName2);
|
||||
}
|
||||
|
||||
if (propertyName != null)
|
||||
{
|
||||
EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < mats.Count; i++)
|
||||
{
|
||||
if (isToggle)
|
||||
{
|
||||
if (shaderKeyword != null)
|
||||
{
|
||||
mats[i].EnableKeyword(shaderKeyword);
|
||||
}
|
||||
|
||||
if (shaderPassName != null)
|
||||
{
|
||||
mats[i].SetShaderPassEnabled(shaderPassName, true);
|
||||
}
|
||||
|
||||
if (shaderPassName2 != null)
|
||||
{
|
||||
mats[i].SetShaderPassEnabled(shaderPassName2, true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (shaderKeyword != null)
|
||||
{
|
||||
mats[i].DisableKeyword(shaderKeyword);
|
||||
}
|
||||
|
||||
if (shaderPassName != null)
|
||||
{
|
||||
mats[i].SetShaderPassEnabled(shaderPassName, false);
|
||||
}
|
||||
|
||||
if (shaderPassName2 != null)
|
||||
{
|
||||
mats[i].SetShaderPassEnabled(shaderPassName2, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
var origFontStyle = EditorStyles.label.fontStyle;
|
||||
EditorStyles.label.fontStyle = fontStyle;
|
||||
if (rect.width > 0) //给FoldOut功能使用。
|
||||
{
|
||||
isToggle = EditorGUI.Toggle(rect, isToggle, EditorStyles.toggle);
|
||||
}
|
||||
else
|
||||
{
|
||||
isToggle = EditorGUILayout.Toggle(label, isToggle);
|
||||
}
|
||||
|
||||
EditorStyles.label.fontStyle = origFontStyle;
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
for (int i = 0; i < mats.Count; i++)
|
||||
{
|
||||
if (isToggle)
|
||||
{
|
||||
if (propertyName != null)
|
||||
{
|
||||
GetProperty(propertyName).floatValue = 1;
|
||||
}
|
||||
|
||||
if (flagBitsName != 0 && shaderFlags[i] != null)
|
||||
{
|
||||
shaderFlags[i].SetFlagBits(flagBitsName, index: flagIndex);
|
||||
}
|
||||
|
||||
if (shaderKeyword != null)
|
||||
{
|
||||
mats[i].EnableKeyword(shaderKeyword);
|
||||
}
|
||||
|
||||
if (shaderPassName != null)
|
||||
{
|
||||
mats[i].SetShaderPassEnabled(shaderPassName, true);
|
||||
}
|
||||
|
||||
if (shaderPassName2 != null)
|
||||
{
|
||||
mats[i].SetShaderPassEnabled(shaderPassName2, true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (propertyName != null)
|
||||
{
|
||||
GetProperty(propertyName).floatValue = 0;
|
||||
}
|
||||
|
||||
if (flagBitsName != 0 && shaderFlags[i] != null)
|
||||
{
|
||||
shaderFlags[i].ClearFlagBits(flagBitsName, index: flagIndex);
|
||||
}
|
||||
|
||||
if (shaderKeyword != null)
|
||||
{
|
||||
mats[i].DisableKeyword(shaderKeyword);
|
||||
}
|
||||
|
||||
if (shaderPassName != null)
|
||||
{
|
||||
mats[i].SetShaderPassEnabled(shaderPassName, false);
|
||||
}
|
||||
|
||||
if (shaderPassName2 != null)
|
||||
{
|
||||
mats[i].SetShaderPassEnabled(shaderPassName2, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawEndChangeCheck?.Invoke(isToggle);
|
||||
}
|
||||
|
||||
if (isIndentBlock) EditorGUI.indentLevel++;
|
||||
drawBlock?.Invoke(isToggle);
|
||||
if (isIndentBlock) EditorGUI.indentLevel--;
|
||||
|
||||
EditorGUI.showMixedValue = false;
|
||||
}
|
||||
|
||||
|
||||
public void DrawSlider(string label, string propertyName, float minValue, float maxValue,
|
||||
Action<float> drawBlock = null)
|
||||
{
|
||||
EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
|
||||
float f = GetProperty(propertyName).floatValue;
|
||||
EditorGUI.BeginChangeCheck();
|
||||
f = EditorGUILayout.Slider(label, f, minValue, maxValue);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
GetProperty(propertyName).floatValue = f;
|
||||
}
|
||||
|
||||
drawBlock?.Invoke(f);
|
||||
|
||||
EditorGUI.showMixedValue = false;
|
||||
}
|
||||
|
||||
|
||||
public void DrawFloat(string label, string propertyName, bool isReciprocal = false,
|
||||
Action<float> drawBlock = null)
|
||||
{
|
||||
EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
|
||||
float f = GetProperty(propertyName).floatValue;
|
||||
if (isReciprocal) f = 1 / f;
|
||||
EditorGUI.BeginChangeCheck();
|
||||
f = EditorGUILayout.FloatField(label, f);
|
||||
if (isReciprocal) f = 1 / f;
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
GetProperty(propertyName).floatValue = f;
|
||||
}
|
||||
|
||||
drawBlock?.Invoke(f);
|
||||
EditorGUI.showMixedValue = false;
|
||||
}
|
||||
|
||||
public void DrawVector4In2Line(string propertyName, string firstLineLabel = null, string secondLineLabel = null,
|
||||
Action drawBlock = null)
|
||||
{
|
||||
MaterialProperty property = GetProperty(propertyName);
|
||||
EditorGUI.showMixedValue = property.hasMixedValue;
|
||||
|
||||
|
||||
Vector2 xy = new Vector2(property.vectorValue.x, property.vectorValue.y);
|
||||
Vector2 zw = new Vector2(property.vectorValue.z, property.vectorValue.w);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
if (firstLineLabel != null)
|
||||
{
|
||||
xy = EditorGUILayout.Vector2Field(firstLineLabel, xy);
|
||||
}
|
||||
|
||||
if (secondLineLabel != null)
|
||||
{
|
||||
zw = EditorGUILayout.Vector2Field(secondLineLabel, zw);
|
||||
}
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
property.vectorValue = new Vector4(xy.x, xy.y, zw.x, zw.y);
|
||||
}
|
||||
|
||||
drawBlock?.Invoke();
|
||||
EditorGUI.showMixedValue = false;
|
||||
|
||||
}
|
||||
|
||||
float GetCompInVec4(Vector4 vec, string comp)
|
||||
{
|
||||
float f = 0;
|
||||
switch (comp)
|
||||
{
|
||||
case "x":
|
||||
f = vec.x;
|
||||
break;
|
||||
case "y":
|
||||
f = vec.y;
|
||||
break;
|
||||
case "z":
|
||||
f = vec.z;
|
||||
break;
|
||||
case "w":
|
||||
f = vec.w;
|
||||
break;
|
||||
}
|
||||
|
||||
return f;
|
||||
}
|
||||
|
||||
Vector4 SetCompInVec4(Vector4 vec, string comp, float value)
|
||||
{
|
||||
switch (comp)
|
||||
{
|
||||
case "x":
|
||||
vec.x = value;
|
||||
break;
|
||||
case "y":
|
||||
vec.y = value;
|
||||
break;
|
||||
case "z":
|
||||
vec.z = value;
|
||||
break;
|
||||
case "w":
|
||||
vec.w = value;
|
||||
break;
|
||||
}
|
||||
|
||||
return vec;
|
||||
}
|
||||
|
||||
public void DrawVector4MinMaxSlider(string propertyName, string Lable, string minChannel, string maxChanel,
|
||||
float minValue = 0f, float maxValue = 1f, Action<float> drawBlock = null)
|
||||
{
|
||||
EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
|
||||
Vector4 vec = GetProperty(propertyName).vectorValue;
|
||||
float minChannelVal = GetCompInVec4(vec, minChannel);
|
||||
float maxChanelVal = GetCompInVec4(vec, maxChanel);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
using (EditorGUILayout.HorizontalScope scope = new EditorGUILayout.HorizontalScope())
|
||||
{
|
||||
EditorGUILayout.PrefixLabel(Lable);
|
||||
minChannelVal =
|
||||
EditorGUILayout.FloatField(minChannelVal, new GUILayoutOption[] { GUILayout.Width(80) });
|
||||
EditorGUILayout.MinMaxSlider(ref minChannelVal, ref maxChanelVal, minValue, maxValue);
|
||||
maxChanelVal = EditorGUILayout.FloatField(maxChanelVal, new GUILayoutOption[] { GUILayout.Width(80) });
|
||||
|
||||
}
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
vec = SetCompInVec4(vec, minChannel, minChannelVal);
|
||||
vec = SetCompInVec4(vec, maxChanel, maxChanelVal);
|
||||
GetProperty(propertyName).vectorValue = vec;
|
||||
}
|
||||
|
||||
EditorGUI.showMixedValue = false;
|
||||
|
||||
}
|
||||
|
||||
public void DrawVector4Componet(string label, string propertyName, string channel, bool isSlider,
|
||||
float minValue = 0, float maxValue = 1, float powerSlider = 1, float multiplier = 1,
|
||||
bool isReciprocal = false, Action<float> drawBlock = null)
|
||||
{
|
||||
EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
|
||||
Vector4 vec = GetProperty(propertyName).vectorValue;
|
||||
float f = GetCompInVec4(vec, channel);
|
||||
f *= multiplier;
|
||||
if (isReciprocal) f = 1 / f;
|
||||
EditorGUI.BeginChangeCheck();
|
||||
if (isSlider)
|
||||
{
|
||||
if (powerSlider > 1)
|
||||
{
|
||||
f = PowerSlider(EditorGUILayout.GetControlRect(new GUILayoutOption[] { GUILayout.Height(18) }),
|
||||
new GUIContent(label), f, minValue, maxValue, powerSlider);
|
||||
}
|
||||
else
|
||||
{
|
||||
f = EditorGUILayout.Slider(label, f, minValue, maxValue);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
f = EditorGUILayout.FloatField(label, f);
|
||||
}
|
||||
|
||||
if (isReciprocal) f = 1 / f;
|
||||
f /= multiplier;
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
GetProperty(propertyName).vectorValue = SetCompInVec4(vec, channel, f);
|
||||
}
|
||||
|
||||
drawBlock?.Invoke(f);
|
||||
EditorGUI.showMixedValue = false;
|
||||
}
|
||||
|
||||
public void DrawVector4XYZComponet(string label, string propertyName, Action<Vector3> drawBlock = null)
|
||||
{
|
||||
EditorGUI.showMixedValue = GetProperty(propertyName).hasMixedValue;
|
||||
Vector4 originVec = GetProperty(propertyName).vectorValue;
|
||||
Vector3 vec = originVec;
|
||||
EditorGUI.BeginChangeCheck();
|
||||
vec = EditorGUILayout.Vector3Field(label, vec);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
GetProperty(propertyName).vectorValue = new Vector4(vec.x, vec.y, vec.z, originVec.w);
|
||||
}
|
||||
|
||||
drawBlock?.Invoke(vec);
|
||||
EditorGUI.showMixedValue = false;
|
||||
}
|
||||
|
||||
public enum SamplerWarpMode
|
||||
{
|
||||
Repeat,
|
||||
Clamp,
|
||||
RepeatX_ClampY,
|
||||
ClampX_RepeatY
|
||||
}
|
||||
|
||||
public Rect GetRectAfterLabelWidth(Rect rect, bool ignoreIndent = false)
|
||||
{
|
||||
Rect rectAfterLabelWidth = MaterialEditor.GetRectAfterLabelWidth(rect); //右边缘是准的。
|
||||
Rect leftAlignedFieldRect = MaterialEditor.GetLeftAlignedFieldRect(rect); //左边缘是准的,实际有2f空隙。
|
||||
float x = leftAlignedFieldRect.x + 2f;
|
||||
float width = rectAfterLabelWidth.x + rectAfterLabelWidth.width - x;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9279ba81938dc1548b9e9d8297bdcd57
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
147
Packages/XuanXuanRenderUtility/Editor/StencilTestHelper.cs
Normal file
147
Packages/XuanXuanRenderUtility/Editor/StencilTestHelper.cs
Normal file
@@ -0,0 +1,147 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
// using Sirenix.OdinInspector;
|
||||
// using Sirenix.OdinInspector.Editor;
|
||||
using UnityEditor;
|
||||
|
||||
namespace stencilTestHelper
|
||||
{
|
||||
|
||||
[Serializable]
|
||||
public class StencilValues
|
||||
{
|
||||
public int DefaultQueue = 2000;
|
||||
[BinaryInt(8,true,2)]
|
||||
public int Ref = 0;
|
||||
public CompareFunction Comp = CompareFunction.Always;
|
||||
public StencilOp Pass = StencilOp.Keep;
|
||||
public StencilOp Fail = StencilOp.Keep;
|
||||
public StencilOp ZFail = StencilOp.Keep;
|
||||
[BinaryInt(8,true,1)]
|
||||
public int ReadMask = 255;
|
||||
[BinaryInt(8,true,1)]
|
||||
public int WriteMask = 255;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public static class StencilTestHelper
|
||||
{
|
||||
// private static StencilValuesConfig stencilValuesConfig;
|
||||
public class StencilPropertyNames
|
||||
{
|
||||
public string stencil = "_Stencil";
|
||||
public string stencilComp = "_StencilComp";
|
||||
public string stencilOp = "_StencilOp";
|
||||
public string stencilWriteMask = "_StencilWriteMask";
|
||||
public string stencilReadMask = "_StencilReadMask";
|
||||
public string stencilZFail = "_StencilZFail";
|
||||
public string stencilFail = "_StencilFail";
|
||||
|
||||
public StencilPropertyNames()
|
||||
{
|
||||
}
|
||||
|
||||
public StencilPropertyNames(string stencilName, string stencilCompName, string stencilOpName,
|
||||
string stencilWriteMaskName, string stencilReadMaskName, string stencilZFailName,
|
||||
string stencilFailName)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(stencilName))
|
||||
{
|
||||
stencil = stencilName;
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilCompName))
|
||||
{
|
||||
stencilComp = stencilCompName;
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilOpName))
|
||||
{
|
||||
stencilOp = stencilOpName;
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilWriteMaskName))
|
||||
{
|
||||
stencilWriteMask = stencilWriteMaskName;
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilReadMaskName))
|
||||
{
|
||||
stencilReadMask = stencilReadMaskName;
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilZFailName))
|
||||
{
|
||||
stencilZFail = stencilZFailName;
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilFailName))
|
||||
{
|
||||
stencilFail = stencilFailName;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private static StencilPropertyNames defaultStencilPropertyNames = new StencilPropertyNames();
|
||||
|
||||
// public static void SetMaterialStencil(Material mat,StencilValues stencilValues,out int defaultQueue)
|
||||
public static void SetMaterialStencil(Material mat, string stencilConfigKey,StencilValuesConfig stencilValuesConfig, out int defaultQueue,StencilPropertyNames stencilPropertyNames = null)
|
||||
{
|
||||
if (stencilValuesConfig == null)
|
||||
{
|
||||
Debug.LogError(mat.name+": 缺少模板预设,设置Stencil失败");
|
||||
// stencilValuesConfig =
|
||||
// AssetDatabase.LoadAssetAtPath<StencilValuesConfig>(
|
||||
// "Assets/AddressableAssets/Shader/StencilConfig.asset");
|
||||
}
|
||||
|
||||
|
||||
if (stencilPropertyNames == null)
|
||||
{
|
||||
stencilPropertyNames = defaultStencilPropertyNames;
|
||||
}
|
||||
|
||||
StencilValues stencilValues;
|
||||
if (stencilValuesConfig.ContainsKey(stencilConfigKey))
|
||||
{
|
||||
stencilValues = stencilValuesConfig[stencilConfigKey];
|
||||
if (!string.IsNullOrEmpty(stencilPropertyNames.stencil))
|
||||
{
|
||||
mat.SetFloat(stencilPropertyNames.stencil, stencilValues.Ref);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilPropertyNames.stencilComp) )
|
||||
{
|
||||
mat.SetFloat(stencilPropertyNames.stencilComp, (float)stencilValues.Comp);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilPropertyNames.stencilOp))
|
||||
{
|
||||
mat.SetFloat(stencilPropertyNames.stencilOp, (float)stencilValues.Pass);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilPropertyNames.stencilWriteMask))
|
||||
{
|
||||
mat.SetFloat(stencilPropertyNames.stencilWriteMask, stencilValues.WriteMask);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(stencilPropertyNames.stencilReadMask))
|
||||
{
|
||||
mat.SetFloat(stencilPropertyNames.stencilReadMask, stencilValues.ReadMask);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(stencilPropertyNames.stencilZFail))
|
||||
{
|
||||
mat.SetFloat(stencilPropertyNames.stencilZFail, (float)stencilValues.ZFail);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(stencilPropertyNames.stencilFail))
|
||||
{
|
||||
mat.SetFloat(stencilPropertyNames.stencilFail, (float)stencilValues.Fail);
|
||||
}
|
||||
|
||||
defaultQueue = stencilValues.DefaultQueue;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("无法设置材质模板参数,因为没有配置模板值", mat);
|
||||
defaultQueue = mat.renderQueue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7d6268a1ca7d824d8da2adf4cb8f74a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
60
Packages/XuanXuanRenderUtility/Editor/StencilValuesConfig.cs
Normal file
60
Packages/XuanXuanRenderUtility/Editor/StencilValuesConfig.cs
Normal file
@@ -0,0 +1,60 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace stencilTestHelper
|
||||
{
|
||||
|
||||
public class StencilValuesConfig : ScriptableObject
|
||||
{
|
||||
// public Dictionary<string, StencilValues> Config = new Dictionary<string, StencilValues>();
|
||||
// public StencilValuesConfigDictionary Config = new StencilValuesConfigDictionary();
|
||||
[Serializable]
|
||||
public class KeyStencilValues
|
||||
{
|
||||
public string key;
|
||||
public StencilValues Values;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
public List<KeyStencilValues> Config = new List<KeyStencilValues>();
|
||||
|
||||
public bool ContainsKey(string key)
|
||||
{
|
||||
if (GetStencilValues(key) != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public StencilValues GetStencilValues(string key)
|
||||
{
|
||||
foreach (var item in Config)
|
||||
{
|
||||
if (item.key == key)
|
||||
{
|
||||
return item.Values;
|
||||
}
|
||||
}
|
||||
Debug.LogError("StencilValuesConfig: 不存在Key"+key);
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
public StencilValues this[string key]
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetStencilValues(key);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9177edf81a5b2354490ec4d66c4c069d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
101
Packages/XuanXuanRenderUtility/Editor/StringListSerchProvider.cs
Normal file
101
Packages/XuanXuanRenderUtility/Editor/StringListSerchProvider.cs
Normal file
@@ -0,0 +1,101 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor.Experimental.GraphView;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
public class StringListSerchProvider : ScriptableObject , ISearchWindowProvider
|
||||
// public class StringListSerchProvider
|
||||
{
|
||||
|
||||
public List<SearchTreeEntry> CreateSearchTree(SearchWindowContext context)
|
||||
{
|
||||
List<SearchTreeEntry> serchList = new List<SearchTreeEntry>();
|
||||
serchList.Add(new SearchTreeGroupEntry(new GUIContent("List"),0));
|
||||
List<string> listItemAfterSort = listItems.ToList();
|
||||
|
||||
sortListItems(ref listItemAfterSort);
|
||||
|
||||
List<string> groups = new List<string>();
|
||||
foreach (var item in listItemAfterSort)
|
||||
{
|
||||
string[] entryTitle = item.Split("/");
|
||||
string groupName = "";
|
||||
for (int i = 0; i < entryTitle.Length - 1; i++)
|
||||
{
|
||||
groupName += entryTitle[i];
|
||||
if (!groups.Contains(groupName))
|
||||
{
|
||||
serchList.Add(new SearchTreeGroupEntry(new GUIContent(entryTitle[i]),i+1));
|
||||
}
|
||||
groupName += "/";
|
||||
}
|
||||
|
||||
SearchTreeEntry entry = new SearchTreeEntry(new GUIContent(entryTitle.Last()));
|
||||
entry.level = entryTitle.Length;
|
||||
entry.userData = item;//这里是serch操作点击最后的返回值,是什么都可以的。
|
||||
// Debug.Log(entry.userData);
|
||||
serchList.Add(entry);
|
||||
}
|
||||
|
||||
|
||||
return serchList;
|
||||
|
||||
}
|
||||
|
||||
public bool OnSelectEntry(SearchTreeEntry searchTreeEntry, SearchWindowContext context)
|
||||
{
|
||||
string data = (string)searchTreeEntry.userData;
|
||||
onSetIndexCallback?.Invoke(data);
|
||||
return true;
|
||||
}
|
||||
|
||||
private string[] listItems;
|
||||
private Action<string> onSetIndexCallback;
|
||||
public StringListSerchProvider(string[] items, Action<string> callBack)
|
||||
{
|
||||
listItems = items;
|
||||
onSetIndexCallback = callBack;
|
||||
}
|
||||
|
||||
public void Initialize(string[] items, Action<string> callBack)
|
||||
{
|
||||
listItems = items;
|
||||
onSetIndexCallback = callBack;
|
||||
}
|
||||
|
||||
// private List<string> sortListItems;
|
||||
|
||||
void sortListItems(ref List<string> list)
|
||||
{
|
||||
// sortListItems = listItems.ToList();
|
||||
list.Sort((a, b) =>
|
||||
{
|
||||
string[] splits1 = a.Split('/');
|
||||
string[] splits2 = b.Split('/');
|
||||
|
||||
for (int i = 0; i < splits1.Length; i++)
|
||||
{
|
||||
if (i >= splits2.Length)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int value = splits1[i].CompareTo(splits2[i]);
|
||||
if (value != 0)
|
||||
{
|
||||
if (splits1.Length != splits2.Length && (i == splits1.Length - 1 || i == splits2.Length - 1))
|
||||
{
|
||||
return splits1.Length < splits2.Length ? 1 : -1;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aec459410f5254c4bb4d42e7ec8b4b5e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,19 @@
|
||||
{
|
||||
"name": "com.xuanxuan.render.utility.Editor",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:8f9e4d586616f13449cfeb86c5f704c2",
|
||||
"GUID:df380645f10b7bc4b97d4f5eb6303d95"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8495541fcd41b0c40b5b6e6e7a7639d1
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,187 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
public class RefreshMaterialInspectorWindow : EditorWindow
|
||||
{
|
||||
[MenuItem("ArtTools/刷新选中材质球面板")]
|
||||
static void refershSelectMaterialInspector()
|
||||
{
|
||||
EditorWindow.GetWindow<RefreshMaterialInspectorWindow>("材质球刷新");
|
||||
}
|
||||
public static bool isRefreshing = false;
|
||||
List<Material> materials = new List<Material>();
|
||||
int i = 0;
|
||||
private void OnGUI()
|
||||
{
|
||||
if (GUILayout.Button("开始刷新材质面板"))
|
||||
{
|
||||
materials.Clear();
|
||||
foreach (UnityEngine.Object o in Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets))
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(o);
|
||||
string fileExtension = Path.GetExtension(path);
|
||||
if (fileExtension == ".mat")
|
||||
{
|
||||
materials.Add((Material)o);
|
||||
|
||||
}
|
||||
}
|
||||
i = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
Debug.Log("刷新材质打开");
|
||||
|
||||
isRefreshing = true;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if(materials.Count <= 0) return;
|
||||
if (i < materials.Count)
|
||||
{
|
||||
// isRefreshing = true;
|
||||
// SetNormalToUV1(materials[i]);
|
||||
Selection.activeObject = materials[i];
|
||||
Debug.Log(materials[i].name,materials[i]);
|
||||
EditorUtility.DisplayProgressBar("材质球刷新", $"{i + 1}/{materials.Count}", (i + 1) / (float)materials.Count);
|
||||
i++;
|
||||
// isRefreshing = false;
|
||||
}
|
||||
if (i >= materials.Count)
|
||||
{
|
||||
EditorUtility.ClearProgressBar();
|
||||
materials.Clear();
|
||||
Debug.Log("材质刷新结束,isRefreshing布尔值 = "+isRefreshing);
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
Debug.Log("刷新材质关闭");
|
||||
isRefreshing = false;
|
||||
|
||||
}
|
||||
|
||||
// void SetNormalToUV1(Material mat)
|
||||
// {
|
||||
// if (mat.HasProperty("_NormalFrom"))
|
||||
// {
|
||||
// mat.SetInteger("_NormalFrom",1);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// // [MenuItem("Assets/测试刷新材质", priority = 1)]
|
||||
// public static void TestRefeshMaterial()
|
||||
// {
|
||||
// W9ParticleShaderFlags flags = new W9ParticleShaderFlags();
|
||||
// int id = Shader.PropertyToID("_Mask2_Toggle");
|
||||
// foreach (UnityEngine.Object o in Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets))
|
||||
// {
|
||||
// Material mat = o as Material;
|
||||
// if (mat.shader.name == "XuanXuan/Effects/Particle_NiuBi")
|
||||
// {
|
||||
// bool isToggle = mat.GetFloat(id) > 0.5f;
|
||||
// if (isToggle)
|
||||
// {
|
||||
// mat.DisableKeyword("_MASKMAP2");
|
||||
// flags.SetMaterial(mat);
|
||||
// flags.SetFlagBits(W9ParticleShaderFlags.FLAG_BIT_PARTICLE_1_MASK_MAP2,index:1);
|
||||
// }
|
||||
// // flags.SetMaterial(mat);
|
||||
// }
|
||||
// }
|
||||
// AssetDatabase.SaveAssets();
|
||||
// }
|
||||
//
|
||||
// [MenuItem("Assets/Effect Tool/刷新选中文件夹内材质Wrap模式", priority = 1)]
|
||||
// public static void SetSelectParticleMaterialWrapMode()
|
||||
// {
|
||||
// foreach (UnityEngine.Object o in Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets))
|
||||
// {
|
||||
// Material mat = (Material)o;
|
||||
// // Debug.Log(mat.shader.name);
|
||||
// SetParticleMaterialWrapMode((Material)o);
|
||||
// }
|
||||
// AssetDatabase.SaveAssets();
|
||||
// }
|
||||
//
|
||||
// public static void SetParticleMaterialWrapMode(Material mat)
|
||||
// {
|
||||
//
|
||||
// if (mat.shader.name == "XuanXuan/Effects/Particle_NiuBi")
|
||||
// {
|
||||
// W9ParticleShaderFlags flags = new W9ParticleShaderFlags(mat);
|
||||
// SetWrapModeFlag(flags,mat,"_BaseMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_BASEMAP);
|
||||
// SetWrapModeFlag(flags,mat,"_MaskMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_MASKMAP);
|
||||
// SetWrapModeFlag(flags,mat,"_MaskMap2",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_MASKMAP2);
|
||||
// SetWrapModeFlag(flags,mat,"_NoiseMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_NOISEMAP);
|
||||
// SetWrapModeFlag(flags,mat,"_EmissionMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_EMISSIONMAP);
|
||||
// SetWrapModeFlag(flags,mat,"_DissolveMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_DISSOLVE_MAP);
|
||||
// SetWrapModeFlag(flags,mat,"_DissolveMaskMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_DISSOLVE_MASKMAP);
|
||||
// SetWrapModeFlag(flags,mat,"_DissolveRampMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_DISSOLVE_RAMPMAP);
|
||||
// SetWrapModeFlag(flags,mat,"_ColorBlendMap",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_COLORBLENDMAP);
|
||||
// SetWrapModeFlag(flags,mat,"_VertexOffset_Map",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_VERTEXOFFSETMAP);
|
||||
// SetWrapModeFlag(flags,mat,"_ParallaxMapping_Map",W9ParticleShaderFlags.FLAG_BIT_WRAPMODE_PARALLAXMAPPINGMAP);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// public static void SetParticleMaterialMaskStrenth(Material mat)
|
||||
// {
|
||||
// if (mat.shader.name == "XuanXuan/Effects/Particle_NiuBi")
|
||||
// {
|
||||
// Vector4 vec = mat.GetVector("_MaskMap3OffsetAnition");
|
||||
// if (vec.z < 1)
|
||||
// {
|
||||
// Vector4 newVec = new Vector4(vec.x, vec.y, 1, vec.w);
|
||||
// mat.SetVector("_MaskMap3OffsetAnition",newVec);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// static void SetWrapModeFlag(W9ParticleShaderFlags flags, Material mat, string matTexPropertyName, int flagBit)
|
||||
// {
|
||||
// if (mat.GetTexture(matTexPropertyName) != null)
|
||||
// {
|
||||
// Texture tex = mat.GetTexture(matTexPropertyName);
|
||||
// Debug.Log(tex.name);
|
||||
// if (tex.wrapMode == TextureWrapMode.Clamp)
|
||||
// {
|
||||
// Debug.Log("This is Clamp");
|
||||
// flags.SetFlagBits(flagBit,index:2);
|
||||
// }
|
||||
// else if (tex.wrapMode == TextureWrapMode.Repeat)
|
||||
// {
|
||||
// Debug.Log("This is Repeat");
|
||||
// flags.ClearFlagBits(flagBit,index:2);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
|
||||
|
||||
// static IEnumerator refreshMaterialInspector(Material[] materials)
|
||||
// {
|
||||
// for (int i = 0; i < materials.Length; i++)
|
||||
// {
|
||||
// EditorUtility.DisplayProgressBar("材质球刷新", $"{i + 1}/{materials.Length}", (i + 1) / (float)materials.Length);
|
||||
// Debug.Log(i);
|
||||
// // Selection.activeObject = materials[i];
|
||||
// yield return null;
|
||||
// }
|
||||
// EditorUtility.ClearProgressBar();
|
||||
// // yield break;
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 317bb692129be184ebd7249bba265210
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user