This commit is contained in:
杨号敬 2024-11-29 10:06:43 +08:00
parent 9310d7166d
commit e2f6da9586
660 changed files with 714219 additions and 18 deletions

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//based off of a guide by Martin Palko http://www.martinpalko.com/muli-compile-unity/
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Text.RegularExpressions;
public abstract class CustomMaterialEditor : MaterialEditor
{
public class FeatureToggle
{
// The name the toggle will have in the inspector
public string InspectorName;
// We will look for properties that contain this word, and hide them if we're not enabled.
public string InspectorPropertyHideTag;
// The keyword that the shader uses when this feature is enabled or disabled.
public string ShaderKeywordEnabled;
public string ShaderKeywordDisabled;
// The current state of this feature.
public bool Enabled;
public FeatureToggle(string InspectorName, string InspectorPropertyHideTag, string ShaderKeywordEnabled, string ShaderKeywordDisabled)
{
this.InspectorName = InspectorName;
this.InspectorPropertyHideTag = InspectorPropertyHideTag;
this.ShaderKeywordEnabled = ShaderKeywordEnabled;
this.ShaderKeywordDisabled = ShaderKeywordDisabled;
this.Enabled = false;
}
}
// A list of all the toggles that we have in this material editor.
protected List<FeatureToggle> Toggles = new List<FeatureToggle>();
// This function will be implemented in derived classes, and used to populate the list of toggles.
protected abstract void CreateToggleList();
public override void OnInspectorGUI ()
{
// if we are not visible... return
if (!isVisible)
return;
// Get the current keywords from the material
Material targetMat = target as Material;
Object[] matObjArray = new Object[1];
matObjArray[0] = (Object)targetMat;
string[] oldKeyWords = targetMat.shaderKeywords;
// Populate our list of toggles
//Toggles.Clear();
Toggles = new List<FeatureToggle>();
CreateToggleList();
// Update each toggle to enabled if it's enabled keyword is present. If it's enabled keyword is missing, we assume it's disabled.
for(int i = 0; i < Toggles.Count; i++)
{
Toggles[i].Enabled = oldKeyWords.Contains (Toggles[i].ShaderKeywordEnabled);
}
// Begin listening for changes in GUI, so we don't waste time re-applying settings that haven't changed.
EditorGUI.BeginChangeCheck();
serializedObject.Update ();
var theShader = serializedObject.FindProperty ("m_Shader");
if (isVisible && !theShader.hasMultipleDifferentValues && theShader.objectReferenceValue != null)
{
float controlSize = 64;
EditorGUIUtility.labelWidth = Screen.width - controlSize - 60;
EditorGUIUtility.fieldWidth = controlSize;
Shader shader = theShader.objectReferenceValue as Shader;
EditorGUI.BeginChangeCheck();
// Draw Non-toggleable values
for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
{
MaterialPropertyImpl(matObjArray, i, null);
}
// Draw toggles, then their values.
for (int s = 0; s < Toggles.Count; s++)
{
EditorGUILayout.Separator();
Toggles[s].Enabled = EditorGUILayout.BeginToggleGroup(Toggles[s].InspectorName, Toggles[s].Enabled);
if (Toggles[s].Enabled)
{
for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
{
MaterialPropertyImpl(matObjArray, i, Toggles[s]);
}
}
EditorGUILayout.EndToggleGroup();
}
if (EditorGUI.EndChangeCheck())
PropertiesChanged ();
}
// If changes have been made, then apply them.
if (EditorGUI.EndChangeCheck())
{
// New list of key words.
List<string> newKeyWords = new List<string>();
// If true, add the enabled keyword (ending with _ON), if false, add the disabled keyword(ending with _OFF).
for(int i = 0; i < Toggles.Count; i++)
{
newKeyWords.Add(Toggles[i].Enabled ? Toggles[i].ShaderKeywordEnabled : Toggles[i].ShaderKeywordDisabled);
}
// Send the new list of keywords to the material, this will define what version of the shader to use.
targetMat.shaderKeywords = newKeyWords.ToArray ();
EditorUtility.SetDirty (targetMat);
}
}
// Alt version of shader property implementation that takes material. Runs once for every property in our shader.
private void MaterialPropertyImpl(Object[] matObjArray, int propertyIndex, FeatureToggle currentToggle)
{
Material mat = (Material)matObjArray[0];
string propertyDescription = ShaderUtil.GetPropertyDescription(mat.shader, propertyIndex);
// If current toggle is null, we only want to show properties that aren't already "owned" by a toggle,
// so if it is owned by another toggle, then return.
if (currentToggle == null)
{
for (int i = 0; i < Toggles.Count; i++)
{
if (Regex.IsMatch(propertyDescription, Toggles[i].InspectorPropertyHideTag, RegexOptions.IgnoreCase))
{
return;
}
}
}
// Only draw if we the current property is owned by the current toggle.
else if (!Regex.IsMatch(propertyDescription, currentToggle.InspectorPropertyHideTag, RegexOptions.IgnoreCase))
{
return;
}
// If we've gotten to this point, draw the shader property regularly.
MaterialProperty matProp = GetMaterialProperty(matObjArray, propertyIndex);
ShaderProperty(matProp, matProp.displayName);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
public class SpecularToggleEditor : CustomMaterialEditor
{
// public override void OnInspectorGUI ()
// {
// base.OnInspectorGUI ();
//
// if (!isVisible)
// {
// Debug.Log("not visible");
// return;
// }
//
// Material targetMat = target as Material;
// string[] keyWords = targetMat.shaderKeywords;
//
// bool specularReflectionEnabled = keyWords.Contains ("SPECULAR_REFLECTION_ON");
// EditorGUI.BeginChangeCheck();
//
// specularReflectionEnabled = EditorGUILayout.Toggle ("Specular Reflection Enabled", specularReflectionEnabled);
//
// if (EditorGUI.EndChangeCheck())
// {
// //If enabled, add keyword SPECULAR_REFLECTION_ON, otherwise add SPECULAR_REFLECTION_OFF
// List<string> keywords = new List<string> { specularReflectionEnabled? "SPECULAR_REFLECTION_ON" : "SPECULAR_REFLECTION_OFF"};
// targetMat.shaderKeywords = keywords.ToArray();
// EditorUtility.SetDirty (targetMat);
// }
// }
protected override void CreateToggleList()
{
Toggles.Add(new FeatureToggle("Specular Reflection Enabled", "reflection", "SPECULAR_REFLECTION_ON", "SPECULAR_REFLECTION_OFF"));
}
}

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