chore: 외부 에셋 권한 및 줄바꿈 재기록 반영
- Assets/External 하위 샘플 및 서드파티 에셋 파일의 실행 비트 변경을 별도 커밋으로 분리 - PolygonGeneric, SidekickCharacters, Synty 도구 자산 전반의 줄바꿈 및 재직렬화 차이를 그대로 보존 - 프로젝트 고유 로직 변경과 분리해 이후 히스토리에서 외부 에셋 노이즈 범위를 식별하기 쉽게 정리
This commit is contained in:
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_01_A.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_01_A.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_01_B.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_01_B.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_01_C.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_01_C.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_02_A.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_02_A.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_02_B.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_02_B.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_02_C.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_02_C.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_03_A.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_03_A.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_03_B.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_03_B.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_03_C.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_03_C.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_04_A.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_04_A.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_04_B.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_04_B.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_04_C.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Alts/Generic_04_C.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Blank.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Blank.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Candle_Glow_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Candle_Glow_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Circle_Additive_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Circle_Additive_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Circle_Multiply_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Circle_Multiply_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Circle_Soft_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Circle_Soft_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Leaf.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Leaf.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Lightray_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Lightray_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Sun_Beam_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Sun_Beam_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Wind_Streak.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/FX/Generic_Wind_Streak.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Brick.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Brick.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Carpet.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Carpet.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Cloud.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Cloud.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Concrete.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Concrete.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Dirt.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Dirt.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Glass.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Glass.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Glass_Opaque.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Glass_Opaque.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Grass.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Grass.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Ivy.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Ivy.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Mountains.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Mountains.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Overview_Map_Ground.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Overview_Map_Ground.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Plaster.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Plaster.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Road.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Road.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Rock.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Rock.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_SimpleSky.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_SimpleSky.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Skyline.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Skyline.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Triplanar_Grass_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Triplanar_Grass_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Water.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Water.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Water_Fade.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Water_Fade.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Wood.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Generic_Wood.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Glass_Opaque_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Glass_Opaque_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Skybox_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Skybox_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Waterflow_01.mat.meta
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Assets/External/Models/PolygonGeneric/Materials/Waterflow_01.mat.meta
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Assets/External/Models/PolygonGeneric/Scripts/Generic_SimpleRotate.cs
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Assets/External/Models/PolygonGeneric/Scripts/Generic_SimpleRotate.cs
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@@ -1,35 +1,35 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Generic_SimpleRotate : MonoBehaviour
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{
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public bool rotX;
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public float rotXSpeed = 50f;
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public bool rotY;
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public float rotYSpeed = 50f;
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public bool rotZ;
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public float rotZSpeed = 50f;
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// Update is called once per frame
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void Update()
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{
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if (rotX == true)
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{
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transform.Rotate(Vector3.left * Time.deltaTime * rotXSpeed);
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}
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if (rotY == true)
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{
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transform.Rotate(Vector3.up * Time.deltaTime * rotYSpeed);
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}
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if (rotZ == true)
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{
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transform.Rotate(Vector3.back * Time.deltaTime * rotZSpeed);
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Generic_SimpleRotate : MonoBehaviour
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{
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public bool rotX;
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public float rotXSpeed = 50f;
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public bool rotY;
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public float rotYSpeed = 50f;
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public bool rotZ;
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public float rotZSpeed = 50f;
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// Update is called once per frame
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void Update()
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{
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if (rotX == true)
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{
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transform.Rotate(Vector3.left * Time.deltaTime * rotXSpeed);
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}
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if (rotY == true)
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{
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transform.Rotate(Vector3.up * Time.deltaTime * rotYSpeed);
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}
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if (rotZ == true)
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{
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transform.Rotate(Vector3.back * Time.deltaTime * rotZSpeed);
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}
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}
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}
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Assets/External/Models/PolygonGeneric/Scripts/Generic_SimpleRotate.cs.meta
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Assets/External/Models/PolygonGeneric/Scripts/Generic_SimpleRotate.cs.meta
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Assets/External/Models/PolygonGeneric/Scripts/Generic_SimpleTranslate.cs
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Assets/External/Models/PolygonGeneric/Scripts/Generic_SimpleTranslate.cs
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@@ -1,31 +1,31 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Generic_SimpleTranslate : MonoBehaviour
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{
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public bool moveX;
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public float moveXSpeed = 2f;
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public bool moveY;
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public float moveYSpeed = 2f;
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public bool moveZ;
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public float moveZSpeed = 2f;
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void Update()
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{
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if (moveX == true)
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{
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transform.Translate(Vector3.left * Time.deltaTime * moveXSpeed);
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}
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if (moveY == true)
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{
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transform.Translate(Vector3.up * Time.deltaTime * moveYSpeed);
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}
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if (moveZ == true)
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{
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transform.Translate(Vector3.back * Time.deltaTime * moveZSpeed);
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Generic_SimpleTranslate : MonoBehaviour
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{
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public bool moveX;
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public float moveXSpeed = 2f;
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public bool moveY;
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public float moveYSpeed = 2f;
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public bool moveZ;
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public float moveZSpeed = 2f;
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void Update()
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{
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if (moveX == true)
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{
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transform.Translate(Vector3.left * Time.deltaTime * moveXSpeed);
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}
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if (moveY == true)
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{
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transform.Translate(Vector3.up * Time.deltaTime * moveYSpeed);
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}
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if (moveZ == true)
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{
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transform.Translate(Vector3.back * Time.deltaTime * moveZSpeed);
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}
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}
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}
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Assets/External/Models/PolygonGeneric/Scripts/Generic_SimpleTranslate.cs.meta
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Assets/External/Models/PolygonGeneric/Scripts/Generic_SimpleTranslate.cs.meta
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Assets/External/Models/PolygonGeneric/Scripts/Generic_WaterBob.cs
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Assets/External/Models/PolygonGeneric/Scripts/Generic_WaterBob.cs
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@@ -1,44 +1,44 @@
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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 UnityEngine;
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public class Generic_WaterBob : MonoBehaviour
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{
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public float bobbingHeight = 0.08f; // The height the object will bob up and down
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public float bobbingSpeed = 1.5f; // The speed of the bobbing motion
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public float rotationAmount = 0.8f; // The amount of rotation applied to the object
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public bool randomOffset = true; // Determines if random offsets are applied to speed and rotation
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public Vector2 randomRange = new Vector2(0.1f, 1f); // The range for the random offset
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private Vector3 startPos;
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private Quaternion startRotation;
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void Start()
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{
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startPos = transform.position;
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startRotation = transform.rotation; // Save the initial rotation
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if (randomOffset)
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{
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bobbingSpeed += UnityEngine.Random.Range(randomRange.x, randomRange.y);
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rotationAmount += UnityEngine.Random.Range(randomRange.x, randomRange.y);
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}
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}
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void Update()
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{
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// Calculate the vertical bobbing motion
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float newY = startPos.y + Mathf.Sin(Time.time * bobbingSpeed) * bobbingHeight;
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Vector3 newPos = new Vector3(transform.position.x, newY, transform.position.z);
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transform.position = newPos;
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// Calculate rotation offsets based on time
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float rotationX = Mathf.Sin(Time.time * bobbingSpeed * 0.5f) * rotationAmount;
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float rotationY = Mathf.Sin(Time.time * bobbingSpeed * 0.7f) * rotationAmount;
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float rotationZ = Mathf.Sin(Time.time * bobbingSpeed * 0.9f) * rotationAmount;
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// Apply the incremental rotation as an offset to the existing rotation
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Quaternion incrementalRotation = Quaternion.Euler(rotationX, rotationY, rotationZ);
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transform.rotation = startRotation * incrementalRotation;
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}
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}
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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 UnityEngine;
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public class Generic_WaterBob : MonoBehaviour
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{
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public float bobbingHeight = 0.08f; // The height the object will bob up and down
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public float bobbingSpeed = 1.5f; // The speed of the bobbing motion
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public float rotationAmount = 0.8f; // The amount of rotation applied to the object
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public bool randomOffset = true; // Determines if random offsets are applied to speed and rotation
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public Vector2 randomRange = new Vector2(0.1f, 1f); // The range for the random offset
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private Vector3 startPos;
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private Quaternion startRotation;
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void Start()
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{
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startPos = transform.position;
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startRotation = transform.rotation; // Save the initial rotation
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if (randomOffset)
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{
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bobbingSpeed += UnityEngine.Random.Range(randomRange.x, randomRange.y);
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rotationAmount += UnityEngine.Random.Range(randomRange.x, randomRange.y);
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}
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}
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void Update()
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{
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// Calculate the vertical bobbing motion
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float newY = startPos.y + Mathf.Sin(Time.time * bobbingSpeed) * bobbingHeight;
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Vector3 newPos = new Vector3(transform.position.x, newY, transform.position.z);
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transform.position = newPos;
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// Calculate rotation offsets based on time
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float rotationX = Mathf.Sin(Time.time * bobbingSpeed * 0.5f) * rotationAmount;
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float rotationY = Mathf.Sin(Time.time * bobbingSpeed * 0.7f) * rotationAmount;
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float rotationZ = Mathf.Sin(Time.time * bobbingSpeed * 0.9f) * rotationAmount;
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// Apply the incremental rotation as an offset to the existing rotation
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Quaternion incrementalRotation = Quaternion.Euler(rotationX, rotationY, rotationZ);
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transform.rotation = startRotation * incrementalRotation;
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}
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}
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Assets/External/Models/PolygonGeneric/Scripts/Generic_WaterBob.cs.meta
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Assets/External/Models/PolygonGeneric/Scripts/Generic_WaterBob.cs.meta
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Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonShaderGUI.cs
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Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonShaderGUI.cs
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@@ -1,204 +1,204 @@
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using UnityEditor;
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public class PolygonShaderGUI : ShaderGUI
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{
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private bool _showBaseTexture = false;
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private bool _showOverlayTexture = false;
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private bool _showAlphaTexture = false;
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private bool _showNormalTexture = false;
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private bool _showTriplanar = false;
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private bool _showNormalTriplanar = false;
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private bool _showEmissionTexture = false;
|
||||
private bool _showSnow = false;
|
||||
private bool _showWave = false;
|
||||
|
||||
private bool CreatePropertyGroup(string title, string[] groupProperties, bool foldout, MaterialEditor materialEditor, MaterialProperty[] allProperties)
|
||||
{
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, title);
|
||||
if (foldout)
|
||||
{
|
||||
foreach (string property in groupProperties)
|
||||
{
|
||||
MaterialProperty propertyReference = FindProperty(property, allProperties);
|
||||
materialEditor.ShaderProperty(propertyReference, propertyReference.displayName, 1);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
return foldout;
|
||||
}
|
||||
|
||||
override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
||||
{
|
||||
EditorGUILayout.LabelField("Basic Parameters", EditorStyles.boldLabel);
|
||||
|
||||
// Ungrouped Basic Parameters
|
||||
string[] shaderProperties =
|
||||
{
|
||||
"_Color_Tint",
|
||||
"_Metallic",
|
||||
"_Smoothness",
|
||||
"_Metallic_Smoothness_Texture",
|
||||
"_Ambient_Occlusion",
|
||||
"_Specular_Color",
|
||||
"_Alpha_Transparency"
|
||||
};
|
||||
|
||||
foreach (string property in shaderProperties)
|
||||
{
|
||||
MaterialProperty propertyReference = FindProperty(property, properties);
|
||||
materialEditor.ShaderProperty(propertyReference, propertyReference.displayName, 0);
|
||||
}
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
// Base Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Base_Texture",
|
||||
"_Base_Texture",
|
||||
"_Base_Tiling",
|
||||
"_Base_Offset"
|
||||
};
|
||||
|
||||
_showBaseTexture = CreatePropertyGroup("Base Texture", shaderProperties, _showBaseTexture, materialEditor, properties);
|
||||
|
||||
// Alpha Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Alpha_Texture",
|
||||
"_Alpha_Texture",
|
||||
"_Alpha_Tiling",
|
||||
"_Alpha_Offset"
|
||||
};
|
||||
|
||||
_showAlphaTexture = CreatePropertyGroup("Alpha Texture", shaderProperties, _showAlphaTexture, materialEditor, properties);
|
||||
|
||||
// Normal Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Normal_Texture",
|
||||
"_Normal_Texture",
|
||||
"_Normal_Tiling",
|
||||
"_Normal_Offset"
|
||||
};
|
||||
|
||||
_showNormalTexture = CreatePropertyGroup("Normal Texture", shaderProperties, _showNormalTexture, materialEditor, properties);
|
||||
|
||||
// Emission Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Emission_Texture",
|
||||
"_Emission_Texture",
|
||||
"_Emission_Tiling",
|
||||
"_Emission_Offset"
|
||||
};
|
||||
|
||||
_showEmissionTexture = CreatePropertyGroup("Emission Texture", shaderProperties, _showEmissionTexture, materialEditor, properties);
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
EditorGUILayout.LabelField("Advanced Parameters", EditorStyles.boldLabel);
|
||||
|
||||
// Overlay Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Overlay_Texture",
|
||||
"_Overlay_Texture",
|
||||
"_Overlay_Tiling",
|
||||
"_Overlay_Offset",
|
||||
"_OVERLAY_UV_CHANNEL",
|
||||
"_Overlay_Intensity"
|
||||
};
|
||||
|
||||
_showOverlayTexture = CreatePropertyGroup("Overlay Texture", shaderProperties, _showOverlayTexture, materialEditor, properties);
|
||||
|
||||
// Triplanar Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Triplanar_Texture",
|
||||
"_Triplanar_Texture_Top",
|
||||
"_Triplanar_Tiling_Top",
|
||||
"_Triplanar_Offset_Top",
|
||||
"_Triplanar_Texture_Bottom",
|
||||
"_Triplanar_Tiling_Bottom",
|
||||
"_Triplanar_Offset_Bottom",
|
||||
"_Triplanar_Texture_Side",
|
||||
"_Triplanar_Tiling_Side",
|
||||
"_Triplanar_Offset_Side",
|
||||
"_Triplanar_Top_To_Side_Difference",
|
||||
"_Triplanar_Fade", "_Triplanar_Intensity"
|
||||
};
|
||||
|
||||
_showTriplanar = CreatePropertyGroup("Triplanar Texture", shaderProperties, _showTriplanar, materialEditor, properties);
|
||||
|
||||
// Triplanar Normal Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Triplanar_Normals",
|
||||
"_Triplanar_Normal_Texture_Top",
|
||||
"_Triplanar_Normal_Intensity_Top",
|
||||
"_Triplanar_Normal_Tiling_Top",
|
||||
"_Triplanar_Normal_Offset_Top",
|
||||
"_Triplanar_Normal_Texture_Bottom",
|
||||
"_Triplanar_Normal_Intensity_Bottom",
|
||||
"_Triplanar_Normal_Tiling_Bottom",
|
||||
"_Triplanar_Normal_Offset_Bottom",
|
||||
"_Triplanar_Normal_Texture_Side",
|
||||
"_Triplanar_Normal_Intensity_Side",
|
||||
"_Triplanar_Normal_Tiling_Side",
|
||||
"_Triplanar_Normal_Offset_Side",
|
||||
"_Triplanar_Normal_Top_To_Side_Difference",
|
||||
"_Triplanar_Normal_Fade"
|
||||
};
|
||||
|
||||
_showNormalTriplanar = CreatePropertyGroup("Triplanar Normal Texture", shaderProperties, _showNormalTriplanar, materialEditor, properties);
|
||||
|
||||
// Snow Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Snow",
|
||||
"_Snow_Metallic",
|
||||
"_Snow_Smoothness",
|
||||
"_Snow_Level",
|
||||
"_Snow_Transition",
|
||||
"_Snow_Transition_Threshold",
|
||||
"_Snow_Transition_Threshold_Steps",
|
||||
"_Snow_Transition_Threshold_Step_Count",
|
||||
"_Snow_Angle_Threshold",
|
||||
"_Snow_Color",
|
||||
"_Sea_Level",
|
||||
"_Snow_Edge_Noise",
|
||||
"_Snow_Noise_Tiling",
|
||||
"_Snow_Noise_Offset",
|
||||
"_Snow_Noise_Fade",
|
||||
"_Snow_Noise_Top_To_Side_Difference",
|
||||
"_Snow_Normal_Texture",
|
||||
"_Snow_Overrides_Normals",
|
||||
"_Snow_Normal_Intensity",
|
||||
"_Snow_Normal_Tiling",
|
||||
"_Snow_Normal_Offset",
|
||||
"_Snow_Normal_Fade",
|
||||
"_Snow_Metallic_Smoothness_Texture",
|
||||
"_Snow_Metallic_Smoothness_Tiling",
|
||||
"_Snow_Metallic_Smoothness_Offset"
|
||||
};
|
||||
|
||||
_showSnow = CreatePropertyGroup("Snow", shaderProperties, _showSnow, materialEditor, properties);
|
||||
|
||||
// Wave Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Wave",
|
||||
"_Wave_Direction_Vector",
|
||||
"_Wave_Scale",
|
||||
"_Wave_Noise_Tiling",
|
||||
"_Wave_Speed",
|
||||
"_Fade_Wave_To_Object_Origin",
|
||||
"_Fade_Wave_Scale",
|
||||
"_Fade_Wave_Vertical_Offset",
|
||||
"_Wave_Object_Offset"
|
||||
};
|
||||
|
||||
_showWave = CreatePropertyGroup("Wave", shaderProperties, _showWave, materialEditor, properties);
|
||||
}
|
||||
}
|
||||
using UnityEditor;
|
||||
|
||||
public class PolygonShaderGUI : ShaderGUI
|
||||
{
|
||||
private bool _showBaseTexture = false;
|
||||
private bool _showOverlayTexture = false;
|
||||
private bool _showAlphaTexture = false;
|
||||
private bool _showNormalTexture = false;
|
||||
private bool _showTriplanar = false;
|
||||
private bool _showNormalTriplanar = false;
|
||||
private bool _showEmissionTexture = false;
|
||||
private bool _showSnow = false;
|
||||
private bool _showWave = false;
|
||||
|
||||
private bool CreatePropertyGroup(string title, string[] groupProperties, bool foldout, MaterialEditor materialEditor, MaterialProperty[] allProperties)
|
||||
{
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, title);
|
||||
if (foldout)
|
||||
{
|
||||
foreach (string property in groupProperties)
|
||||
{
|
||||
MaterialProperty propertyReference = FindProperty(property, allProperties);
|
||||
materialEditor.ShaderProperty(propertyReference, propertyReference.displayName, 1);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
return foldout;
|
||||
}
|
||||
|
||||
override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
||||
{
|
||||
EditorGUILayout.LabelField("Basic Parameters", EditorStyles.boldLabel);
|
||||
|
||||
// Ungrouped Basic Parameters
|
||||
string[] shaderProperties =
|
||||
{
|
||||
"_Color_Tint",
|
||||
"_Metallic",
|
||||
"_Smoothness",
|
||||
"_Metallic_Smoothness_Texture",
|
||||
"_Ambient_Occlusion",
|
||||
"_Specular_Color",
|
||||
"_Alpha_Transparency"
|
||||
};
|
||||
|
||||
foreach (string property in shaderProperties)
|
||||
{
|
||||
MaterialProperty propertyReference = FindProperty(property, properties);
|
||||
materialEditor.ShaderProperty(propertyReference, propertyReference.displayName, 0);
|
||||
}
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
// Base Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Base_Texture",
|
||||
"_Base_Texture",
|
||||
"_Base_Tiling",
|
||||
"_Base_Offset"
|
||||
};
|
||||
|
||||
_showBaseTexture = CreatePropertyGroup("Base Texture", shaderProperties, _showBaseTexture, materialEditor, properties);
|
||||
|
||||
// Alpha Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Alpha_Texture",
|
||||
"_Alpha_Texture",
|
||||
"_Alpha_Tiling",
|
||||
"_Alpha_Offset"
|
||||
};
|
||||
|
||||
_showAlphaTexture = CreatePropertyGroup("Alpha Texture", shaderProperties, _showAlphaTexture, materialEditor, properties);
|
||||
|
||||
// Normal Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Normal_Texture",
|
||||
"_Normal_Texture",
|
||||
"_Normal_Tiling",
|
||||
"_Normal_Offset"
|
||||
};
|
||||
|
||||
_showNormalTexture = CreatePropertyGroup("Normal Texture", shaderProperties, _showNormalTexture, materialEditor, properties);
|
||||
|
||||
// Emission Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Emission_Texture",
|
||||
"_Emission_Texture",
|
||||
"_Emission_Tiling",
|
||||
"_Emission_Offset"
|
||||
};
|
||||
|
||||
_showEmissionTexture = CreatePropertyGroup("Emission Texture", shaderProperties, _showEmissionTexture, materialEditor, properties);
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
EditorGUILayout.LabelField("Advanced Parameters", EditorStyles.boldLabel);
|
||||
|
||||
// Overlay Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Overlay_Texture",
|
||||
"_Overlay_Texture",
|
||||
"_Overlay_Tiling",
|
||||
"_Overlay_Offset",
|
||||
"_OVERLAY_UV_CHANNEL",
|
||||
"_Overlay_Intensity"
|
||||
};
|
||||
|
||||
_showOverlayTexture = CreatePropertyGroup("Overlay Texture", shaderProperties, _showOverlayTexture, materialEditor, properties);
|
||||
|
||||
// Triplanar Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Triplanar_Texture",
|
||||
"_Triplanar_Texture_Top",
|
||||
"_Triplanar_Tiling_Top",
|
||||
"_Triplanar_Offset_Top",
|
||||
"_Triplanar_Texture_Bottom",
|
||||
"_Triplanar_Tiling_Bottom",
|
||||
"_Triplanar_Offset_Bottom",
|
||||
"_Triplanar_Texture_Side",
|
||||
"_Triplanar_Tiling_Side",
|
||||
"_Triplanar_Offset_Side",
|
||||
"_Triplanar_Top_To_Side_Difference",
|
||||
"_Triplanar_Fade", "_Triplanar_Intensity"
|
||||
};
|
||||
|
||||
_showTriplanar = CreatePropertyGroup("Triplanar Texture", shaderProperties, _showTriplanar, materialEditor, properties);
|
||||
|
||||
// Triplanar Normal Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Triplanar_Normals",
|
||||
"_Triplanar_Normal_Texture_Top",
|
||||
"_Triplanar_Normal_Intensity_Top",
|
||||
"_Triplanar_Normal_Tiling_Top",
|
||||
"_Triplanar_Normal_Offset_Top",
|
||||
"_Triplanar_Normal_Texture_Bottom",
|
||||
"_Triplanar_Normal_Intensity_Bottom",
|
||||
"_Triplanar_Normal_Tiling_Bottom",
|
||||
"_Triplanar_Normal_Offset_Bottom",
|
||||
"_Triplanar_Normal_Texture_Side",
|
||||
"_Triplanar_Normal_Intensity_Side",
|
||||
"_Triplanar_Normal_Tiling_Side",
|
||||
"_Triplanar_Normal_Offset_Side",
|
||||
"_Triplanar_Normal_Top_To_Side_Difference",
|
||||
"_Triplanar_Normal_Fade"
|
||||
};
|
||||
|
||||
_showNormalTriplanar = CreatePropertyGroup("Triplanar Normal Texture", shaderProperties, _showNormalTriplanar, materialEditor, properties);
|
||||
|
||||
// Snow Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Snow",
|
||||
"_Snow_Metallic",
|
||||
"_Snow_Smoothness",
|
||||
"_Snow_Level",
|
||||
"_Snow_Transition",
|
||||
"_Snow_Transition_Threshold",
|
||||
"_Snow_Transition_Threshold_Steps",
|
||||
"_Snow_Transition_Threshold_Step_Count",
|
||||
"_Snow_Angle_Threshold",
|
||||
"_Snow_Color",
|
||||
"_Sea_Level",
|
||||
"_Snow_Edge_Noise",
|
||||
"_Snow_Noise_Tiling",
|
||||
"_Snow_Noise_Offset",
|
||||
"_Snow_Noise_Fade",
|
||||
"_Snow_Noise_Top_To_Side_Difference",
|
||||
"_Snow_Normal_Texture",
|
||||
"_Snow_Overrides_Normals",
|
||||
"_Snow_Normal_Intensity",
|
||||
"_Snow_Normal_Tiling",
|
||||
"_Snow_Normal_Offset",
|
||||
"_Snow_Normal_Fade",
|
||||
"_Snow_Metallic_Smoothness_Texture",
|
||||
"_Snow_Metallic_Smoothness_Tiling",
|
||||
"_Snow_Metallic_Smoothness_Offset"
|
||||
};
|
||||
|
||||
_showSnow = CreatePropertyGroup("Snow", shaderProperties, _showSnow, materialEditor, properties);
|
||||
|
||||
// Wave Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Wave",
|
||||
"_Wave_Direction_Vector",
|
||||
"_Wave_Scale",
|
||||
"_Wave_Noise_Tiling",
|
||||
"_Wave_Speed",
|
||||
"_Fade_Wave_To_Object_Origin",
|
||||
"_Fade_Wave_Scale",
|
||||
"_Fade_Wave_Vertical_Offset",
|
||||
"_Wave_Object_Offset"
|
||||
};
|
||||
|
||||
_showWave = CreatePropertyGroup("Wave", shaderProperties, _showWave, materialEditor, properties);
|
||||
}
|
||||
}
|
||||
|
||||
0
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonShaderGUI.cs.meta
vendored
Normal file → Executable file
0
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonShaderGUI.cs.meta
vendored
Normal file → Executable file
290
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonTransparencyShaderGUI.cs
vendored
Normal file → Executable file
290
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonTransparencyShaderGUI.cs
vendored
Normal file → Executable file
@@ -1,145 +1,145 @@
|
||||
using UnityEditor;
|
||||
|
||||
public class PolygonTransparencyShaderGUI : ShaderGUI
|
||||
{
|
||||
private bool _showBaseTexture = false;
|
||||
private bool _showOverlayTexture = false;
|
||||
private bool _showAlphaTexture = false;
|
||||
private bool _showNormalTexture = false;
|
||||
private bool _showEmissionTexture = false;
|
||||
private bool _showSnow = false;
|
||||
|
||||
private bool CreatePropertyGroup(string title, string[] groupProperties, bool foldout, MaterialEditor materialEditor, MaterialProperty[] allProperties)
|
||||
{
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, title);
|
||||
if (foldout)
|
||||
{
|
||||
foreach (string property in groupProperties)
|
||||
{
|
||||
MaterialProperty propertyReference = FindProperty(property, allProperties);
|
||||
materialEditor.ShaderProperty(propertyReference, propertyReference.displayName, 1);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
return foldout;
|
||||
}
|
||||
|
||||
override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
||||
{
|
||||
EditorGUILayout.LabelField("Basic Parameters", EditorStyles.boldLabel);
|
||||
|
||||
// Ungrouped Basic Parameters
|
||||
string[] shaderProperties =
|
||||
{
|
||||
"_Color_Tint",
|
||||
"_Metallic",
|
||||
"_Smoothness",
|
||||
"_Metallic_Smoothness_Texture",
|
||||
"_Ambient_Occlusion",
|
||||
"_Alpha_Transparency",
|
||||
"_Alpha_Clip_Threshold"
|
||||
};
|
||||
|
||||
foreach (string property in shaderProperties)
|
||||
{
|
||||
MaterialProperty propertyReference = FindProperty(property, properties);
|
||||
materialEditor.ShaderProperty(propertyReference, propertyReference.displayName, 0);
|
||||
}
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
// Base Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Base_Texture",
|
||||
"_Base_Texture",
|
||||
"_Base_Tiling",
|
||||
"_Base_Offset"
|
||||
};
|
||||
|
||||
_showBaseTexture = CreatePropertyGroup("Base Texture", shaderProperties, _showBaseTexture, materialEditor, properties);
|
||||
|
||||
// Alpha Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Alpha_Texture",
|
||||
"_Alpha_Texture",
|
||||
"_Alpha_Tiling",
|
||||
"_Alpha_Offset"
|
||||
};
|
||||
|
||||
_showAlphaTexture = CreatePropertyGroup("Alpha Texture", shaderProperties, _showAlphaTexture, materialEditor, properties);
|
||||
|
||||
// Normal Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Normal_Texture",
|
||||
"_Normal_Texture",
|
||||
"_Normal_Tiling",
|
||||
"_Normal_Offset"
|
||||
};
|
||||
|
||||
_showNormalTexture = CreatePropertyGroup("Normal Texture", shaderProperties, _showNormalTexture, materialEditor, properties);
|
||||
|
||||
// Emission Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Emission_Texture",
|
||||
"_Emission_Texture",
|
||||
"_Emission_Tiling",
|
||||
"_Emission_Offset"
|
||||
};
|
||||
|
||||
_showEmissionTexture = CreatePropertyGroup("Emission Texture", shaderProperties, _showEmissionTexture, materialEditor, properties);
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
EditorGUILayout.LabelField("Advanced Parameters", EditorStyles.boldLabel);
|
||||
|
||||
// Overlay Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Overlay_Texture",
|
||||
"_Overlay_Texture",
|
||||
"_Overlay_Tiling",
|
||||
"_Overlay_Offset",
|
||||
"_OVERLAY_UV_CHANNEL",
|
||||
"_Overlay_Intensity"
|
||||
};
|
||||
|
||||
_showOverlayTexture = CreatePropertyGroup("Overlay Texture", shaderProperties, _showOverlayTexture, materialEditor, properties);
|
||||
|
||||
// Snow Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Snow",
|
||||
"_Snow_Metallic",
|
||||
"_Snow_Smoothness",
|
||||
"_Snow_Level",
|
||||
"_Snow_Transition",
|
||||
"_Snow_Transition_Threshold",
|
||||
"_Snow_Transition_Threshold_Steps",
|
||||
"_Snow_Transition_Threshold_Step_Count",
|
||||
"_Snow_Angle_Threshold",
|
||||
"_Snow_Color",
|
||||
"_Sea_Level",
|
||||
"_Snow_Edge_Noise",
|
||||
"_Snow_Noise_Tiling",
|
||||
"_Snow_Noise_Offset",
|
||||
"_Snow_Noise_Fade",
|
||||
"_Snow_Noise_Top_To_Side_Difference",
|
||||
"_Snow_Normal_Texture",
|
||||
"_Snow_Overrides_Normals",
|
||||
"_Snow_Normal_Intensity",
|
||||
"_Snow_Normal_Tiling",
|
||||
"_Snow_Normal_Offset",
|
||||
"_Snow_Normal_Fade",
|
||||
"_Snow_Metallic_Smoothness_Texture",
|
||||
"_Snow_Metallic_Smoothness_Tiling",
|
||||
"_Snow_Metallic_Smoothness_Offset"
|
||||
};
|
||||
|
||||
_showSnow = CreatePropertyGroup("Snow", shaderProperties, _showSnow, materialEditor, properties);
|
||||
|
||||
}
|
||||
}
|
||||
using UnityEditor;
|
||||
|
||||
public class PolygonTransparencyShaderGUI : ShaderGUI
|
||||
{
|
||||
private bool _showBaseTexture = false;
|
||||
private bool _showOverlayTexture = false;
|
||||
private bool _showAlphaTexture = false;
|
||||
private bool _showNormalTexture = false;
|
||||
private bool _showEmissionTexture = false;
|
||||
private bool _showSnow = false;
|
||||
|
||||
private bool CreatePropertyGroup(string title, string[] groupProperties, bool foldout, MaterialEditor materialEditor, MaterialProperty[] allProperties)
|
||||
{
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, title);
|
||||
if (foldout)
|
||||
{
|
||||
foreach (string property in groupProperties)
|
||||
{
|
||||
MaterialProperty propertyReference = FindProperty(property, allProperties);
|
||||
materialEditor.ShaderProperty(propertyReference, propertyReference.displayName, 1);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
return foldout;
|
||||
}
|
||||
|
||||
override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
||||
{
|
||||
EditorGUILayout.LabelField("Basic Parameters", EditorStyles.boldLabel);
|
||||
|
||||
// Ungrouped Basic Parameters
|
||||
string[] shaderProperties =
|
||||
{
|
||||
"_Color_Tint",
|
||||
"_Metallic",
|
||||
"_Smoothness",
|
||||
"_Metallic_Smoothness_Texture",
|
||||
"_Ambient_Occlusion",
|
||||
"_Alpha_Transparency",
|
||||
"_Alpha_Clip_Threshold"
|
||||
};
|
||||
|
||||
foreach (string property in shaderProperties)
|
||||
{
|
||||
MaterialProperty propertyReference = FindProperty(property, properties);
|
||||
materialEditor.ShaderProperty(propertyReference, propertyReference.displayName, 0);
|
||||
}
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
// Base Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Base_Texture",
|
||||
"_Base_Texture",
|
||||
"_Base_Tiling",
|
||||
"_Base_Offset"
|
||||
};
|
||||
|
||||
_showBaseTexture = CreatePropertyGroup("Base Texture", shaderProperties, _showBaseTexture, materialEditor, properties);
|
||||
|
||||
// Alpha Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Alpha_Texture",
|
||||
"_Alpha_Texture",
|
||||
"_Alpha_Tiling",
|
||||
"_Alpha_Offset"
|
||||
};
|
||||
|
||||
_showAlphaTexture = CreatePropertyGroup("Alpha Texture", shaderProperties, _showAlphaTexture, materialEditor, properties);
|
||||
|
||||
// Normal Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Normal_Texture",
|
||||
"_Normal_Texture",
|
||||
"_Normal_Tiling",
|
||||
"_Normal_Offset"
|
||||
};
|
||||
|
||||
_showNormalTexture = CreatePropertyGroup("Normal Texture", shaderProperties, _showNormalTexture, materialEditor, properties);
|
||||
|
||||
// Emission Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Emission_Texture",
|
||||
"_Emission_Texture",
|
||||
"_Emission_Tiling",
|
||||
"_Emission_Offset"
|
||||
};
|
||||
|
||||
_showEmissionTexture = CreatePropertyGroup("Emission Texture", shaderProperties, _showEmissionTexture, materialEditor, properties);
|
||||
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
EditorGUILayout.LabelField("Advanced Parameters", EditorStyles.boldLabel);
|
||||
|
||||
// Overlay Texture Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Overlay_Texture",
|
||||
"_Overlay_Texture",
|
||||
"_Overlay_Tiling",
|
||||
"_Overlay_Offset",
|
||||
"_OVERLAY_UV_CHANNEL",
|
||||
"_Overlay_Intensity"
|
||||
};
|
||||
|
||||
_showOverlayTexture = CreatePropertyGroup("Overlay Texture", shaderProperties, _showOverlayTexture, materialEditor, properties);
|
||||
|
||||
// Snow Parameters
|
||||
shaderProperties = new[]
|
||||
{
|
||||
"_Enable_Snow",
|
||||
"_Snow_Metallic",
|
||||
"_Snow_Smoothness",
|
||||
"_Snow_Level",
|
||||
"_Snow_Transition",
|
||||
"_Snow_Transition_Threshold",
|
||||
"_Snow_Transition_Threshold_Steps",
|
||||
"_Snow_Transition_Threshold_Step_Count",
|
||||
"_Snow_Angle_Threshold",
|
||||
"_Snow_Color",
|
||||
"_Sea_Level",
|
||||
"_Snow_Edge_Noise",
|
||||
"_Snow_Noise_Tiling",
|
||||
"_Snow_Noise_Offset",
|
||||
"_Snow_Noise_Fade",
|
||||
"_Snow_Noise_Top_To_Side_Difference",
|
||||
"_Snow_Normal_Texture",
|
||||
"_Snow_Overrides_Normals",
|
||||
"_Snow_Normal_Intensity",
|
||||
"_Snow_Normal_Tiling",
|
||||
"_Snow_Normal_Offset",
|
||||
"_Snow_Normal_Fade",
|
||||
"_Snow_Metallic_Smoothness_Texture",
|
||||
"_Snow_Metallic_Smoothness_Tiling",
|
||||
"_Snow_Metallic_Smoothness_Offset"
|
||||
};
|
||||
|
||||
_showSnow = CreatePropertyGroup("Snow", shaderProperties, _showSnow, materialEditor, properties);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
0
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonTransparencyShaderGUI.cs.meta
vendored
Normal file → Executable file
0
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonTransparencyShaderGUI.cs.meta
vendored
Normal file → Executable file
File diff suppressed because it is too large
Load Diff
0
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/polygonShaderTransparent_UI.cs.meta
vendored
Normal file → Executable file
0
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/polygonShaderTransparent_UI.cs.meta
vendored
Normal file → Executable file
File diff suppressed because it is too large
Load Diff
0
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/polygonShader_UI.cs.meta
vendored
Normal file → Executable file
0
Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/polygonShader_UI.cs.meta
vendored
Normal file → Executable file
Reference in New Issue
Block a user