Files
Colosseum/Assets/External/Models/PolygonGeneric/Shaders/InterfaceOverrides/Editor/PolygonShaderGUI.cs
dal4segno c265f980db chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합
- External/ 패키지 벤더별 분류 (Synty, Animations, UI)
- 에셋 네이밍 컨벤션 확립 및 적용
  (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등)
- pre-commit hook으로 네이밍 컨벤션 자동 검사 추가
- RESTRUCTURE_CHECKLIST.md 작성

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-16 19:08:27 +09:00

205 lines
7.1 KiB
C#

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);
}
}