Flatkit 추가 및 설정
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58
Assets/FlatKit/Shaders/Editor/MaterialPropertyExtensions.cs
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58
Assets/FlatKit/Shaders/Editor/MaterialPropertyExtensions.cs
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using UnityEditor;
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using UnityEngine.Rendering;
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namespace FlatKit.Editor {
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internal static class MaterialPropertyExtensions {
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public static ShaderPropertyType GetShaderPropertyType(this MaterialProperty property) {
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#if UNITY_6000_2_OR_NEWER
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return property.propertyType;
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#else
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return property.type switch {
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MaterialProperty.PropType.Color => ShaderPropertyType.Color,
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MaterialProperty.PropType.Vector => ShaderPropertyType.Vector,
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MaterialProperty.PropType.Float => ShaderPropertyType.Float,
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MaterialProperty.PropType.Range => ShaderPropertyType.Range,
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MaterialProperty.PropType.Texture => ShaderPropertyType.Texture,
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_ => ShaderPropertyType.Float,
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};
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#endif
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}
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public static ShaderPropertyFlags GetShaderPropertyFlags(this MaterialProperty property) {
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#if UNITY_6000_2_OR_NEWER
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return property.propertyFlags;
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#else
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var flags = ShaderPropertyFlags.None;
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if ((property.flags & MaterialProperty.PropFlags.HideInInspector) != 0) {
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flags |= ShaderPropertyFlags.HideInInspector;
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}
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if ((property.flags & MaterialProperty.PropFlags.NoScaleOffset) != 0) {
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flags |= ShaderPropertyFlags.NoScaleOffset;
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}
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if ((property.flags & MaterialProperty.PropFlags.PerRendererData) != 0) {
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flags |= ShaderPropertyFlags.PerRendererData;
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}
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if ((property.flags & MaterialProperty.PropFlags.Normal) != 0) {
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flags |= ShaderPropertyFlags.Normal;
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}
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if ((property.flags & MaterialProperty.PropFlags.HDR) != 0) {
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flags |= ShaderPropertyFlags.HDR;
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}
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if ((property.flags & MaterialProperty.PropFlags.Gamma) != 0) {
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flags |= ShaderPropertyFlags.Gamma;
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}
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if ((property.flags & MaterialProperty.PropFlags.NonModifiableTextureData) != 0) {
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flags |= ShaderPropertyFlags.NonModifiableTextureData;
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}
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return flags;
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#endif
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}
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}
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}
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