using UnityEngine; using UnityEditor; using UnityEditor.SceneManagement; using System.Linq; [CanEditMultipleObjects] public class AllIn1SpriteShader : ShaderGUI { private Material targetMat; private UnityEngine.Rendering.BlendMode srcMode, dstMode; private UnityEngine.Rendering.CompareFunction zTestMode = UnityEngine.Rendering.CompareFunction.LessEqual; private GUIStyle style, bigLabel = new GUIStyle(); private const int bigFontSize = 16; private string[] oldKeyWords; public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) { targetMat = materialEditor.target as Material; oldKeyWords = targetMat.shaderKeywords; style = new GUIStyle(EditorStyles.helpBox); style.margin = new RectOffset(0, 0, 0, 0); bigLabel = new GUIStyle(EditorStyles.boldLabel); bigLabel.fontSize = bigFontSize; GUILayout.Label("General Properties", bigLabel); materialEditor.ShaderProperty(properties[0], properties[0].displayName); materialEditor.ShaderProperty(properties[1], properties[1].displayName); materialEditor.ShaderProperty(properties[2], properties[2].displayName); //Not needed since Unity batches sprites on its own //EditorGUILayout.Separator(); //materialEditor.EnableInstancingField(); //Debug.Log(materialEditor.IsInstancingEnabled() + " " + Application.isBatchMode); EditorGUILayout.Separator(); Blending(materialEditor, properties, style, oldKeyWords.Contains("CUSTOMBLENDING_ON"), "Custom Blending", "CUSTOMBLENDING_ON"); Billboard(materialEditor, properties, style, oldKeyWords.Contains("BILBOARD_ON"), "Bilboard active", "BILBOARD_ON"); ZWrite(materialEditor, properties, style, "Depth Write"); ZTest(materialEditor, properties, style, oldKeyWords.Contains("CUSTOMZTEST_ON"), "Z Test", "CUSTOMZTEST_ON"); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FOG_ON"), "Unity Fog", "FOG_ON", -1, -1); SpriteAtlas(materialEditor, style, oldKeyWords.Contains("ATLAS_ON"), "Sprite inside an atlas?", "ATLAS_ON"); DrawLine(Color.grey, 1, 3); GUILayout.Label("Color Effects", bigLabel); Glow(materialEditor, properties, style, oldKeyWords.Contains("GLOW_ON")); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FADE_ON"), "2.Fade", "FADE_ON", 7, 13); Outline(materialEditor, properties, style, oldKeyWords.Contains("OUTBASE_ON")); Gradient(materialEditor, properties, style, oldKeyWords.Contains("GRADIENT_ON"), "4.Gradient & Radial Gradient", "GRADIENT_ON", 31, 35); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("COLORSWAP_ON"), "5.Color Swap", "COLORSWAP_ON", 36, 42); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("HSV_ON"), "6.Hue Shift", "HSV_ON", 43, 45); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CHANGECOLOR_ON"), "7.Change 1 Color", "CHANGECOLOR_ON", 123, 126); ColorRamp(materialEditor, properties, style, oldKeyWords.Contains("COLORRAMP_ON")); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("HITEFFECT_ON"), "9.Hit Effect", "HITEFFECT_ON", 46, 48); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("NEGATIVE_ON"), "10.Negative", "NEGATIVE_ON", 49, 49); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("PIXELATE_ON"), "11.Pixelate", "PIXELATE_ON", 50, 50); GreyScale(materialEditor, properties, style, oldKeyWords.Contains("GREYSCALE_ON")); Posterize(materialEditor, properties, style, oldKeyWords.Contains("POSTERIZE_ON")); Blur(materialEditor, properties, style, oldKeyWords.Contains("BLUR_ON")); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("MOTIONBLUR_ON"), "15.Motion Blur", "MOTIONBLUR_ON", 62, 63); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("GHOST_ON"), "16.Ghost", "GHOST_ON", 64, 65); InnerOutline(materialEditor, properties, style, oldKeyWords.Contains("INNEROUTLINE_ON"), "17.Inner Outline", "INNEROUTLINE_ON", 66, 69); Hologram(materialEditor, properties, style, oldKeyWords.Contains("HOLOGRAM_ON"), "18.Hologram", "HOLOGRAM_ON", 73, 77); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CHROMABERR_ON"), "19.Chromatic Aberration", "CHROMABERR_ON", 78, 79); Glitch(materialEditor, properties, style, oldKeyWords.Contains("GLITCH_ON"), "20.Glitch", "GLITCH_ON"); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FLICKER_ON"), "21.Flicker", "FLICKER_ON", 81, 83); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHADOW_ON"), "22.Shadow", "SHADOW_ON", 84, 87); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHINE_ON"), "23.Shine", "SHINE_ON", 133, 138); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ALPHACUTOFF_ON"), "24.Alpha Cutoff", "ALPHACUTOFF_ON", 70, 70); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ALPHAROUND_ON"), "25.Alpha Round", "ALPHAROUND_ON", 144, 144); DrawLine(Color.grey, 1, 3); GUILayout.Label("UV Effects", bigLabel); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("DOODLE_ON"), "26.Hand Drawn", "DOODLE_ON", 88, 89); Grass(materialEditor, properties, style, oldKeyWords.Contains("WIND_ON")); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("WAVEUV_ON"), "28.Wave", "WAVEUV_ON", 94, 98); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ROUNDWAVEUV_ON"), "29.Round Wave", "ROUNDWAVEUV_ON", 127, 128); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("RECTSIZE_ON"), "30.Rect Size (Enable wireframe to see result)", "RECTSIZE_ON", 99, 99); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("OFFSETUV_ON"), "31.Offset", "OFFSETUV_ON", 100, 101); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CLIPPING_ON"), "32.Clipping / Fill Amount", "CLIPPING_ON", 102, 105); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("TEXTURESCROLL_ON"), "33.Texture Scroll", "TEXTURESCROLL_ON", 106, 107); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ZOOMUV_ON"), "34.Zoom", "ZOOMUV_ON", 108, 108); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("DISTORT_ON"), "35.Distortion", "DISTORT_ON", 109, 112); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("TWISTUV_ON"), "36.Twist", "TWISTUV_ON", 113, 116); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ROTATEUV_ON"), "37.Rotate", "ROTATEUV_ON", 117, 117); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("POLARUV_ON"), "38.Polar Coordinates (Tile texture for good results)", "POLARUV_ON", -1, -1); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FISHEYE_ON"), "39.Fish Eye", "FISHEYE_ON", 118, 118); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("PINCH_ON"), "40.Pinch", "PINCH_ON", 119, 119); GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHAKEUV_ON"), "41.Shake", "SHAKEUV_ON", 120, 122); DrawLine(Color.grey, 1, 3); materialEditor.RenderQueueField(); } private void Blending(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag) { MaterialProperty srcM = ShaderGUI.FindProperty("_MySrcMode", properties); MaterialProperty dstM = ShaderGUI.FindProperty("_MyDstMode", properties); if (srcM.floatValue == 0 && dstM.floatValue == 0) { srcM.floatValue = 5; dstM.floatValue = 10; } bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); EditorGUILayout.BeginVertical(style); { GUILayout.Label("Look for 'ShaderLab: Blending' if you don't know what this is", style); if (GUILayout.Button("Back To Default Blending")) { srcM.floatValue = 5; dstM.floatValue = 10; targetMat.DisableKeyword("PREMULTIPLYALPHA_ON"); } srcMode = (UnityEngine.Rendering.BlendMode)srcM.floatValue; dstMode = (UnityEngine.Rendering.BlendMode)dstM.floatValue; srcMode = (UnityEngine.Rendering.BlendMode)EditorGUILayout.EnumPopup("SrcMode", srcMode); dstMode = (UnityEngine.Rendering.BlendMode)EditorGUILayout.EnumPopup("DstMode", dstMode); srcM.floatValue = (float)(srcMode); dstM.floatValue = (float)(dstMode); ini = oldKeyWords.Contains("PREMULTIPLYALPHA_ON"); toggle = EditorGUILayout.Toggle("Premultiply Alpha?", ini); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) targetMat.EnableKeyword("PREMULTIPLYALPHA_ON"); else targetMat.DisableKeyword("PREMULTIPLYALPHA_ON"); } EditorGUILayout.EndVertical(); } else { srcM.floatValue = 5; dstM.floatValue = 10; targetMat.DisableKeyword(flag); } EditorGUILayout.EndToggleGroup(); } private void Billboard(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); EditorGUILayout.BeginVertical(style); { GUILayout.Label("Don't use this feature on UI elements!", style); materialEditor.ShaderProperty(properties[129], properties[129].displayName); MaterialProperty billboardY = ShaderGUI.FindProperty("_BillboardY", properties); if (billboardY.floatValue == 1) targetMat.EnableKeyword("BILBOARDY_ON"); else targetMat.DisableKeyword("BILBOARDY_ON"); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword(flag); EditorGUILayout.EndToggleGroup(); } private void ZWrite(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, string inspector) { MaterialProperty zWrite = ShaderGUI.FindProperty("_ZWrite", properties); bool toggle = zWrite.floatValue > 0.9f ? true : false; bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { EditorGUILayout.BeginVertical(style); { GUILayout.Label("Usually used to sort Billboarded sprites", style); GUILayout.Label("Use effect instead 23.Alpha Cutoff for more optimum results", style); zWrite.floatValue = 1.0f; } EditorGUILayout.EndVertical(); } else zWrite.floatValue = 0.0f; EditorGUILayout.EndToggleGroup(); } private void ZTest(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag) { MaterialProperty zTestM = ShaderGUI.FindProperty("_ZTestMode", properties); if (zTestM.floatValue == 0) zTestM.floatValue = 4; bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); EditorGUILayout.BeginVertical(style); { GUILayout.Label("Look for 'ShaderLab culling and depth testing' if you don't know what this is", style); zTestMode = (UnityEngine.Rendering.CompareFunction)zTestM.floatValue; zTestMode = (UnityEngine.Rendering.CompareFunction)EditorGUILayout.EnumPopup("zTestMode", zTestMode); zTestM.floatValue = (float)(zTestMode); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword(flag); EditorGUILayout.EndToggleGroup(); } private void SpriteAtlas(MaterialEditor materialEditor, GUIStyle style, bool toggle, string inspector, string flag) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); EditorGUILayout.BeginVertical(style); { GUILayout.Label("Make sure SpriteAtlasUV component is added \n " + "*Check documentation if unsure what this does or how it works", style); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword(flag); EditorGUILayout.EndToggleGroup(); } private void Outline(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup("3.Outline", toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword("OUTBASE_ON"); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[14], properties[14].displayName); materialEditor.ShaderProperty(properties[15], properties[15].displayName); materialEditor.ShaderProperty(properties[16], properties[16].displayName); materialEditor.ShaderProperty(properties[17], properties[17].displayName); MaterialProperty outline8dir = ShaderGUI.FindProperty("_Outline8Directions", properties); if (outline8dir.floatValue == 1) targetMat.EnableKeyword("OUTBASE8DIR_ON"); else targetMat.DisableKeyword("OUTBASE8DIR_ON"); materialEditor.ShaderProperty(properties[19], properties[19].displayName); MaterialProperty outlinePixel = ShaderGUI.FindProperty("_OutlineIsPixel", properties); if (outlinePixel.floatValue == 1) { targetMat.EnableKeyword("OUTBASEPIXELPERF_ON"); materialEditor.ShaderProperty(properties[20], properties[20].displayName); } else { targetMat.DisableKeyword("OUTBASEPIXELPERF_ON"); materialEditor.ShaderProperty(properties[18], properties[18].displayName); } materialEditor.ShaderProperty(properties[21], properties[21].displayName); MaterialProperty outlineTex = ShaderGUI.FindProperty("_OutlineTexToggle", properties); if (outlineTex.floatValue == 1) { targetMat.EnableKeyword("OUTTEX_ON"); materialEditor.ShaderProperty(properties[22], properties[22].displayName); materialEditor.ShaderProperty(properties[23], properties[23].displayName); materialEditor.ShaderProperty(properties[24], properties[24].displayName); materialEditor.ShaderProperty(properties[25], properties[25].displayName); MaterialProperty outlineTexGrey = ShaderGUI.FindProperty("_OutlineTexGrey", properties); if (outlineTexGrey.floatValue == 1) targetMat.EnableKeyword("OUTGREYTEXTURE_ON"); else targetMat.DisableKeyword("OUTGREYTEXTURE_ON"); } else targetMat.DisableKeyword("OUTTEX_ON"); materialEditor.ShaderProperty(properties[26], properties[26].displayName); MaterialProperty outlineDistort = ShaderGUI.FindProperty("_OutlineDistortToggle", properties); if (outlineDistort.floatValue == 1) { targetMat.EnableKeyword("OUTDIST_ON"); materialEditor.ShaderProperty(properties[27], properties[27].displayName); materialEditor.ShaderProperty(properties[28], properties[28].displayName); materialEditor.ShaderProperty(properties[29], properties[29].displayName); materialEditor.ShaderProperty(properties[30], properties[30].displayName); } else targetMat.DisableKeyword("OUTDIST_ON"); EditorGUILayout.Separator(); materialEditor.ShaderProperty(properties[71], properties[71].displayName); MaterialProperty onlyOutline = ShaderGUI.FindProperty("_OnlyOutline", properties); if (onlyOutline.floatValue == 1) targetMat.EnableKeyword("ONLYOUTLINE_ON"); else targetMat.DisableKeyword("ONLYOUTLINE_ON"); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword("OUTBASE_ON"); EditorGUILayout.EndToggleGroup(); } private void GenericEffect(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag, int first, int last) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); if (first > 0) { EditorGUILayout.BeginVertical(style); { for (int i = first; i <= last; i++) materialEditor.ShaderProperty(properties[i], properties[i].displayName); } EditorGUILayout.EndVertical(); } } else targetMat.DisableKeyword(flag); EditorGUILayout.EndToggleGroup(); } private void Glow(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup("1.Glow", toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword("GLOW_ON"); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[3], properties[3].displayName); materialEditor.ShaderProperty(properties[4], properties[4].displayName); materialEditor.ShaderProperty(properties[5], properties[5].displayName); MaterialProperty useGlowTex = ShaderGUI.FindProperty("_GlowTexUsed", properties); if (useGlowTex.floatValue == 1) { targetMat.EnableKeyword("GLOWTEX_ON"); materialEditor.ShaderProperty(properties[6], properties[6].displayName); } else targetMat.DisableKeyword("GLOWTEX_ON"); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword("GLOW_ON"); EditorGUILayout.EndToggleGroup(); } private void ColorRamp(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup("8.Color Ramp", toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword("COLORRAMP_ON"); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[51], properties[51].displayName); materialEditor.ShaderProperty(properties[52], properties[52].displayName); materialEditor.ShaderProperty(properties[53], properties[53].displayName); MaterialProperty colorRampOut = ShaderGUI.FindProperty("_ColorRampOutline", properties); if (colorRampOut.floatValue == 1) targetMat.EnableKeyword("COLORRAMPOUTLINE_ON"); else targetMat.DisableKeyword("COLORRAMPOUTLINE_ON"); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword("COLORRAMP_ON"); EditorGUILayout.EndToggleGroup(); } private void GreyScale(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup("12.Greyscale", toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword("GREYSCALE_ON"); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[54], properties[54].displayName); materialEditor.ShaderProperty(properties[55], properties[55].displayName); materialEditor.ShaderProperty(properties[56], properties[56].displayName); MaterialProperty greyScaleOut = ShaderGUI.FindProperty("_GreyscaleOutline", properties); if (greyScaleOut.floatValue == 1) targetMat.EnableKeyword("GREYSCALEOUTLINE_ON"); else targetMat.DisableKeyword("GREYSCALEOUTLINE_ON"); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword("GREYSCALE_ON"); EditorGUILayout.EndToggleGroup(); } private void Posterize(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup("13.Posterize", toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword("POSTERIZE_ON"); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[57], properties[57].displayName); materialEditor.ShaderProperty(properties[58], properties[58].displayName); materialEditor.ShaderProperty(properties[59], properties[59].displayName); MaterialProperty posterizeOut = ShaderGUI.FindProperty("_PosterizeOutline", properties); if (posterizeOut.floatValue == 1) targetMat.EnableKeyword("POSTERIZEOUTLINE_ON"); else targetMat.DisableKeyword("POSTERIZEOUTLINE_ON"); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword("POSTERIZE_ON"); EditorGUILayout.EndToggleGroup(); } private void Blur(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup("14.Blur", toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword("BLUR_ON"); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[60], properties[60].displayName); materialEditor.ShaderProperty(properties[61], properties[61].displayName); MaterialProperty blurIsHd = ShaderGUI.FindProperty("_BlurHD", properties); if (blurIsHd.floatValue == 1) targetMat.EnableKeyword("BLURISHD_ON"); else targetMat.DisableKeyword("BLURISHD_ON"); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword("BLUR_ON"); EditorGUILayout.EndToggleGroup(); } private void Grass(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup("27.Grass Movement / Wind", toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword("WIND_ON"); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[90], properties[90].displayName); materialEditor.ShaderProperty(properties[91], properties[91].displayName); materialEditor.ShaderProperty(properties[145], properties[145].displayName); materialEditor.ShaderProperty(properties[92], properties[92].displayName); materialEditor.ShaderProperty(properties[93], properties[93].displayName); MaterialProperty grassManual = ShaderGUI.FindProperty("_GrassManualToggle", properties); if (grassManual.floatValue == 1) targetMat.EnableKeyword("MANUALWIND_ON"); else targetMat.DisableKeyword("MANUALWIND_ON"); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword("WIND_ON"); EditorGUILayout.EndToggleGroup(); } private void InnerOutline(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag, int first, int last) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); if (first > 0) { EditorGUILayout.BeginVertical(style); { for (int i = first; i <= last; i++) materialEditor.ShaderProperty(properties[i], properties[i].displayName); EditorGUILayout.Separator(); materialEditor.ShaderProperty(properties[72], properties[72].displayName); MaterialProperty onlyInOutline = ShaderGUI.FindProperty("_OnlyInnerOutline", properties); if (onlyInOutline.floatValue == 1) targetMat.EnableKeyword("ONLYINNEROUTLINE_ON"); else targetMat.DisableKeyword("ONLYINNEROUTLINE_ON"); } EditorGUILayout.EndVertical(); } } else targetMat.DisableKeyword(flag); EditorGUILayout.EndToggleGroup(); } private void Glitch(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[80], properties[80].displayName); materialEditor.ShaderProperty(properties[139], properties[139].displayName); } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword(flag); EditorGUILayout.EndToggleGroup(); } private void Hologram(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag, int first, int last) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); if (first > 0) { EditorGUILayout.BeginVertical(style); { for (int i = first; i <= last; i++) materialEditor.ShaderProperty(properties[i], properties[i].displayName); materialEditor.ShaderProperty(properties[140], properties[140].displayName); } EditorGUILayout.EndVertical(); } } else targetMat.DisableKeyword(flag); EditorGUILayout.EndToggleGroup(); } private void Gradient(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag, int first, int last) { bool ini = toggle; toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle); if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); if (toggle) { targetMat.EnableKeyword(flag); EditorGUILayout.BeginVertical(style); { materialEditor.ShaderProperty(properties[143], properties[143].displayName); MaterialProperty outlineDistort = ShaderGUI.FindProperty("_GradIsRadial", properties); if (outlineDistort.floatValue == 1) { targetMat.EnableKeyword("RADIALGRADIENT_ON"); materialEditor.ShaderProperty(properties[31], properties[31].displayName); materialEditor.ShaderProperty(properties[32], properties[32].displayName); materialEditor.ShaderProperty(properties[34], properties[34].displayName); materialEditor.ShaderProperty(properties[141], properties[141].displayName); } else { targetMat.DisableKeyword("RADIALGRADIENT_ON"); if (first > 0) { for (int i = first; i <= last; i++) materialEditor.ShaderProperty(properties[i], properties[i].displayName); materialEditor.ShaderProperty(properties[141], properties[141].displayName); materialEditor.ShaderProperty(properties[142], properties[142].displayName); } } } EditorGUILayout.EndVertical(); } else targetMat.DisableKeyword(flag); EditorGUILayout.EndToggleGroup(); } private void DrawLine(Color color, int thickness = 2, int padding = 10) { Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); r.height = thickness; r.y += (padding / 2); r.x -= 2; r.width += 6; EditorGUI.DrawRect(r, color); } }