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//Unitychan Toon Shader ver.2.0
//UTS2GUI.cs for UTS2 v.2.0.7
//nobuyuki@unity3d.com
//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project
//(C)Unity Technologies Japan/UCL
using UnityEngine;
using UnityEditor;
namespace UnityChan
{
public class UTS2GUI : ShaderGUI {
public enum _UTS_Technique{
DoubleSideWithFeather, ShadingGradeMap, OutlineObject
}
public enum _OutlineMode{
NormalDirection, PositionScaling
}
public enum _CullingMode{
CullingOff, FrontCulling, BackCulling
}
public enum _EmissiveMode{
SimpleEmissive, EmissiveAnimation
}
//enum _OutlineMode の状態を保持するための変数.
public _OutlineMode outlineMode;
public _CullingMode cullingMode;
public _EmissiveMode emissiveMode;
//ボタンサイズ.
public GUILayoutOption[] shortButtonStyle = new GUILayoutOption[]{ GUILayout.Width(130) };
public GUILayoutOption[] middleButtonStyle = new GUILayoutOption[]{ GUILayout.Width(130) };
//各種設定保持用.
static int _StencilNo_Setting;
static bool _HasOutline = true;
static bool _OriginalInspector = false;
static bool _SimpleUI = false;
//メッセージ表示用.
bool _Use_VrcRecommend = false;
bool _RemovedUnusedKeywordsMessage = false;
//Foldoutの初期値.
static bool _BasicShaderSettings_Foldout = false;
static bool _BasicThreeColors_Foldout = true;
static bool _NormalMap_Foldout = false;
static bool _ShadowControlMaps_Foldout = false;
static bool _StepAndFeather_Foldout = true;
static bool _AdditionalLookdevs_Foldout = false;
static bool _HighColor_Foldout = true;
static bool _RimLight_Foldout = true;
static bool _MatCap_Foldout = true;
static bool _AngelRing_Foldout = true;
static bool _Emissive_Foldout = true;
static bool _Outline_Foldout = true;
static bool _AdvancedOutline_Foldout = false;
static bool _Tessellation_Foldout = false;
static bool _LightColorContribution_Foldout = false;
static bool _AdditionalLightingSettings_Foldout = false;
// -----------------------------------------------------
//m_MaterialEditorのメソッドをUIとして使うもののみを指定する.
// UTS2 materal properties -------------------------
MaterialProperty clippingMask = null;
MaterialProperty clipping_Level = null;
MaterialProperty tweak_transparency = null;
MaterialProperty mainTex = null;
MaterialProperty baseColor = null;
MaterialProperty firstShadeMap = null;
MaterialProperty firstShadeColor = null;
MaterialProperty secondShadeMap = null;
MaterialProperty secondShadeColor = null;
MaterialProperty normalMap = null;
MaterialProperty bumpScale = null;
MaterialProperty set_1st_ShadePosition = null;
MaterialProperty set_2nd_ShadePosition = null;
MaterialProperty shadingGradeMap = null;
MaterialProperty tweak_ShadingGradeMapLevel = null;
MaterialProperty blurLevelSGM = null;
MaterialProperty tweak_SystemShadowsLevel = null;
MaterialProperty baseColor_Step = null;
MaterialProperty baseShade_Feather = null;
MaterialProperty shadeColor_Step = null;
MaterialProperty first2nd_Shades_Feather = null;
MaterialProperty first_ShadeColor_Step = null;
MaterialProperty first_ShadeColor_Feather = null;
MaterialProperty second_ShadeColor_Step = null;
MaterialProperty second_ShadeColor_Feather = null;
MaterialProperty stepOffset = null;
MaterialProperty highColor_Tex = null;
MaterialProperty highColor = null;
MaterialProperty highColor_Power = null;
MaterialProperty tweakHighColorOnShadow = null;
MaterialProperty set_HighColorMask = null;
MaterialProperty tweak_HighColorMaskLevel = null;
MaterialProperty rimLightColor = null;
MaterialProperty rimLight_Power = null;
MaterialProperty rimLight_InsideMask = null;
MaterialProperty tweak_LightDirection_MaskLevel = null;
MaterialProperty ap_RimLightColor = null;
MaterialProperty ap_RimLight_Power = null;
MaterialProperty set_RimLightMask = null;
MaterialProperty tweak_RimLightMaskLevel = null;
MaterialProperty matCap_Sampler = null;
MaterialProperty matCapColor = null;
MaterialProperty blurLevelMatcap = null;
MaterialProperty tweak_MatCapUV = null;
MaterialProperty rotate_MatCapUV = null;
MaterialProperty normalMapForMatCap = null;
MaterialProperty bumpScaleMatcap = null;
MaterialProperty rotate_NormalMapForMatCapUV = null;
MaterialProperty tweakMatCapOnShadow = null;
MaterialProperty set_MatcapMask = null;
MaterialProperty tweak_MatcapMaskLevel = null;
MaterialProperty angelRing_Sampler = null;
MaterialProperty angelRing_Color = null;
MaterialProperty ar_OffsetU = null;
MaterialProperty ar_OffsetV = null;
MaterialProperty emissive_Tex = null;
MaterialProperty emissive_Color = null;
MaterialProperty base_Speed = null;
MaterialProperty scroll_EmissiveU = null;
MaterialProperty scroll_EmissiveV = null;
MaterialProperty rotate_EmissiveUV = null;
MaterialProperty colorShift = null;
MaterialProperty colorShift_Speed = null;
MaterialProperty viewShift = null;
MaterialProperty outline_Width = null;
MaterialProperty outline_Color = null;
MaterialProperty outline_Sampler = null;
MaterialProperty offset_Z = null;
MaterialProperty farthest_Distance = null;
MaterialProperty nearest_Distance = null;
MaterialProperty outlineTex = null;
MaterialProperty bakedNormal = null;
MaterialProperty tessEdgeLength = null;
MaterialProperty tessPhongStrength = null;
MaterialProperty tessExtrusionAmount = null;
MaterialProperty gi_Intensity = null;
MaterialProperty unlit_Intensity = null;
MaterialProperty offset_X_Axis_BLD = null;
MaterialProperty offset_Y_Axis_BLD = null;
//------------------------------------------------------
MaterialEditor m_MaterialEditor;
// -----------------------------------------------------
//m_MaterialEditorのメソッドをUIとして使うもののみを指定する.
public void FindProperties(MaterialProperty[] props)
{
//シェーダーによって無い可能性があるプロパティはfalseを追加.
clippingMask = FindProperty("_ClippingMask", props, false);
clipping_Level = FindProperty("_Clipping_Level", props, false);
tweak_transparency = FindProperty("_Tweak_transparency", props, false);
mainTex = FindProperty("_MainTex", props);
baseColor = FindProperty("_BaseColor", props);
firstShadeMap = FindProperty("_1st_ShadeMap", props);
firstShadeColor = FindProperty("_1st_ShadeColor", props);
secondShadeMap = FindProperty("_2nd_ShadeMap", props);
secondShadeColor = FindProperty("_2nd_ShadeColor", props);
normalMap = FindProperty("_NormalMap", props);
bumpScale = FindProperty("_BumpScale", props);
set_1st_ShadePosition = FindProperty("_Set_1st_ShadePosition", props, false);
set_2nd_ShadePosition = FindProperty("_Set_2nd_ShadePosition", props, false);
shadingGradeMap = FindProperty("_ShadingGradeMap", props, false);
tweak_ShadingGradeMapLevel = FindProperty("_Tweak_ShadingGradeMapLevel", props, false);
blurLevelSGM = FindProperty("_BlurLevelSGM", props, false);
tweak_SystemShadowsLevel = FindProperty("_Tweak_SystemShadowsLevel",props);
baseColor_Step = FindProperty("_BaseColor_Step",props);
baseShade_Feather = FindProperty("_BaseShade_Feather", props);
shadeColor_Step = FindProperty("_ShadeColor_Step",props);
first2nd_Shades_Feather = FindProperty("_1st2nd_Shades_Feather",props);
first_ShadeColor_Step = FindProperty("_1st_ShadeColor_Step",props);
first_ShadeColor_Feather = FindProperty("_1st_ShadeColor_Feather", props);
second_ShadeColor_Step = FindProperty("_2nd_ShadeColor_Step", props);
second_ShadeColor_Feather = FindProperty("_2nd_ShadeColor_Feather",props);
stepOffset = FindProperty("_StepOffset", props, false);
highColor_Tex = FindProperty("_HighColor_Tex",props);
highColor = FindProperty("_HighColor", props);
highColor_Power = FindProperty("_HighColor_Power", props);
tweakHighColorOnShadow = FindProperty("_TweakHighColorOnShadow", props);
set_HighColorMask = FindProperty("_Set_HighColorMask", props);
tweak_HighColorMaskLevel = FindProperty("_Tweak_HighColorMaskLevel", props);
rimLightColor = FindProperty("_RimLightColor", props);
rimLight_Power = FindProperty("_RimLight_Power", props);
rimLight_InsideMask = FindProperty("_RimLight_InsideMask", props);
tweak_LightDirection_MaskLevel = FindProperty("_Tweak_LightDirection_MaskLevel", props);
ap_RimLightColor = FindProperty("_Ap_RimLightColor", props);
ap_RimLight_Power = FindProperty("_Ap_RimLight_Power", props);
set_RimLightMask = FindProperty("_Set_RimLightMask", props);
tweak_RimLightMaskLevel = FindProperty("_Tweak_RimLightMaskLevel", props);
matCap_Sampler = FindProperty("_MatCap_Sampler", props);
matCapColor = FindProperty("_MatCapColor", props);
blurLevelMatcap = FindProperty("_BlurLevelMatcap", props);
tweak_MatCapUV = FindProperty("_Tweak_MatCapUV", props);
rotate_MatCapUV = FindProperty("_Rotate_MatCapUV", props);
normalMapForMatCap = FindProperty("_NormalMapForMatCap", props);
bumpScaleMatcap = FindProperty("_BumpScaleMatcap", props);
rotate_NormalMapForMatCapUV = FindProperty("_Rotate_NormalMapForMatCapUV", props);
tweakMatCapOnShadow = FindProperty("_TweakMatCapOnShadow", props);
set_MatcapMask = FindProperty("_Set_MatcapMask", props);
tweak_MatcapMaskLevel = FindProperty("_Tweak_MatcapMaskLevel", props);
angelRing_Sampler = FindProperty("_AngelRing_Sampler", props, false);
angelRing_Color = FindProperty("_AngelRing_Color", props, false);
ar_OffsetU = FindProperty("_AR_OffsetU", props, false);
ar_OffsetV = FindProperty("_AR_OffsetV", props, false);
emissive_Tex = FindProperty("_Emissive_Tex", props);
emissive_Color = FindProperty("_Emissive_Color", props);
base_Speed = FindProperty("_Base_Speed", props);
scroll_EmissiveU = FindProperty("_Scroll_EmissiveU", props);
scroll_EmissiveV = FindProperty("_Scroll_EmissiveV",props);
rotate_EmissiveUV = FindProperty("_Rotate_EmissiveUV", props);
colorShift = FindProperty("_ColorShift", props);
colorShift_Speed = FindProperty("_ColorShift_Speed", props);
viewShift = FindProperty("_ViewShift", props);
outline_Width = FindProperty("_Outline_Width", props, false);
outline_Color = FindProperty("_Outline_Color", props, false);
outline_Sampler = FindProperty("_Outline_Sampler", props, false);
offset_Z = FindProperty("_Offset_Z", props, false);
farthest_Distance = FindProperty("_Farthest_Distance", props, false);
nearest_Distance = FindProperty("_Nearest_Distance", props, false);
outlineTex = FindProperty("_OutlineTex", props, false);
bakedNormal = FindProperty("_BakedNormal", props, false);
tessEdgeLength = FindProperty("_TessEdgeLength", props, false);
tessPhongStrength = FindProperty("_TessPhongStrength", props, false);
tessExtrusionAmount = FindProperty("_TessExtrusionAmount", props, false);
gi_Intensity = FindProperty("_GI_Intensity", props);
unlit_Intensity = FindProperty("_Unlit_Intensity", props);
offset_X_Axis_BLD = FindProperty("_Offset_X_Axis_BLD", props);
offset_Y_Axis_BLD = FindProperty("_Offset_Y_Axis_BLD", props);
}
// --------------------------------
// --------------------------------
static void Line()
{
GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1));
}
static bool Foldout(bool display, string title)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.fixedHeight = 22;
style.contentOffset = new Vector2(20f, -2f);
var rect = GUILayoutUtility.GetRect(16f, 22f, style);
GUI.Box(rect, title, style);
var e = Event.current;
var toggleRect = new Rect(rect.x + 4f, rect.y + 2f, 13f, 13f);
if (e.type == EventType.Repaint)
{
EditorStyles.foldout.Draw(toggleRect, false, false, display, false);
}
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
{
display = !display;
e.Use();
}
return display;
}
static bool FoldoutSubMenu(bool display, string title)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.padding = new RectOffset(5, 7, 4, 4);
style.fixedHeight = 22;
style.contentOffset = new Vector2(32f, -2f);
var rect = GUILayoutUtility.GetRect(16f, 22f, style);
GUI.Box(rect, title, style);
var e = Event.current;
var toggleRect = new Rect(rect.x + 16f, rect.y + 2f, 13f, 13f);
if (e.type == EventType.Repaint)
{
EditorStyles.foldout.Draw(toggleRect, false, false, display, false);
}
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
{
display = !display;
e.Use();
}
return display;
}
// --------------------------------
//m_MaterialEditorのメソッドをUIとして使うもののみを指定する. 1行表示のテクスチャ&カラー指定用.
private static class Styles
{
public static GUIContent baseColorText = new GUIContent("BaseMap","Base Color : Texture(sRGB) × Color(RGB) Default:White");
public static GUIContent firstShadeColorText = new GUIContent("1st ShadeMap","1st ShadeColor : Texture(sRGB) × Color(RGB) Default:White");
public static GUIContent secondShadeColorText = new GUIContent("2nd ShadeMap","2nd ShadeColor : Texture(sRGB) × Color(RGB) Default:White");
public static GUIContent normalMapText = new GUIContent("NormalMap","NormalMap : Texture(bump)");
public static GUIContent highColorText = new GUIContent("HighColor","High Color : Texture(sRGB) × Color(RGB) Default:Black");
public static GUIContent highColorMaskText = new GUIContent("HighColor Mask","HighColor Mask : Texture(linear)");
public static GUIContent rimLightMaskText = new GUIContent("RimLight Mask","RimLight Mask : Texture(linear)");
public static GUIContent matCapSamplerText = new GUIContent("MatCap Sampler","MatCap Sampler : Texture(sRGB) × Color(RGB) Default:White");
public static GUIContent matCapMaskText = new GUIContent("MatCap Mask","MatCap Mask : Texture(linear)");
public static GUIContent angelRingText = new GUIContent("AngelRing","AngelRing : Texture(sRGB) × Color(RGB) Default:Black");
public static GUIContent emissiveTexText = new GUIContent("Emissive","Emissive : Texture(sRGB)× EmissiveMask(alpha) × Color(HDR) Default:Black");
public static GUIContent shadingGradeMapText = new GUIContent("Shading Grade Map","影のかかり方マップ。UV座標で影のかかりやすい場所を指定する。Shading Grade Map : Texture(linear)");
public static GUIContent firstPositionMapText = new GUIContent("1st Shade Position Map","1影色領域に落ちる固定影の位置を、UV座標で指定する。1st Position Map : Texture(linear)");
public static GUIContent secondPositionMapText = new GUIContent("2nd Shade Position Map","2影色領域に落ちる固定影の位置を、UV座標で指定する。2nd Position Map : Texture(linear)");
public static GUIContent outlineSamplerText = new GUIContent("Outline Sampler","Outline Sampler : Texture(linear)");
public static GUIContent outlineTexText = new GUIContent("Outline tex","Outline Tex : Texture(sRGB) Default:White");
public static GUIContent bakedNormalOutlineText = new GUIContent("Baked NormalMap for Outline","Unpacked Normal Map : Texture(linear) ※通常のノーマルマップではないので注意");
public static GUIContent clippingMaskText = new GUIContent("Clipping Mask","Clipping Mask : Texture(linear)");
}
// --------------------------------
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
EditorGUIUtility.fieldWidth = 0;
FindProperties(props);
m_MaterialEditor = materialEditor;
Material material = materialEditor.target as Material;
//UTSのシェーダー方式の確認.
CheckUtsTechnique(material);
//1行目の横並び3ボタン.
EditorGUILayout.BeginHorizontal();
//Original Inspectorの選択チェック.
if(material.HasProperty("_simpleUI")){
var selectedUI = material.GetInt("_simpleUI");
if(selectedUI==2){
_OriginalInspector = true; //Original GUI
}else if(selectedUI == 1){
_SimpleUI = true; //UTS2 Biginner GUI
}
//Original/Custom GUI 切り替えボタン.
if (_OriginalInspector)
{
if (GUILayout.Button("Change CustomUI",middleButtonStyle))
{
_OriginalInspector = false;
material.SetInt("_simpleUI",0); //UTS2 Pro GUI
}
OpenManualLink();
//継承したレイアウトのクリア.
EditorGUILayout.EndHorizontal();
//オリジナルのGUI表示
m_MaterialEditor.PropertiesDefaultGUI(props);
return;
}
if (GUILayout.Button("Show All properties",middleButtonStyle))
{
_OriginalInspector = true;
material.SetInt("_simpleUI",2); //Original GUI
}
}
//マニュアルを開く.
OpenManualLink();
EditorGUILayout.EndHorizontal();
EditorGUI.BeginChangeCheck();
EditorGUILayout.Space();
_BasicShaderSettings_Foldout = Foldout(_BasicShaderSettings_Foldout, "Basic Shader Settings");
if(_BasicShaderSettings_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_SetCullingMode(material);
if(material.HasProperty("_StencilNo")){
GUI_SetStencilNo(material);
}
if(material.HasProperty("_ClippingMask")){
GUI_SetClippingMask(material);
}
if(material.HasProperty("_Tweak_transparency")){
GUI_SetTransparencySetting(material);
}
GUI_OptionMenu(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_BasicThreeColors_Foldout = Foldout(_BasicThreeColors_Foldout, "【Basic Three Colors and Control Maps Setups】");
if(_BasicThreeColors_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_BasicThreeColors(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_StepAndFeather_Foldout = Foldout(_StepAndFeather_Foldout, "【Basic Lookdevs : Shading Step and Feather Settings】");
if (_StepAndFeather_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_StepAndFeather(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_HighColor_Foldout = Foldout(_HighColor_Foldout, "【HighColor Settings】");
if (_HighColor_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_HighColor(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_RimLight_Foldout = Foldout(_RimLight_Foldout, "【RimLight Settings】");
if (_RimLight_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_RimLight(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_MatCap_Foldout = Foldout(_MatCap_Foldout, "【MatCap : Texture Projection Settings】");
if (_MatCap_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_MatCap(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
if(material.HasProperty("_AngelRing")){
_AngelRing_Foldout = Foldout(_AngelRing_Foldout, "【AngelRing Projection Settings】");
if (_AngelRing_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_AngelRing(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
_Emissive_Foldout = Foldout(_Emissive_Foldout, "【Emissive : Self-luminescence Settings】");
if (_Emissive_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_Emissive(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
if(material.HasProperty("_OUTLINE")){
_HasOutline = true;
_Outline_Foldout = Foldout(_Outline_Foldout, "【Outline Settings】");
if (_Outline_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_Outline(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}else{
_HasOutline = false;
}
if(material.HasProperty("_TessEdgeLength")){
_Tessellation_Foldout = Foldout(_Tessellation_Foldout, "【DX11 Phong Tessellation Settings】");
if (_Tessellation_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_Tessellation(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
if(!_SimpleUI){
_LightColorContribution_Foldout = Foldout(_LightColorContribution_Foldout, "【LightColor Contribution to Materials】");
if (_LightColorContribution_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_LightColorContribution(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_AdditionalLightingSettings_Foldout = Foldout(_AdditionalLightingSettings_Foldout, "【Environmental Lighting Contributions Setups】");
if (_AdditionalLightingSettings_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_AdditionalLightingSettings(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.PropertiesChanged();
}
}// End of OnGUI()
// --------------------------------
void CheckUtsTechnique(Material material){
if (material.HasProperty("_utsTechnique"))//DoubleWithFeather==0 or ShadingGradeMap==1
{
if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.DoubleSideWithFeather) //DWF
{
if(!material.HasProperty("_Set_1st_ShadePosition")){
//SGMに変更.
material.SetInt("_utsTechnique", (int)_UTS_Technique.ShadingGradeMap);
}
}else if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.ShadingGradeMap){ //SGM
//SGM
if(!material.HasProperty("_ShadingGradeMap")){
//DWFに変更.
material.SetInt("_utsTechnique", (int)_UTS_Technique.DoubleSideWithFeather);
}
}else{
}
}else{
}
}
void OpenManualLink(){
if (GUILayout.Button("日本語マニュアル",middleButtonStyle))
{
Application.OpenURL("https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/master/Manual/UTS2_Manual_ja.md");
}
if (GUILayout.Button("English manual",middleButtonStyle))
{
Application.OpenURL("https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/master/Manual/UTS2_Manual_en.md");
}
}
void GUI_SetCullingMode(Material material){
int _CullMode_Setting = material.GetInt("_CullMode");
//Enum形式に変換して、outlineMode変数に保持しておく.
if ((int)_CullingMode.CullingOff == _CullMode_Setting){
cullingMode = _CullingMode.CullingOff;
}else if((int)_CullingMode.FrontCulling == _CullMode_Setting){
cullingMode = _CullingMode.FrontCulling;
}else{
cullingMode = _CullingMode.BackCulling;
}
//EnumPopupでGUI記述.
cullingMode = (_CullingMode)EditorGUILayout.EnumPopup("Culling Mode", cullingMode);
//値が変化したらマテリアルに書き込み.
if(cullingMode == _CullingMode.CullingOff){
material.SetFloat("_CullMode",0);
}else if(cullingMode == _CullingMode.FrontCulling){
material.SetFloat("_CullMode",1);
}else{
material.SetFloat("_CullMode",2);
}
}
void GUI_SetStencilNo(Material material){
GUILayout.Label("For _StencilMask or _StencilOut Shader", EditorStyles.boldLabel);
_StencilNo_Setting = material.GetInt("_StencilNo");
int _Current_StencilNo = _StencilNo_Setting;
_Current_StencilNo = (int)EditorGUILayout.IntField("Stencil No.", _Current_StencilNo);
if(_StencilNo_Setting != _Current_StencilNo){
material.SetInt("_StencilNo",_Current_StencilNo);
}
}
void GUI_SetClippingMask(Material material){
GUILayout.Label("For _Clipping or _TransClipping Shader", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.clippingMaskText, clippingMask);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Inverse Clipping Mask");
//GUILayout.Space(60);
if(material.GetFloat("_Inverse_Clipping") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Inverse_Clipping",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Inverse_Clipping",0);
}
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.RangeProperty(clipping_Level, "Clipping Level");
}
void GUI_SetTransparencySetting(Material material){
GUILayout.Label("For _TransClipping Shader", EditorStyles.boldLabel);
m_MaterialEditor.RangeProperty(tweak_transparency, "Transparency Level");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Use BaseMap α as Clipping Mask");
//GUILayout.Space(60);
if(material.GetFloat("_IsBaseMapAlphaAsClippingMask") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_IsBaseMapAlphaAsClippingMask",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_IsBaseMapAlphaAsClippingMask",0);
}
}
EditorGUILayout.EndHorizontal();
}
void GUI_OptionMenu(Material material){
GUILayout.Label("Option Menu", EditorStyles.boldLabel);
if(material.HasProperty("_simpleUI")){
if(material.GetInt("_simpleUI") == 1){
_SimpleUI = true; //UTS2 Custom GUI Biginner
}
else{
_SimpleUI = false; //UTS2 Custom GUI Pro
}
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Current UI Type");
//GUILayout.Space(60);
if(_SimpleUI == false) {
if (GUILayout.Button("Pro / Full Control",middleButtonStyle))
{
material.SetInt("_simpleUI",1); //UTS2 Custom GUI Biginner
}
}else{
if (GUILayout.Button("Biginner",middleButtonStyle))
{
material.SetInt("_simpleUI",0); //UTS2 Custom GUI Pro
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("VRChat Recommendation");
//GUILayout.Space(60);
if (GUILayout.Button("Apply Settings",middleButtonStyle))
{
Set_Vrchat_Recommendation(material);
_Use_VrcRecommend = true;
}
EditorGUILayout.EndHorizontal();
if(_Use_VrcRecommend){
EditorGUILayout.HelpBox("UTS2 : Applied VRChat Recommended Settings.",MessageType.Info);
}
//v.2.0.7
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Remove Unused Keywords/Properties from Material");
//GUILayout.Space(60);
if (GUILayout.Button("Execute",middleButtonStyle))
{
RemoveUnusedKeywordsUtility(material);
_RemovedUnusedKeywordsMessage = true;
}
EditorGUILayout.EndHorizontal();
if(_RemovedUnusedKeywordsMessage){
EditorGUILayout.HelpBox("UTS2 : Unused Material Properties and ShaderKeywords are removed.",MessageType.Info);
}
//
}
//v.2.0.7
void RemoveUnusedKeywordsUtility(Material material)
{
RemoveUnusedMaterialProperties(material);
RemoveShaderKeywords(material);
}
void RemoveShaderKeywords(Material material)
{
string shaderKeywords = "";
if(material.HasProperty("_EMISSIVE")){
float outlineMode = material.GetFloat("_EMISSIVE");
if(outlineMode == 0)
{
shaderKeywords = shaderKeywords + "_EMISSIVE_SIMPLE";
}else{
shaderKeywords = shaderKeywords + "_EMISSIVE_ANIMATION";
}
}
if(material.HasProperty("_OUTLINE")){
float outlineMode = material.GetFloat("_OUTLINE");
if(outlineMode == 0)
{
shaderKeywords = shaderKeywords + " _OUTLINE_NML";
}else{
shaderKeywords = shaderKeywords + " _OUTLINE_POS";
}
}
var so = new SerializedObject(material);
so.Update();
so.FindProperty("m_ShaderKeywords").stringValue = shaderKeywords;
so.ApplyModifiedProperties();
}
// http://light11.hatenadiary.com/entry/2018/12/04/224253
void RemoveUnusedMaterialProperties(Material material)
{
var sourceProps = new SerializedObject(material);
sourceProps.Update();
var savedProp = sourceProps.FindProperty("m_SavedProperties");
// Tex Envs
var texProp = savedProp.FindPropertyRelative("m_TexEnvs");
for (int i = texProp.arraySize - 1; i >= 0; i--) {
var propertyName = texProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue;
if (!material.HasProperty(propertyName)) {
texProp.DeleteArrayElementAtIndex(i);
}
}
// Floats
var floatProp = savedProp.FindPropertyRelative("m_Floats");
for (int i = floatProp.arraySize - 1; i >= 0; i--) {
var propertyName = floatProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue;
if (!material.HasProperty(propertyName)) {
floatProp.DeleteArrayElementAtIndex(i);
}
}
// Colors
var colorProp = savedProp.FindPropertyRelative("m_Colors");
for (int i = colorProp.arraySize - 1; i >= 0; i--) {
var propertyName = colorProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue;
if (!material.HasProperty(propertyName)) {
colorProp.DeleteArrayElementAtIndex(i);
}
}
sourceProps.ApplyModifiedProperties();
}
//
void Set_Vrchat_Recommendation(Material material)
{
material.SetFloat("_Is_LightColor_Base",1);
material.SetFloat("_Is_LightColor_1st_Shade",1);
material.SetFloat("_Is_LightColor_2nd_Shade",1);
material.SetFloat("_Is_LightColor_HighColor",1);
material.SetFloat("_Is_LightColor_RimLight",1);
material.SetFloat("_Is_LightColor_Ap_RimLight",1);
material.SetFloat("_Is_LightColor_MatCap",1);
if(material.HasProperty("_AngelRing")){//AngelRingがある場合.
material.SetFloat("_Is_LightColor_AR",1);
}
material.SetFloat("_Set_SystemShadowsToBase",1);
material.SetFloat("_Is_Filter_HiCutPointLightColor",1);
material.SetFloat("_CameraRolling_Stabilizer",1);
material.SetFloat("_Is_Ortho",0);
if(_HasOutline){
material.SetFloat("_Is_BlendBaseColor",1);
}
material.SetFloat("_GI_Intensity",0);
material.SetFloat("_Unlit_Intensity",1);
material.SetFloat("_Is_Filter_LightColor",1);
}
void GUI_BasicThreeColors(Material material)
{
GUILayout.Label("3 Basic Colors Settings : Textures × Colors", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, mainTex, baseColor);
//v.2.0.7 Synchronize _Color to _BaseColor.
if(material.HasProperty("_Color"))
{
material.SetColor("_Color", material.GetColor("_BaseColor"));
}
//
if(material.GetFloat("_Use_BaseAs1st") == 0){
if (GUILayout.Button("No Sharing",middleButtonStyle))
{
material.SetFloat("_Use_BaseAs1st",1);
}
}else{
if (GUILayout.Button("With 1st ShadeMap",middleButtonStyle))
{
material.SetFloat("_Use_BaseAs1st",0);
}
}
GUILayout.Space(60);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.firstShadeColorText, firstShadeMap, firstShadeColor);
if(material.GetFloat("_Use_1stAs2nd") == 0){
if (GUILayout.Button("No Sharing",middleButtonStyle))
{
material.SetFloat("_Use_1stAs2nd",1);
}
}else{
if (GUILayout.Button("With 2nd ShadeMap",middleButtonStyle))
{
material.SetFloat("_Use_1stAs2nd",0);
}
}
GUILayout.Space(60);
EditorGUILayout.EndHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.secondShadeColorText, secondShadeMap, secondShadeColor);
EditorGUILayout.Space();
_NormalMap_Foldout = FoldoutSubMenu(_NormalMap_Foldout, "● NormalMap Settings");
if(_NormalMap_Foldout)
{
//GUILayout.Label("NormalMap Settings", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, bumpScale);
m_MaterialEditor.TextureScaleOffsetProperty(normalMap);
//EditorGUI.indentLevel++;
GUILayout.Label("NormalMap Effectiveness", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("3 Basic Colors");
//GUILayout.Space(60);
if(material.GetFloat("_Is_NormalMapToBase") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_NormalMapToBase",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_NormalMapToBase",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("HighColor");
//GUILayout.Space(60);
if(material.GetFloat("_Is_NormalMapToHighColor") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_NormalMapToHighColor",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_NormalMapToHighColor",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("RimLight");
//GUILayout.Space(60);
if(material.GetFloat("_Is_NormalMapToRimLight") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_NormalMapToRimLight",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_NormalMapToRimLight",0);
}
}
EditorGUILayout.EndHorizontal();
//EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
_ShadowControlMaps_Foldout = FoldoutSubMenu(_ShadowControlMaps_Foldout, "● Shadow Control Maps");
if (_ShadowControlMaps_Foldout)
{
GUI_ShadowControlMaps(material);
EditorGUILayout.Space();
}
}
void GUI_ShadowControlMaps(Material material)
{
if (material.HasProperty("_utsTechnique"))//DoubleWithFeather or ShadingGradeMap
{
if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.DoubleSideWithFeather) //DWF
{
GUILayout.Label("Technipue : Double Shade With Feather", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.firstPositionMapText, set_1st_ShadePosition);
m_MaterialEditor.TexturePropertySingleLine(Styles.secondPositionMapText, set_2nd_ShadePosition);
}else if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.ShadingGradeMap){ //SGM
GUILayout.Label("Technipue : Shading Grade Map", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.shadingGradeMapText, shadingGradeMap);
m_MaterialEditor.RangeProperty(tweak_ShadingGradeMapLevel, "ShadingGradeMap Level");
m_MaterialEditor.RangeProperty(blurLevelSGM, "Blur Level of ShadingGradeMap");
}
}
}
void GUI_StepAndFeather(Material material)
{
GUI_BasicLookdevs(material);
if(!_SimpleUI){
GUI_SystemShadows(material);
if (material.HasProperty("_StepOffset"))//Mobile & Light Modeにはない項目.
{
//Line();
//EditorGUILayout.Space();
_AdditionalLookdevs_Foldout = FoldoutSubMenu(_AdditionalLookdevs_Foldout,"● Additional Settings");
if(_AdditionalLookdevs_Foldout){
GUI_AdditionalLookdevs(material);
}
}
}
}
void GUI_SystemShadows(Material material){
GUILayout.Label("System Shadows : Self Shadows Receiving", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Receive System Shadows");
//GUILayout.Space(60);
if(material.GetFloat("_Set_SystemShadowsToBase") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Set_SystemShadowsToBase",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Set_SystemShadowsToBase",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_Set_SystemShadowsToBase") == 1){
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(tweak_SystemShadowsLevel, "System Shadows Level");
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
EditorGUILayout.Space();
}
void GUI_BasicLookdevs(Material material){
if (material.HasProperty("_utsTechnique"))//DoubleWithFeather or ShadingGradeMap
{
if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.DoubleSideWithFeather) //DWF
{
GUILayout.Label("Technipue : Double Shade With Feather", EditorStyles.boldLabel);
m_MaterialEditor.RangeProperty(baseColor_Step, "BaseColor Step");
m_MaterialEditor.RangeProperty(baseShade_Feather, "Base/Shade Feather");
m_MaterialEditor.RangeProperty(shadeColor_Step, "ShadeColor Step");
m_MaterialEditor.RangeProperty(first2nd_Shades_Feather, "1st/2nd_Shades Feather");
//ShadingGradeMap系と変数を共有.
material.SetFloat("_1st_ShadeColor_Step", material.GetFloat("_BaseColor_Step"));
material.SetFloat("_1st_ShadeColor_Feather", material.GetFloat("_BaseShade_Feather"));
material.SetFloat("_2nd_ShadeColor_Step", material.GetFloat("_ShadeColor_Step"));
material.SetFloat("_2nd_ShadeColor_Feather", material.GetFloat("_1st2nd_Shades_Feather"));
}else if(material.GetInt("_utsTechnique") == (int)_UTS_Technique.ShadingGradeMap){ //SGM
GUILayout.Label("Technipue : Shading Grade Map", EditorStyles.boldLabel);
m_MaterialEditor.RangeProperty(first_ShadeColor_Step, "1st ShaderColor Step");
m_MaterialEditor.RangeProperty(first_ShadeColor_Feather, "1st ShadeColor Feather");
m_MaterialEditor.RangeProperty(second_ShadeColor_Step, "2nd ShadeColor Step");
m_MaterialEditor.RangeProperty(second_ShadeColor_Feather, "2nd ShadeColor Feather");
//DoubleWithFeather系と変数を共有.
material.SetFloat("_BaseColor_Step", material.GetFloat("_1st_ShadeColor_Step"));
material.SetFloat("_BaseShade_Feather", material.GetFloat("_1st_ShadeColor_Feather"));
material.SetFloat("_ShadeColor_Step", material.GetFloat("_2nd_ShadeColor_Step"));
material.SetFloat("_1st2nd_Shades_Feather", material.GetFloat("_2nd_ShadeColor_Feather"));
}else{
// OutlineObj.
return;
}
}
EditorGUILayout.Space();
}
void GUI_AdditionalLookdevs(Material material){
GUILayout.Label(" Settings for PointLights in ForwardAdd Pass");
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(stepOffset, "Step Offset for PointLights");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("PointLights Hi-Cut Filter");
//GUILayout.Space(60);
if(material.GetFloat("_Is_Filter_HiCutPointLightColor") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_Filter_HiCutPointLightColor",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_Filter_HiCutPointLightColor",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void GUI_HighColor(Material material)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.highColorText, highColor_Tex, highColor);
m_MaterialEditor.RangeProperty(highColor_Power, "HighColor Power");
if(!_SimpleUI){
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Specular Mode");
//GUILayout.Space(60);
if(material.GetFloat("_Is_SpecularToHighColor") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_SpecularToHighColor",1);
material.SetFloat("_Is_BlendAddToHiColor",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_SpecularToHighColor",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Color Blend Mode");
//GUILayout.Space(60);
if(material.GetFloat("_Is_BlendAddToHiColor") == 0){
if (GUILayout.Button("Multiply",shortButtonStyle))
{
material.SetFloat("_Is_BlendAddToHiColor",1);
}
}else{
if (GUILayout.Button("Additive",shortButtonStyle))
{
//加算モードはスペキュラオフでしか使えない.
if(material.GetFloat("_Is_SpecularToHighColor") == 1)
{
material.SetFloat("_Is_BlendAddToHiColor",1);
}else{
material.SetFloat("_Is_BlendAddToHiColor",0);
}
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("ShadowMask on HihgColor");
//GUILayout.Space(60);
if(material.GetFloat("_Is_UseTweakHighColorOnShadow") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_UseTweakHighColorOnShadow",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_UseTweakHighColorOnShadow",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_Is_UseTweakHighColorOnShadow") == 1){
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(tweakHighColorOnShadow, "HighColor Power on Shadow");
EditorGUI.indentLevel--;
}
}
EditorGUILayout.Space();
//Line();
//EditorGUILayout.Space();
GUILayout.Label(" HighColor Mask", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.highColorMaskText, set_HighColorMask);
m_MaterialEditor.RangeProperty(tweak_HighColorMaskLevel, "HighColor Mask Level");
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void GUI_RimLight(Material material)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("RimLight");
//GUILayout.Space(60);
if(material.GetFloat("_RimLight") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_RimLight",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_RimLight",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_RimLight") == 1){
EditorGUI.indentLevel++;
GUILayout.Label(" RimLight Settings", EditorStyles.boldLabel);
m_MaterialEditor.ColorProperty(rimLightColor, "RimLight Color");
m_MaterialEditor.RangeProperty(rimLight_Power, "RimLight Power");
if(!_SimpleUI){
m_MaterialEditor.RangeProperty(rimLight_InsideMask, "RimLight Inside Mask");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("RimLight FeatherOff");
//GUILayout.Space(60);
if(material.GetFloat("_RimLight_FeatherOff") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_RimLight_FeatherOff",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_RimLight_FeatherOff",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("LightDirection Mask");
//GUILayout.Space(60);
if(material.GetFloat("_LightDirection_MaskOn") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_LightDirection_MaskOn",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_LightDirection_MaskOn",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_LightDirection_MaskOn") == 1){
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(tweak_LightDirection_MaskLevel, "LightDirection MaskLevel");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Antipodean(Ap)_RimLight");
//GUILayout.Space(60);
if(material.GetFloat("_Add_Antipodean_RimLight") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Add_Antipodean_RimLight",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Add_Antipodean_RimLight",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_Add_Antipodean_RimLight") == 1)
{
EditorGUI.indentLevel++;
GUILayout.Label(" Ap_RimLight Settings", EditorStyles.boldLabel);
m_MaterialEditor.ColorProperty(ap_RimLightColor, "Ap_RimLight Color");
m_MaterialEditor.RangeProperty(ap_RimLight_Power, "Ap_RimLight Power");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Ap_RimLight FeatherOff");
//GUILayout.Space(60);
if(material.GetFloat("_Ap_RimLight_FeatherOff") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Ap_RimLight_FeatherOff",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Ap_RimLight_FeatherOff",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}//Light Direction Mask ON
}
//EditorGUI.indentLevel++;
EditorGUILayout.Space();
//Line();
//EditorGUILayout.Space();
GUILayout.Label(" RimLight Mask", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.rimLightMaskText,set_RimLightMask);
m_MaterialEditor.RangeProperty(tweak_RimLightMaskLevel, "RimLight Mask Level");
//EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
}
void GUI_MatCap(Material material)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("MatCap");
//GUILayout.Space(60);
if(material.GetFloat("_MatCap") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_MatCap",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_MatCap",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_MatCap") == 1){
GUILayout.Label(" MatCap Settings", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.matCapSamplerText, matCap_Sampler, matCapColor);
EditorGUI.indentLevel++;
m_MaterialEditor.TextureScaleOffsetProperty(matCap_Sampler);
if(!_SimpleUI){
m_MaterialEditor.RangeProperty(blurLevelMatcap, "Blur Level of MatCap Sampler");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Color Blend Mode");
//GUILayout.Space(60);
if(material.GetFloat("_Is_BlendAddToMatCap") == 0){
if (GUILayout.Button("Multipy",shortButtonStyle))
{
material.SetFloat("_Is_BlendAddToMatCap",1);
}
}else{
if (GUILayout.Button("Additive",shortButtonStyle))
{
material.SetFloat("_Is_BlendAddToMatCap",0);
}
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.RangeProperty(tweak_MatCapUV, "Scale MatCapUV");
m_MaterialEditor.RangeProperty(rotate_MatCapUV, "Rotate MatCapUV");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("CameraRolling Stabilizer");
//GUILayout.Space(60);
if(material.GetFloat("_CameraRolling_Stabilizer") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_CameraRolling_Stabilizer",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_CameraRolling_Stabilizer",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("NormalMap for MatCap");
//GUILayout.Space(60);
if(material.GetFloat("_Is_NormalMapForMatCap") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_NormalMapForMatCap",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_NormalMapForMatCap",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_Is_NormalMapForMatCap") == 1){
EditorGUI.indentLevel++;
GUILayout.Label(" NormalMap for MatCap as SpecularMask", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMapForMatCap, bumpScaleMatcap);
m_MaterialEditor.TextureScaleOffsetProperty(normalMapForMatCap);
m_MaterialEditor.RangeProperty(rotate_NormalMapForMatCapUV, "Rotate NormalMapUV");
EditorGUI.indentLevel--;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("MatCap on Shadow");
//GUILayout.Space(60);
if(material.GetFloat("_Is_UseTweakMatCapOnShadow") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_UseTweakMatCapOnShadow",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_UseTweakMatCapOnShadow",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_Is_UseTweakMatCapOnShadow") == 1){
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(tweakMatCapOnShadow, "MatCap Power on Shadow");
EditorGUI.indentLevel--;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("MatCap Projection Camera");
//GUILayout.Space(60);
if(material.GetFloat("_Is_Ortho") == 0){
if (GUILayout.Button("Perspective",middleButtonStyle))
{
material.SetFloat("_Is_Ortho",1);
}
}else{
if (GUILayout.Button("Orthographic",middleButtonStyle))
{
material.SetFloat("_Is_Ortho",0);
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Space();
//Line();
//EditorGUILayout.Space();
GUILayout.Label(" MatCap Mask", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.matCapMaskText, set_MatcapMask);
m_MaterialEditor.TextureScaleOffsetProperty(set_MatcapMask);
m_MaterialEditor.RangeProperty(tweak_MatcapMaskLevel, "MatCap Mask Level");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Inverse Matcap Mask");
//GUILayout.Space(60);
if(material.GetFloat("_Inverse_MatcapMask") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Inverse_MatcapMask",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Inverse_MatcapMask",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
} // MatCap == 1
//EditorGUILayout.Space();
}
void GUI_AngelRing(Material material)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("AngelRing Projection");
//GUILayout.Space(60);
if(material.GetFloat("_AngelRing") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_AngelRing",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_AngelRing",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_AngelRing") == 1){
GUILayout.Label(" AngelRing Sampler Settings", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.angelRingText, angelRing_Sampler, angelRing_Color);
EditorGUI.indentLevel++;
//m_MaterialEditor.TextureScaleOffsetProperty(angelRing_Sampler);
m_MaterialEditor.RangeProperty(ar_OffsetU, "Offset U");
m_MaterialEditor.RangeProperty(ar_OffsetV, "Offset V");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Use α channel as Clipping Mask");
//GUILayout.Space(60);
if(material.GetFloat("_ARSampler_AlphaOn") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_ARSampler_AlphaOn",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_ARSampler_AlphaOn",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
}
void GUI_Emissive(Material material)
{
GUILayout.Label("Emissive Tex × HDR Color", EditorStyles.boldLabel);
GUILayout.Label("(Bloom Post-Processing Effect necessary)");
EditorGUILayout.Space();
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveTexText, emissive_Tex, emissive_Color);
m_MaterialEditor.TextureScaleOffsetProperty(emissive_Tex);
int _EmissiveMode_Setting = material.GetInt("_EMISSIVE");
if((int)_EmissiveMode.SimpleEmissive == _EmissiveMode_Setting){
emissiveMode = _EmissiveMode.SimpleEmissive;
}else if((int)_EmissiveMode.EmissiveAnimation == _EmissiveMode_Setting){
emissiveMode = _EmissiveMode.EmissiveAnimation;
}
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Emissive Animation");
//GUILayout.Space(60);
if(emissiveMode == _EmissiveMode.SimpleEmissive){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_EMISSIVE",1);
material.EnableKeyword("_EMISSIVE_ANIMATION");
material.DisableKeyword("_EMISSIVE_SIMPLE");
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_EMISSIVE",0);
material.EnableKeyword("_EMISSIVE_SIMPLE");
material.DisableKeyword("_EMISSIVE_ANIMATION");
}
}
EditorGUILayout.EndHorizontal();
if(emissiveMode == _EmissiveMode.EmissiveAnimation){
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
m_MaterialEditor.FloatProperty(base_Speed, "Base Speed (Time)");
//EditorGUILayout.PrefixLabel("Select Scroll Coord");
//GUILayout.Space(60);
if(!_SimpleUI){
if(material.GetFloat("_Is_ViewCoord_Scroll") == 0){
if (GUILayout.Button("UV Coord Scroll",shortButtonStyle))
{
material.SetFloat("_Is_ViewCoord_Scroll",1);
}
}else{
if (GUILayout.Button("View Coord Scroll",shortButtonStyle))
{
material.SetFloat("_Is_ViewCoord_Scroll",0);
}
}
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.RangeProperty(scroll_EmissiveU, "Scroll U/X direction");
m_MaterialEditor.RangeProperty(scroll_EmissiveV, "Scroll V/Y direction");
m_MaterialEditor.FloatProperty(rotate_EmissiveUV, "Rotate around UV center");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("PingPong Move for Base");
//GUILayout.Space(60);
if(material.GetFloat("_Is_PingPong_Base") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_PingPong_Base",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_PingPong_Base",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
if(!_SimpleUI){
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("ColorShift with Time");
//GUILayout.Space(60);
if(material.GetFloat("_Is_ColorShift") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_ColorShift",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_ColorShift",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel++;
if(material.GetFloat("_Is_ColorShift") == 1){
m_MaterialEditor.ColorProperty(colorShift, "Destination Color");
m_MaterialEditor.FloatProperty(colorShift_Speed, "ColorShift Speed (Time)");
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("ViewShift of Color");
//GUILayout.Space(60);
if(material.GetFloat("_Is_ViewShift") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_ViewShift",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_ViewShift",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel++;
if(material.GetFloat("_Is_ViewShift") == 1){
m_MaterialEditor.ColorProperty(viewShift, "ViewShift Color");
}
EditorGUI.indentLevel--;
}//!_SimpleUI
}
EditorGUILayout.Space();
}
void GUI_Outline(Material material)
{
//Shaderプロパティ [KeywordEnum(NML,POS)] をEumPopupで表現する.
//マテリアル内のアウトラインモードの設定を読み込み.
int _OutlineMode_Setting = material.GetInt("_OUTLINE");
//Enum形式に変換して、outlineMode変数に保持しておく.
if ((int)_OutlineMode.NormalDirection == _OutlineMode_Setting){
outlineMode = _OutlineMode.NormalDirection;
}else if((int)_OutlineMode.PositionScaling == _OutlineMode_Setting){
outlineMode = _OutlineMode.PositionScaling;
}
//EnumPopupでGUI記述.
outlineMode = (_OutlineMode)EditorGUILayout.EnumPopup("Outline Mode", outlineMode);
//値が変化したらマテリアルに書き込み.
if(outlineMode == _OutlineMode.NormalDirection){
material.SetFloat("_OUTLINE",0);
//UTCS_Outline.cginc側のキーワードもトグル入れ替え.
material.EnableKeyword("_OUTLINE_NML");
material.DisableKeyword("_OUTLINE_POS");
}else if(outlineMode == _OutlineMode.PositionScaling){
material.SetFloat("_OUTLINE",1);
material.EnableKeyword("_OUTLINE_POS");
material.DisableKeyword("_OUTLINE_NML");
}
m_MaterialEditor.FloatProperty(outline_Width, "Outline Width");
m_MaterialEditor.ColorProperty(outline_Color, "Outline Color");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Blend BaseColor to Outline");
//GUILayout.Space(60);
if(material.GetFloat("_Is_BlendBaseColor") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_BlendBaseColor",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_BlendBaseColor",0);
}
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.outlineSamplerText, outline_Sampler);
m_MaterialEditor.FloatProperty(offset_Z, "Offset Outline with Camera Z-axis");
if(!_SimpleUI){
_AdvancedOutline_Foldout = FoldoutSubMenu(_AdvancedOutline_Foldout, "● Advanced Outline Settings");
if(_AdvancedOutline_Foldout){
EditorGUI.indentLevel++;
GUILayout.Label(" Camera Distance for Outline Width");
m_MaterialEditor.FloatProperty(farthest_Distance, "● Farthest Distance to vanish");
m_MaterialEditor.FloatProperty(nearest_Distance, "● Nearest Distance to draw with Outline Width");
EditorGUI.indentLevel--;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Use Outline Texture");
//GUILayout.Space(60);
if(material.GetFloat("_Is_OutlineTex") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_OutlineTex",1);
}
EditorGUILayout.EndHorizontal();
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_OutlineTex",0);
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.outlineTexText, outlineTex);
}
if(outlineMode == _OutlineMode.NormalDirection){
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Use Baked Normal for Outline");
//GUILayout.Space(60);
if(material.GetFloat("_Is_BakedNormal") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_BakedNormal",1);
}
EditorGUILayout.EndHorizontal();
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_BakedNormal",0);
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.bakedNormalOutlineText, bakedNormal);
}
}
}
}
}
void GUI_Tessellation(Material material)
{
GUILayout.Label("Technique : DX11 Phong Tessellation", EditorStyles.boldLabel);
m_MaterialEditor.RangeProperty(tessEdgeLength, "Edge Length");
m_MaterialEditor.RangeProperty(tessPhongStrength, "Phong Strength");
m_MaterialEditor.RangeProperty(tessExtrusionAmount, "Extrusion Amount");
EditorGUILayout.Space();
}
void GUI_LightColorContribution(Material material)
{
GUILayout.Label("Realtime LightColor Contribution to each colors", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Base Color");
//GUILayout.Space(60);
if(material.GetFloat("_Is_LightColor_Base") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_Base",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_Base",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("1st ShadeColor");
//GUILayout.Space(60);
if(material.GetFloat("_Is_LightColor_1st_Shade") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_1st_Shade",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_1st_Shade",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("2nd ShadeColor");
//GUILayout.Space(60);
if(material.GetFloat("_Is_LightColor_2nd_Shade") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_2nd_Shade",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_2nd_Shade",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("HighColor");
//GUILayout.Space(60);
if(material.GetFloat("_Is_LightColor_HighColor") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_HighColor",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_HighColor",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("RimLight");
//GUILayout.Space(60);
if(material.GetFloat("_Is_LightColor_RimLight") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_RimLight",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_RimLight",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Ap_RimLight");
//GUILayout.Space(60);
if(material.GetFloat("_Is_LightColor_Ap_RimLight") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_Ap_RimLight",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_Ap_RimLight",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("MatCap");
//GUILayout.Space(60);
if(material.GetFloat("_Is_LightColor_MatCap") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_MatCap",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_MatCap",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.HasProperty("_AngelRing"))//AngelRingがある場合.
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Angel Ring");
//GUILayout.Space(60);
if(material.GetFloat("_Is_LightColor_AR") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_AR",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_LightColor_AR",0);
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Space();
}
void GUI_AdditionalLightingSettings(Material material)
{
m_MaterialEditor.RangeProperty(gi_Intensity, "GI Intensity");
m_MaterialEditor.RangeProperty(unlit_Intensity, "Unlit Intensity");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("SceneLights Hi-Cut Filter");
//GUILayout.Space(60);
if(material.GetFloat("_Is_Filter_LightColor") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_Filter_LightColor",1);
material.SetFloat("_Is_LightColor_Base",1);
material.SetFloat("_Is_LightColor_1st_Shade",1);
material.SetFloat("_Is_LightColor_2nd_Shade",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_Filter_LightColor",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Built-in Light Direction");
//GUILayout.Space(60);
if(material.GetFloat("_Is_BLD") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Is_BLD",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Is_BLD",0);
}
}
EditorGUILayout.EndHorizontal();
if(material.GetFloat("_Is_BLD") == 1){
GUILayout.Label(" Built-in Light Direction Settings");
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(offset_X_Axis_BLD, "● Offset X-Axis Direction");
m_MaterialEditor.RangeProperty(offset_Y_Axis_BLD, "● Offset Y-Axis Direction");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("● Inverse Z-Axis Direction");
//GUILayout.Space(60);
if(material.GetFloat("_Inverse_Z_Axis_BLD") == 0){
if (GUILayout.Button("Off",shortButtonStyle))
{
material.SetFloat("_Inverse_Z_Axis_BLD",1);
}
}else{
if (GUILayout.Button("Active",shortButtonStyle))
{
material.SetFloat("_Inverse_Z_Axis_BLD",0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
} // End of UTS2GUI2
}// End of namespace UnityChan
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