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@QXSoftware
Last active October 20, 2023 03:45
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A unity mesh renderer inspector to view and modify renderer's sorting layer and material's render queue.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(MeshRenderer), true)]
public class MeshRendererInspector : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
OnGUISortingLayer();
}
private void OnGUISortingLayer()
{
GUILayout.Space(6);
var rend = (MeshRenderer)target;
GUILayout.BeginVertical("box");
var layerNames = SortingLayer.layers.Select(x => x.name).ToList();
EditorGUI.BeginChangeCheck();
var selectedIndex = EditorGUILayout.Popup("SortingLayerName", layerNames.IndexOf(rend.sortingLayerName), layerNames.ToArray());
if (EditorGUI.EndChangeCheck())
{
rend.sortingLayerName = SortingLayer.layers[selectedIndex].name;
EditorUtility.SetDirty(rend.gameObject);
}
EditorGUI.BeginChangeCheck();
var sortingOrder = EditorGUILayout.IntField("SortingOrder", rend.sortingOrder);
if (EditorGUI.EndChangeCheck())
{
rend.sortingOrder = sortingOrder;
EditorUtility.SetDirty(rend.gameObject);
}
var mats = rend.sharedMaterials;
foreach (var mat in mats)
DrawMaterialRenderQueue(mat);
GUILayout.EndVertical();
}
private void DrawMaterialRenderQueue(Material mat)
{
GUILayout.BeginHorizontal();
EditorGUILayout.ObjectField(mat, typeof(Material), false);
EditorGUI.BeginChangeCheck();
var val = EditorGUILayout.IntField("RenderQueue", mat.renderQueue);
if (EditorGUI.EndChangeCheck())
{
mat.renderQueue = val;
EditorUtility.SetDirty(mat);
}
GUILayout.EndHorizontal();
}
}
@zilongshanren
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A improved version:

/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there
/// but not displayed in the inspector. Getting MeshRenderer to render in front
/// of a SpriteRenderer is pretty hard without this.
[CustomEditor(typeof(MeshRenderer), true)]
public class MeshRendererSortingEditor : Editor
{
    Editor defaultEditor;
    void OnEnable()
    {
        defaultEditor = CreateEditor(targets, Type.GetType("UnityEditor.MeshRendererEditor, UnityEditor"));
    }

    public override void OnInspectorGUI()
    {
        defaultEditor.OnInspectorGUI();

        MeshRenderer renderer = target as MeshRenderer;


        var layers = SortingLayer.layers;

        EditorGUILayout.BeginHorizontal();
        EditorGUI.BeginChangeCheck();
        int newId = DrawSortingLayersPopup(renderer.sortingLayerID);
        if(EditorGUI.EndChangeCheck()) {
            renderer.sortingLayerID = newId;
        }
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.BeginHorizontal();
        EditorGUI.BeginChangeCheck();
        int order = EditorGUILayout.IntField("Sorting Order", renderer.sortingOrder);
        if(EditorGUI.EndChangeCheck()) {
            renderer.sortingOrder = order;
        }
        EditorGUILayout.EndHorizontal();

    }

    int DrawSortingLayersPopup(int layerID) {
        var layers = SortingLayer.layers;
        var names = layers.Select(l => l.name).ToArray();
        if (!SortingLayer.IsValid(layerID))
        {
            layerID = layers[0].id;
        }
        var layerValue = SortingLayer.GetLayerValueFromID(layerID);
        var newLayerValue = EditorGUILayout.Popup("Sorting Layer", layerValue, names);
        return layers[newLayerValue].id;
    }

}

Unless you call the original MeshRenderer's OnInspectorGUI function, otherwise the lightmap settings perperties will be missing.

@better666
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A improved version:

/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there
/// but not displayed in the inspector. Getting MeshRenderer to render in front
/// of a SpriteRenderer is pretty hard without this.
[CustomEditor(typeof(MeshRenderer), true)]
public class MeshRendererSortingEditor : Editor
{
    Editor defaultEditor;
    void OnEnable()
    {
        defaultEditor = CreateEditor(targets, Type.GetType("UnityEditor.MeshRendererEditor, UnityEditor"));
    }

    public override void OnInspectorGUI()
    {
        defaultEditor.OnInspectorGUI();

        MeshRenderer renderer = target as MeshRenderer;


        var layers = SortingLayer.layers;

        EditorGUILayout.BeginHorizontal();
        EditorGUI.BeginChangeCheck();
        int newId = DrawSortingLayersPopup(renderer.sortingLayerID);
        if(EditorGUI.EndChangeCheck()) {
            renderer.sortingLayerID = newId;
        }
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.BeginHorizontal();
        EditorGUI.BeginChangeCheck();
        int order = EditorGUILayout.IntField("Sorting Order", renderer.sortingOrder);
        if(EditorGUI.EndChangeCheck()) {
            renderer.sortingOrder = order;
        }
        EditorGUILayout.EndHorizontal();

    }

    int DrawSortingLayersPopup(int layerID) {
        var layers = SortingLayer.layers;
        var names = layers.Select(l => l.name).ToArray();
        if (!SortingLayer.IsValid(layerID))
        {
            layerID = layers[0].id;
        }
        var layerValue = SortingLayer.GetLayerValueFromID(layerID);
        var newLayerValue = EditorGUILayout.Popup("Sorting Layer", layerValue, names);
        return layers[newLayerValue].id;
    }

}

Unless you call the original MeshRenderer's OnInspectorGUI function, otherwise the lightmap settings perperties will be missing.

太棒了,除了orderinlayer 还保留了原来的inspector。适合urp中的界面修改

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