Created
January 20, 2016 11:14
-
-
Save phi-lira/9457433aef5c5aedda4b to your computer and use it in GitHub Desktop.
CustomMaterialEditor - Unity
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//Copyright(c) 2015 Phil Lira - phil.rlira [at] gmail [dot] com | |
//Permission is hereby granted, free of charge, to any person obtaining a copy | |
//of this software and associated documentation files (the "Software"), to deal | |
//in the Software without restriction, including without limitation the rights | |
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
//copies of the Software, and to permit persons to whom the Software is | |
//furnished to do so, subject to the following conditions: | |
//The above copyright notice and this permission notice shall be included in all | |
//copies or substantial portions of the Software. | |
using UnityEngine; | |
using UnityEditor; | |
// Custom Material Inspector to allow manual rendering sorting per material | |
// In order to use it add the following line in the shader you want a custom inspector: | |
// CustomEditor "CustomMaterialEditor" | |
// for more info on custom inspectors see the following link: | |
// http://docs.unity3d.com/460/Documentation/Manual/SL-CustomMaterialEditors.html | |
public class CustomMaterialEditor : MaterialEditor | |
{ | |
private bool _OverrideSorting; | |
private Material _Material; | |
private string[] _LayerOptions = {"Background", "Opaque", "Transparent", "Overlay"}; | |
private int _LayerID; | |
private int _LayerOrder; | |
public override void OnEnable() | |
{ | |
base.OnEnable(); | |
_Material = (target as Material); | |
if (_Material.renderQueue > -1) | |
{ | |
_LayerID = (_Material.renderQueue / 1000) - 1; | |
_LayerOrder = _Material.renderQueue % 1000; | |
// There's no means to query if the current settings is equal to shader. So we check if | |
// order in layer is 0 and assume no override is wanted in that case. | |
_OverrideSorting = (_LayerOrder > 0); | |
} | |
else | |
{ | |
_OverrideSorting = false; | |
} | |
} | |
public override void OnInspectorGUI() | |
{ | |
if (_Material != null) | |
{ | |
// Setting Material.renderQueue to -1 tells Unity to use value from shader. | |
int _RenderQueue = -1; | |
int layerID = _LayerID; | |
int layerOrder = _LayerOrder; | |
_OverrideSorting = EditorGUILayout.Toggle("Override Sorting", _OverrideSorting); | |
if (_OverrideSorting) | |
{ | |
layerID = EditorGUILayout.Popup("Layer", _LayerID, _LayerOptions); | |
layerOrder = Mathf.Max(0, EditorGUILayout.IntField("Order", _LayerOrder)); | |
_RenderQueue = ((layerID + 1) * 1000) + layerOrder; | |
} | |
if (GUI.changed) | |
{ | |
if (_OverrideSorting == false || layerID != _LayerID || layerOrder != _LayerOrder) | |
{ | |
_LayerID = layerID; | |
_LayerOrder = layerOrder; | |
Undo.RecordObject(_Material, "SortOrder"); | |
_Material.renderQueue = _RenderQueue; | |
EditorUtility.SetDirty(_Material); | |
} | |
} | |
} | |
base.OnInspectorGUI(); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment