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Expose sorting layer in MeshRenderer inspector, for rendering on top of sprites
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using UnityEngine; | |
using UnityEditor; | |
using System.Linq; | |
/// 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))] | |
public class MeshRendererSortingEditor : Editor | |
{ | |
public override void OnInspectorGUI() | |
{ | |
base.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; | |
} | |
} | |
// This is free and unencumbered software released into the public domain. | |
// | |
// Anyone is free to copy, modify, publish, use, compile, sell, or | |
// distribute this software, either in source code form or as a compiled | |
// binary, for any purpose, commercial or non-commercial, and by any | |
// means. | |
// | |
// In jurisdictions that recognize copyright laws, the author or authors | |
// of this software dedicate any and all copyright interest in the | |
// software to the public domain. We make this dedication for the benefit | |
// of the public at large and to the detriment of our heirs and | |
// successors. We intend this dedication to be an overt act of | |
// relinquishment in perpetuity of all present and future rights to this | |
// software under copyright law. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR | |
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
// OTHER DEALINGS IN THE SOFTWARE. | |
// | |
// For more information, please refer to <http://unlicense.org/> |
I remade it by inheriting the internal class MeshRendererEditor
to keep the default functionality and compability with prefab, multi-edit, and undo/redo. Also I added support for SkinnedMeshRenderer
and included installation as a UPM package.
https://github.com/qwe321qwe321qwe321/Unity-ExposeSortingLayerEditor
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Still comes in handy with 2022 LTS branch of Unity. I tried everything to get my water mesh to render over the majority of my sprites, and nothing worked except this.