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July 16, 2021 18:59
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show material's property in inspector in Unity
use this function in Custom Editor Class.
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void ShowMaterialEditor(Material[] ms){ | |
for(int i = 0; i < ms.Length; i++){ | |
Material m = ms[i]; | |
if(m == null) | |
return; | |
Shader s = m.shader; | |
EditorGUILayout.LabelField(m.name); | |
EditorGUI.indentLevel++; | |
for(int j = 0; j < ShaderUtil.GetPropertyCount(s); j++){ | |
string propName = ShaderUtil.GetPropertyName(s, j); | |
string descript = ShaderUtil.GetPropertyDescription(s, j) + ":"; | |
object preVal; | |
object val; | |
switch(ShaderUtil.GetPropertyType(s, j)){ | |
case ShaderUtil.ShaderPropertyType.Range: | |
EditorGUILayout.BeginHorizontal(); | |
float min = ShaderUtil.GetRangeLimits(s, j, 1); | |
float max = ShaderUtil.GetRangeLimits(s, j, 2); | |
preVal = m.GetFloat(propName); | |
val = EditorGUILayout.Slider(descript, (float)preVal, min, max); | |
if(val != preVal){ | |
Undo.RegisterUndo(m, m.name); | |
m.SetFloat(propName, (float)val); | |
} | |
EditorGUILayout.EndHorizontal(); | |
break; | |
case ShaderUtil.ShaderPropertyType.Float: | |
preVal = m.GetFloat(propName); | |
val = EditorGUILayout.FloatField(descript, (float)preVal); | |
if(val != preVal){ | |
Undo.RegisterUndo(m, m.name); | |
m.SetFloat(propName, (float)val); | |
} | |
break; | |
case ShaderUtil.ShaderPropertyType.Color: | |
preVal = m.GetColor(propName); | |
val = EditorGUILayout.ColorField(descript, (Color)preVal); | |
if(val != preVal){ | |
Undo.RegisterUndo(m, m.name); | |
m.SetColor(propName, (Color)val); | |
} | |
break; | |
case ShaderUtil.ShaderPropertyType.TexEnv: | |
preVal = m.GetTexture(propName); | |
val = EditorGUILayout.ObjectField(descript, (Texture)preVal, typeof(Texture), false); | |
if(val != preVal){ | |
Undo.RegisterUndo(m, m.name); | |
m.SetTexture(propName, (Texture)val); | |
} | |
break; | |
case ShaderUtil.ShaderPropertyType.Vector: | |
preVal = m.GetVector(propName); | |
val = EditorGUILayout.Vector4Field(descript, (Vector4)preVal); | |
if(val != preVal){ | |
Undo.RegisterUndo(m, m.name); | |
m.SetVector(propName, (Vector4)val); | |
} | |
break; | |
} | |
} | |
EditorGUI.indentLevel--; | |
} | |
} |
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