本文整理汇总了C#中UnityEditor.MaterialEditor.RangeProperty方法的典型用法代码示例。如果您正苦于以下问题:C# MaterialEditor.RangeProperty方法的具体用法?C# MaterialEditor.RangeProperty怎么用?C# MaterialEditor.RangeProperty使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEditor.MaterialEditor
的用法示例。
在下文中一共展示了MaterialEditor.RangeProperty方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: FlowControl
private void FlowControl(MaterialEditor target)
{
Header("Flow", "http://wiki.next-gen-sprites.com/doku.php?id=shaders:fx:liquid#flow_map");
if (_hasCurvatureMap)
target.TextureProperty(_curvatureMap, "Curvature Map", scaleOffset: false);
target.TextureProperty(_flowMap, "Flow Map", scaleOffset: false);
target.RangeProperty(_flowIntensity, "Intensity");
target.RangeProperty(_flowSpeed, "Speed");
GUILayout.Space(10f);
ToggleShader(_targetMaterial, "Auto scrolling", ShaderFeature.AutoScrolling.GetString());
target.RangeProperty(_FlowScrollAuto, "Auto scroll Speed");
EditorGUI.EndDisabledGroup();
GUILayout.Space(5f);
var modeLbl = (_targetMaterial.IsKeywordEnabled(ShaderFeature.AutoScrolling.GetString()) ? "Automatic" : "By Position");
GUILayout.Box(string.Format("Current Scrolling Mode: {0}", modeLbl));
GUILayout.Space(5f);
target.RangeProperty(_FlowScrollX, "Scroll Speed X");
target.RangeProperty(_FlowScrollY, "Scroll Speed Y");
GUILayout.Space(10f);
DrawWideBox(1f);
}
示例2: EmissionControl
private void EmissionControl(MaterialEditor target, bool noDisablegroup)
{
Header("Emission", "http://wiki.next-gen-sprites.com/doku.php?id=shaders:feature:emission");
target.RangeProperty(_emissionStrength, "Strength");
if (_hasEmissionTint)
{
target.ColorProperty(_emissionTint, "Tint");
GUILayout.Space(5f);
target.TextureProperty(_emissionMask, "Mask");
}
GUILayout.Space(10f);
DrawWideBox(1f);
//Turn off the Disable group?
if (noDisablegroup) return;
if (!_shaderCompileKeywords.Contains(ShaderFeature.Emission.GetString()))
EditorGUI.EndDisabledGroup();
}
示例3: DissolveControl
private void DissolveControl(MaterialEditor target)
{
Header("Dissolve", "http://wiki.next-gen-sprites.com/doku.php?id=shaders:feature:dissolve");
target.TextureProperty(_dissolveMap, "Dissolve Pattern", scaleOffset: false);
target.RangeProperty(_dissolveBlend, "Blend");
GUILayout.Space(5f);
target.RangeProperty(_dissolveBorderWidth, "Border Width");
target.ColorProperty(_dissolveGlowColor, "Border Glow Tint");
target.RangeProperty(_dissolveGlowStrength, "Border Glow width");
GUILayout.Space(10f);
DrawWideBox(1f);
if (!_shaderCompileKeywords.Contains(ShaderFeature.Dissolve.GetString()))
EditorGUI.EndDisabledGroup();
}
示例4: RefractionControl
private void RefractionControl(MaterialEditor target, bool noDisablegroup)
{
Header("Refraction", "http://wiki.next-gen-sprites.com/doku.php?id=shaders:fx:liquid#refraction_map");
target.TextureProperty(_refractionNormal, "Refraction Map");
target.RangeProperty(_refractionStrength, "Strength");
GUILayout.Space(10f);
DrawWideBox(1f);
}
示例5: ReflectionControl
private void ReflectionControl(MaterialEditor target, bool noDisablegroup)
{
Header("Reflection", "http://wiki.next-gen-sprites.com/doku.php?id=shaders:feature:reflection#reflection_texture");
target.TextureProperty(_reflectionScreenMap, "Reflection Texture");
target.RangeProperty(_reflectionStrength, "Strength");
target.RangeProperty(_reflectionBlur, "Blur");
GUILayout.Space(5f);
target.TextureProperty(_reflectionMask, "Mask", scaleOffset: false);
target.RangeProperty(_reflectionScrollingX, "X-Axis scrolling");
target.RangeProperty(_reflectionScrollingY, "Y-Axis scrolling");
GUILayout.Space(10f);
DrawWideBox(1f);
//Turn off the Disable group?
if (noDisablegroup) return;
if (!_shaderCompileKeywords.Contains(ShaderFeature.Reflection.GetString()))
EditorGUI.EndDisabledGroup();
}
示例6: CurvatureControl
private void CurvatureControl(MaterialEditor target)
{
Header("Curvature", "http://wiki.next-gen-sprites.com/doku.php?id=shaders:fx:lava#curvature");
target.TextureProperty(_curvatureMap, "Curvature Map");
target.RangeProperty(_curvatureDepth, "Depth");
target.ColorProperty(_curvatureHighlight, "Highlight Color");
target.RangeProperty(_curvatureGloss, "Gloss");
GUILayout.Space(10f);
DrawWideBox(1f);
if (!_shaderCompileKeywords.Contains(ShaderFeature.Curvature.GetString()))
EditorGUI.EndDisabledGroup();
}
示例7: MainView
//This is the Main view with all shader controlls
private void MainView(MaterialEditor materialEditor)
{
GUILayout.Space(5f);
switch (_setPanel)
{
case SettingsMode.Sprites:
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
ButtonOpenUrl(_btnHelp, "http://wiki.next-gen-sprites.com/doku.php?id=shaders:feature:sprite");
GUILayout.Space(10f);
EditorGUILayout.EndHorizontal();
GUILayout.Space(5f);
materialEditor.TextureProperty(_mainSprite, "Sprite", scaleOffset: false);
DrawWideBox();
GUILayout.Space(10f);
GUILayout.BeginHorizontal();
materialEditor.ColorProperty(_mainSpriteTint, "Tint");
if (GUILayout.Button("Reset Tint"))
{
_matTarget.SetColor(ShaderColor.Sprite.GetString(), Color.white);
}
GUILayout.EndHorizontal();
GUILayout.Space(15f);
ToggleFeature(_matTarget, "Main Layer Scrolling", ShaderFeature.SpriteScrolling);
GUILayout.Space(5f);
materialEditor.RangeProperty(_spriteLayer1ScrollingX, "X-Axis");
materialEditor.RangeProperty(_spriteLayer1ScrollingY, "Y-Axis");
GUILayout.BeginHorizontal();
if (GUILayout.Button("Reset Scrolling"))
{
_matTarget.SetFloat(ShaderFloat.SpriteLayer0ScrollingX.GetString(), 0f);
_matTarget.SetFloat(ShaderFloat.SpriteLayer0ScrollingY.GetString(), 0f);
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
EditorGUI.EndDisabledGroup();
GUILayout.Space(5f);
DrawWideBox();
GUILayout.Space(5f);
ToggleFeature(_matTarget, "Multi Layer", ShaderFeature.SpriteMultiLayer, disableGroup: false);
if (_matTarget.IsKeywordEnabled(ShaderFeature.SpriteMultiLayer.GetString()))
{
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
ButtonOpenUrl(_btnHelp, "http://wiki.next-gen-sprites.com/doku.php?id=shaders:feature:sprite#multi_layer");
GUILayout.Space(10f);
EditorGUILayout.EndHorizontal();
ToggleFeature(_matTarget, "Stencil Mask", ShaderFeature.SpriteStencil, disableGroup: true);
materialEditor.TextureProperty(_spriteLayerStencil, "Stencil Mask");
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
EditorGUILayout.HelpBox("Red: Layer 1# | Green: Layer 2# | Blue: Layer 3#", MessageType.None);
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
DrawWideBox();
EditorGUI.EndDisabledGroup();
GUILayout.Box("Layer 1#", EditorStyles.miniButton);
materialEditor.TextureProperty(_spriteLayer2Tex, "Sprite");
GUILayout.Space(10f);
materialEditor.RangeProperty(_spriteLayer2Opacity, "Opacity");
materialEditor.ColorProperty(_spriteLayer2Color, "Tint");
materialEditor.RangeProperty(_spriteLayer2ScrollingX, "Scrolling X-Axis");
materialEditor.RangeProperty(_spriteLayer2ScrollingY, "Scrolling Y-Axis");
GUILayout.Space(10f);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Reset"))
{
_matTarget.SetFloat(ShaderFloat.SpriteLayer1Opacity.GetString(), 1f);
_matTarget.SetColor(ShaderColor.SpriteLayer1.GetString(), Color.white);
_matTarget.SetFloat(ShaderFloat.SpriteLayer1ScrollingX.GetString(), 0f);
_matTarget.SetFloat(ShaderFloat.SpriteLayer1ScrollingY.GetString(), 0f);
}
GUILayout.EndHorizontal();
GUILayout.Space(10f);
DrawWideBox();
GUILayout.Box("Layer 2#", EditorStyles.miniButton);
materialEditor.TextureProperty(_spriteLayer3Tex, "Sprite");
GUILayout.Space(10f);
materialEditor.RangeProperty(_spriteLayer3Opacity, "Opacity");
materialEditor.ColorProperty(_spriteLayer3Color, "Tint");
materialEditor.RangeProperty(_spriteLayer3ScrollingX, "Scrolling X-Axis");
materialEditor.RangeProperty(_spriteLayer3ScrollingY, "Scrolling Y-Axis");
//.........这里部分代码省略.........
示例8: OnGUI
override public void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor) {
bool inactiveFlag = false;
if (!checkNormalmapsUsage(editor.target as Material, label)) return;
if (!checkDetailUsage(editor.target as Material, label)) return;
if (!checkSpecUsage(editor.target as Material, label)) return;
#if UNITY_5
if (prop.name=="unity_SpecCube" || prop.name=="unity_SpecCube1") return;
#endif
if (checkVisible (editor, label, ref inactiveFlag)) {
EditorGUI.BeginDisabledGroup(inactiveFlag);
switch (prop.type) {
case MaterialProperty.PropType.Range: // float ranges
{
editor.RangeProperty(position, prop, label);
break;
}
case MaterialProperty.PropType.Float: // floats
{
editor.FloatProperty(position, prop, label);
break;
}
case MaterialProperty.PropType.Color: // colors
{
editor.ColorProperty(position, prop, label);
break;
}
case MaterialProperty.PropType.Texture: // textures
{
editor.TextureProperty(position, prop, label, texTileOffset);
break;
}
case MaterialProperty.PropType.Vector: // vectors
{
position.x+=12;
position.width-=12;
editor.VectorProperty(position, prop, label);
break;
}
default:
{
GUILayout.Label("Unknown prop type... ("+label+")");
break;
}
}
EditorGUI.EndDisabledGroup();
}
}