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C# MaterialEditor.TextureProperty方法代码示例

本文整理汇总了C#中UnityEditor.MaterialEditor.TextureProperty方法的典型用法代码示例。如果您正苦于以下问题:C# MaterialEditor.TextureProperty方法的具体用法?C# MaterialEditor.TextureProperty怎么用?C# MaterialEditor.TextureProperty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UnityEditor.MaterialEditor的用法示例。


在下文中一共展示了MaterialEditor.TextureProperty方法的15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: DoNormalMap

        private void DoNormalMap(MaterialEditor _materialEditor)
        {
            if (!BeginGroup("Normal Map"))
                return;

            if (DoKeyword(_materialEditor, m_NormalMapOn, "Use Normal Map"))
            {
                _materialEditor.TextureProperty(m_NormalMapTex, "Normal Map");
            }

            EndGroup();
        }
开发者ID:ming4883,项目名称:mud,代码行数:12,代码来源:NPRHairUI.cs

示例2: DoDiffuseLUT

        private void DoDiffuseLUT(MaterialEditor _materialEditor)
        {
            if (!BeginGroup("Diffuse LUT"))
                return;

            if (DoKeyword(_materialEditor, m_DiffuseLUTOn, "Use Diffuse LUT"))
            {
                _materialEditor.TextureProperty(m_DiffuseLUTTex, "Diffuse LUT (Grayscale)");
            }

            EndGroup();
        }
开发者ID:ming4883,项目名称:mud,代码行数:12,代码来源:NPRCelShadingUI.cs

示例3: DoGeneral

        private void DoGeneral(MaterialEditor _materialEditor)
        {
            if (!BeginGroup("General"))
                return;

            _materialEditor.ShaderProperty(m_FadeOut, "Fade Out");

            _materialEditor.TextureProperty(m_BayerTex, "Differ Matrix");

            _materialEditor.TextureProperty(m_MainTex, "Main Texture (RGBA)");

            if (DoKeyword(_materialEditor, m_DimOn, "Use Dim Texture"))
            {
                _materialEditor.TextureProperty(m_DimTex, "Dim Texture (RGB)");
            }

            _materialEditor.TextureProperty(m_DiffuseLUTTex, "Diffuse LUT");

            _materialEditor.TextureProperty(m_SpecularLUTTex, "Specular LUT");

            EndGroup();
        }
开发者ID:ming4883,项目名称:mud,代码行数:22,代码来源:NPRHairUI.cs

示例4: DoOverlay

        private void DoOverlay(MaterialEditor _materialEditor)
        {
            if (!BeginGroup("Overlay"))
                return;

            if (DoKeyword(_materialEditor, m_OverlayOn, "Use Overlay Texture"))
            {
                _materialEditor.TextureProperty(m_OverlayTex, "Overlay Texture (RGBA)");
            }

            EndGroup();
        }
开发者ID:ming4883,项目名称:mud,代码行数:12,代码来源:NPRCelShadingUI.cs

示例5: DoMatCap

        private void DoMatCap(MaterialEditor _materialEditor)
        {
            if (!BeginGroup("MatCap"))
                return;

            if (DoKeyword(_materialEditor, m_MatCapOn, "Use MatCap"))
            {
                _materialEditor.TextureProperty(m_MatCapTex, "MatCap");
                _materialEditor.ShaderProperty(m_MapCapIntensity, "MatCap Intensity");
                DoKeyword(_materialEditor, m_MatCapPlanarOn, "MatCap Planar");
                DoKeyword(_materialEditor, m_MatCapAlbedoOn, "MatCap Albedo");
            }

            EndGroup();
        }
开发者ID:ming4883,项目名称:mud,代码行数:15,代码来源:NPRCelShadingUI.cs

示例6: OnGUI

	override public void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor) {
		if (checkVisible(editor)) {
			editor.TextureProperty(position, prop, label, false);
		}
	}
开发者ID:Quantarium-Studios,项目名称:FLARE_Prototype,代码行数:5,代码来源:TexNoTilingDrawer.cs

示例7: 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);
    }
开发者ID:cuongngo90,项目名称:Unity-SpriteShader,代码行数:28,代码来源:NGSMaterialInspectorGeneric.cs

示例8: 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();
    }
开发者ID:cuongngo90,项目名称:Unity-SpriteShader,代码行数:18,代码来源:NGSMaterialInspectorGeneric.cs

示例9: 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.........
开发者ID:cuongngo90,项目名称:Unity-SpriteShader,代码行数:101,代码来源:NGSMaterialInspector.cs

示例10: 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);
    }
开发者ID:cuongngo90,项目名称:Unity-SpriteShader,代码行数:10,代码来源:NGSMaterialInspectorGeneric.cs

示例11: 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();
    }
开发者ID:cuongngo90,项目名称:Unity-SpriteShader,代码行数:22,代码来源:NGSMaterialInspectorGeneric.cs

示例12: 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();
    }
开发者ID:cuongngo90,项目名称:Unity-SpriteShader,代码行数:14,代码来源:NGSMaterialInspectorGeneric.cs

示例13: SpriteControl

    private void SpriteControl(MaterialEditor target)
    {
        target.TextureProperty(_mainSprite, "Sprite", scaleOffset: false);
        if (_hasSpriteTint)
            target.ColorProperty(_mainSpriteTint, "Tint");

        GUILayout.Space(10f);
        DrawWideBox(1f);
    }
开发者ID:cuongngo90,项目名称:Unity-SpriteShader,代码行数:9,代码来源:NGSMaterialInspectorGeneric.cs

示例14: DoGeneral

        private void DoGeneral(MaterialEditor _materialEditor)
        {
            if (!BeginGroup("General"))
                return;

            _materialEditor.TextureProperty(m_MainTex, "Main Texture (RGB)");

            _materialEditor.TextureProperty(m_BayerTex, "Differ Matrix");

            _materialEditor.ShaderProperty(m_FadeOut, "Fade Out");

            DoKeyword(_materialEditor, m_TextureFadeOutOn, "Fade Out (Tex Alpha)");

            if (DoKeyword(_materialEditor, m_IrradianceOn, "Use Irradiance"))
            {
                _materialEditor.ShaderProperty(m_IrradianceBoost, "Irradiance Boost");
            }

            DoKeyword(_materialEditor, m_DarkenBackfacesOn, "Use Darken Backfaces");

            if (DoKeyword (_materialEditor, m_DimOn, "Use Dim Texture"))
            {
                _materialEditor.TextureProperty (m_DimTex, "Dim Texture (RGB)");
            }

            EndGroup();
        }
开发者ID:ming4883,项目名称:mud,代码行数:27,代码来源:NPRCelShadingUI.cs

示例15: 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();
    }
开发者ID:cuongngo90,项目名称:Unity-SpriteShader,代码行数:20,代码来源:NGSMaterialInspectorGeneric.cs


注:本文中的UnityEditor.MaterialEditor.TextureProperty方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。