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C# MaterialEditor.TextureScaleOffsetProperty方法代码示例

本文整理汇总了C#中UnityEditor.MaterialEditor.TextureScaleOffsetProperty方法的典型用法代码示例。如果您正苦于以下问题:C# MaterialEditor.TextureScaleOffsetProperty方法的具体用法?C# MaterialEditor.TextureScaleOffsetProperty怎么用?C# MaterialEditor.TextureScaleOffsetProperty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.TextureScaleOffsetProperty方法的2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: OnGUI

    public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
    {
        FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly

        // Use default labelWidth
        EditorGUIUtility.labelWidth = 0f;

        // Detect any changes to the material
        EditorGUI.BeginChangeCheck();
        {
            GUILayout.Label (Styles.material0Header, EditorStyles.boldLabel);

            // Texture
            materialEditor.TexturePropertySingleLine (Styles.albedo, albedoMap);
            materialEditor.TexturePropertySingleLine (Styles.specular, specularMap);
            materialEditor.TexturePropertySingleLine (Styles.normal, bumpMap);
            materialEditor.TextureScaleOffsetProperty (albedoMap);

            GUILayout.Label (Styles.maskHeader, EditorStyles.boldLabel);

            materialEditor.TexturePropertySingleLine (Styles.blendMask, blendMask);
            materialEditor.TextureScaleOffsetProperty (blendMask);

            GUILayout.Label (Styles.material1Header, EditorStyles.boldLabel);

            materialEditor.TexturePropertySingleLine (Styles.albedo, albedoMap2);
            materialEditor.TexturePropertySingleLine (Styles.specular, specularMap2);
            materialEditor.TexturePropertySingleLine (Styles.normal, bumpMap2);
            materialEditor.TextureScaleOffsetProperty (albedoMap2);
        }
    }
开发者ID:Okacz,项目名称:LQRepo2,代码行数:31,代码来源:TerrainSurfaceGUI.cs

示例2: ShaderPropertiesGUI

        bool ShaderPropertiesGUI(MaterialEditor materialEditor)
        {
            EditorGUI.BeginChangeCheck();

            materialEditor.ShaderProperty(_colorMode, "Color Mode");

            if (_colorMode.floatValue > 0)
            {
                var rect = EditorGUILayout.GetControlRect();
                rect.x += EditorGUIUtility.labelWidth;
                rect.width = (rect.width - EditorGUIUtility.labelWidth) / 2 - 2;
                materialEditor.ShaderProperty(rect, _color, "");
                rect.x += rect.width + 4;
                materialEditor.ShaderProperty(rect, _color2, "");
            }
            else
            {
                materialEditor.ShaderProperty(_color, " ");
            }

            EditorGUILayout.Space();

            materialEditor.ShaderProperty(_metallic, "Metallic");
            materialEditor.ShaderProperty(_smoothness, "Smoothness");

            EditorGUILayout.Space();

            materialEditor.TexturePropertySingleLine(_albedoText, _albedoMap, null);
            materialEditor.TexturePropertySingleLine(_normalMapText, _normalMap, _normalMap.textureValue ? _normalScale : null);
            materialEditor.TextureScaleOffsetProperty(_albedoMap);

            EditorGUILayout.Space();

            materialEditor.ShaderProperty(_occHeight, "Occlusion Height");
            materialEditor.ShaderProperty(_occExp, "Occlusion Exponent");
            materialEditor.ShaderProperty(_occToColor, "Occlusion To Color");

            return EditorGUI.EndChangeCheck();
        }
开发者ID:cupsster,项目名称:KvantGrass,代码行数:39,代码来源:GrassMaterialEditor.cs


注:本文中的UnityEditor.MaterialEditor.TextureScaleOffsetProperty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。