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类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);
}
}
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();
}