using System; using UnityEngine; using UnityEditor.Rendering.Universal; using static Unity.Rendering.Universal.ShaderUtils; namespace UnityEditor { // Used for ShaderGraph Unlit shaders class ShaderGraphUnlitGUI : BaseShaderGUI { MaterialProperty[] properties; // collect properties from the material properties public override void FindProperties(MaterialProperty[] properties) { // save off the list of all properties for shadergraph this.properties = properties; base.FindProperties(properties); } public static void UpdateMaterial(Material material, MaterialUpdateType updateType) { bool automaticRenderQueue = GetAutomaticQueueControlSetting(material); BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue); } public override void ValidateMaterial(Material material) { UpdateMaterial(material, MaterialUpdateType.ModifiedMaterial); } // material main surface inputs public override void DrawSurfaceInputs(Material material) { DrawShaderGraphProperties(material, properties); } public override void DrawAdvancedOptions(Material material) { // Always show the queue control field. Only show the render queue field if queue control is set to user override DoPopup(Styles.queueControl, queueControlProp, Styles.queueControlNames); if (material.HasProperty(Property.QueueControl) && material.GetFloat(Property.QueueControl) == (float)QueueControl.UserOverride) materialEditor.RenderQueueField(); base.DrawAdvancedOptions(material); materialEditor.DoubleSidedGIField(); } } } // namespace UnityEditor