Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/ShaderGUI/Shaders/ParticlesLitShader.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

69 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class ParticlesLitShader : BaseShaderGUI
{
// Properties
private LitGUI.LitProperties litProperties;
private ParticleGUI.ParticleProperties particleProps;
// List of renderers using this material in the scene, used for validating vertex streams
List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
litProperties = new LitGUI.LitProperties(properties);
particleProps = new ParticleGUI.ParticleProperties(properties);
}
public override void ValidateMaterial(Material material)
{
SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
}
public override void DrawSurfaceOptions(Material material)
{
base.DrawSurfaceOptions(material);
DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
}
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
LitGUI.Inputs(litProperties, materialEditor, material);
DrawEmissionProperties(material, true);
}
public override void DrawAdvancedOptions(Material material)
{
materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
ParticleGUI.FadingOptions(material, materialEditor, particleProps);
ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true);
DrawQueueOffsetField();
}
public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
{
CacheRenderersUsingThisMaterial(material);
base.OnOpenGUI(material, materialEditor);
}
void CacheRenderersUsingThisMaterial(Material material)
{
m_RenderersUsingThisMaterial.Clear();
ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[];
foreach (ParticleSystemRenderer renderer in renderers)
{
if (renderer.sharedMaterial == material)
m_RenderersUsingThisMaterial.Add(renderer);
}
}
}
} // namespace UnityEditor