9092858a58
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!
71 lines
2.7 KiB
C#
71 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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internal class ParticlesSimpleLitShader : BaseShaderGUI
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{
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// Properties
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private SimpleLitGUI.SimpleLitProperties shadingModelProperties;
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private ParticleGUI.ParticleProperties particleProps;
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// List of renderers using this material in the scene, used for validating vertex streams
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List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
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public override void FindProperties(MaterialProperty[] properties)
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{
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base.FindProperties(properties);
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shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties);
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particleProps = new ParticleGUI.ParticleProperties(properties);
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}
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public override void ValidateMaterial(Material material)
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{
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SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
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}
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public override void DrawSurfaceOptions(Material material)
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{
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base.DrawSurfaceOptions(material);
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DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
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}
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public override void DrawSurfaceInputs(Material material)
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{
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base.DrawSurfaceInputs(material);
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SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material);
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DrawEmissionProperties(material, true);
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}
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public override void DrawAdvancedOptions(Material material)
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{
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SimpleLitGUI.Advanced(shadingModelProperties);
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materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
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ParticleGUI.FadingOptions(material, materialEditor, particleProps);
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ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true);
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DrawQueueOffsetField();
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}
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public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
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{
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CacheRenderersUsingThisMaterial(material);
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base.OnOpenGUI(material, materialEditor);
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}
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void CacheRenderersUsingThisMaterial(Material material)
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{
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m_RenderersUsingThisMaterial.Clear();
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ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[];
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foreach (ParticleSystemRenderer renderer in renderers)
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{
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if (renderer.sharedMaterial == material)
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m_RenderersUsingThisMaterial.Add(renderer);
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}
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}
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}
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} // namespace UnityEditor
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