SceneDebugViewer/Editor/ReplacementShaderSetupScriptableObject.cs

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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace TAO.SceneDebugViewer.Editor
{
#if UNITY_EDITOR
2021-03-31 14:45:50 +02:00
[CreateAssetMenu(menuName = "ReplacementShaderSetup", order = 99999)]
public class ReplacementShaderSetupScriptableObject : ScriptableObject
{
[Header("GUI")]
public GUIContent content = new GUIContent();
[Header("Shader")]
public Shader shader = null;
public string replacementTag = "";
public List<GlobalShaderParameter> parameters = new List<GlobalShaderParameter>();
public void Replace()
{
SetupShaderParameters();
foreach (SceneView s in SceneView.sceneViews)
{
s.SetSceneViewShaderReplace(shader, replacementTag);
s.Repaint();
}
}
protected void SetupShaderParameters()
{
foreach (var p in parameters)
{
p.Set();
}
}
[System.Serializable]
public struct GlobalShaderParameter
{
public string m_name;
public ParameterType m_parameterType;
public Texture2D m_texture;
public Vector4 m_vector;
public Color m_color;
public float m_float;
public int m_int;
public void Set()
{
switch (m_parameterType)
{
case ParameterType.Texture:
Shader.SetGlobalTexture(m_name, m_texture);
break;
case ParameterType.Vector:
Shader.SetGlobalVector(m_name, m_vector);
break;
case ParameterType.Color:
Shader.SetGlobalColor(m_name, m_color);
break;
case ParameterType.Float:
Shader.SetGlobalFloat(m_name, m_float);
break;
case ParameterType.Int:
Shader.SetGlobalInt(m_name, m_int);
break;
default:
break;
}
}
}
public enum ParameterType
{
Texture,
Vector,
Color,
Float,
Int
}
}
#endif
}