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ReplacementShaderSetup.
ReplacementShaderSetup. SceneDebugViewerWindow.
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84
Editor/ReplacementShaderSetupScriptableObject.cs
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84
Editor/ReplacementShaderSetupScriptableObject.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace TAO.SceneDebugViewer.Editor
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{
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[CreateAssetMenu(menuName = "SceneDebugViewer/ReplacementShaderSetup")]
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public class ReplacementShaderSetupScriptableObject : ScriptableObject
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{
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[Header("GUI")]
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public GUIContent content = new GUIContent();
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[Header("Shader")]
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public Shader shader = null;
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public string replacementTag = "";
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public List<GlobalShaderParameter> parameters = new List<GlobalShaderParameter>();
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public void Replace()
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{
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SetupShaderParameters();
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foreach (SceneView s in SceneView.sceneViews)
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{
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s.SetSceneViewShaderReplace(shader, replacementTag);
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s.Repaint();
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}
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}
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protected void SetupShaderParameters()
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{
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foreach (var p in parameters)
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{
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p.Set();
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}
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}
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[System.Serializable]
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public struct GlobalShaderParameter
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{
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public string m_name;
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public ParameterType m_parameterType;
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public Texture2D m_texture;
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public Vector4 m_vector;
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public Color m_color;
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public float m_float;
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public int m_int;
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public void Set()
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{
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switch (m_parameterType)
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{
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case ParameterType.Texture:
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Shader.SetGlobalTexture(m_name, m_texture);
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break;
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case ParameterType.Vector:
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Shader.SetGlobalVector(m_name, m_vector);
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break;
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case ParameterType.Color:
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Shader.SetGlobalColor(m_name, m_color);
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break;
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case ParameterType.Float:
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Shader.SetGlobalFloat(m_name, m_float);
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break;
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case ParameterType.Int:
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Shader.SetGlobalInt(m_name, m_int);
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break;
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default:
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break;
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}
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}
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}
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public enum ParameterType
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{
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Texture,
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Vector,
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Color,
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Float,
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Int
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}
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}
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}
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11
Editor/ReplacementShaderSetupScriptableObject.cs.meta
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11
Editor/ReplacementShaderSetupScriptableObject.cs.meta
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fileFormatVersion: 2
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guid: 1aa272ccd1306c545b68254a527f8025
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,20 +1,46 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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namespace TAO.SceneDebugViewer.Editor
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{
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public class SceneDebugViewerWindow : EditorWindow
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{
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[MenuItem("Window/SceneDebugViewer")]
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static void Init()
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{
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SceneDebugViewerWindow window = (SceneDebugViewerWindow)EditorWindow.GetWindow(typeof(SceneDebugViewerWindow));
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window.Show();
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}
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public class SceneDebugViewerWindow : EditorWindow
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{
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static List<ReplacementShaderSetupScriptableObject> options = new List<ReplacementShaderSetupScriptableObject>();
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private void OnGUI()
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{
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}
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}
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}
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[MenuItem("Window/SceneDebugViewer")]
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static void Init()
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{
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options.Clear();
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string[] guids = AssetDatabase.FindAssets("t:ReplacementShaderSetupScriptableObject", null);
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foreach (string guid in guids)
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{
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options.Add((ReplacementShaderSetupScriptableObject)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(ReplacementShaderSetupScriptableObject)));
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}
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SceneDebugViewerWindow window = (SceneDebugViewerWindow)EditorWindow.GetWindow(typeof(SceneDebugViewerWindow));
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window.Show();
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}
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private void OnGUI()
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{
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if (GUILayout.Button("Reset"))
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{
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foreach (SceneView s in SceneView.sceneViews)
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{
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s.SetSceneViewShaderReplace(null, null);
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s.Repaint();
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}
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}
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foreach (var o in options)
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{
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if (GUILayout.Button(o.content))
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{
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o.Replace();
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}
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}
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}
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}
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}
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