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				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 10:25:44 +01:00 
			
		
		
		
	Fix LitGUI shader keyword toggles.
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		@@ -1,3 +1,4 @@
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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@@ -102,12 +103,56 @@ namespace TAO.VertexAnimation.Editor
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			MaterialProperty map = FindProperty("_PositionMap", properties);
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			materialEditor.TexturePropertySingleLine(MakeLabel(map), map);
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			MaterialProperty useInterpolation = FindProperty("USE_INTERPOLATION", properties);
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			materialEditor.ShaderProperty(useInterpolation, MakeLabel(useInterpolation, "For smooth animations."));
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			MaterialProperty useNormal = FindProperty("USE_NORMALA", properties);
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			materialEditor.ShaderProperty(useNormal, MakeLabel(useNormal, "Apply vertex normals saved in the alpha channel of the position map."));
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			MaterialProperty flipUV = FindProperty("VA_FLIP_UVS", properties);
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			materialEditor.ShaderProperty(flipUV, MakeLabel(flipUV, "Flip UVs."));
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			var mat = materialEditor.target as Material;
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			{
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				bool value = mat.IsKeywordEnabled("USE_INTERPOLATION_ON");
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				MaterialProperty useInterpolation = FindProperty("USE_INTERPOLATION", properties);
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				EditorGUI.BeginChangeCheck();
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				value = EditorGUILayout.Toggle(MakeLabel(useInterpolation, "For smooth animations."), mat.IsKeywordEnabled("USE_INTERPOLATION_ON"));
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				//materialEditor.ShaderProperty(useInterpolation, MakeLabel(useInterpolation, "For smooth animations."));
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				if (EditorGUI.EndChangeCheck())
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				{
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					Debug.Log(value);
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					SetKeyword("USE_INTERPOLATION_ON", value);
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				}
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			}
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			{
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				bool value = mat.IsKeywordEnabled("USE_NORMALA_ON");
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				MaterialProperty useNormalA = FindProperty("USE_NORMALA", properties);
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				EditorGUI.BeginChangeCheck();
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				value = EditorGUILayout.Toggle(MakeLabel(useNormalA, "Apply vertex normals saved in the alpha channel of the position map."), mat.IsKeywordEnabled("USE_NORMALA_ON"));
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				//materialEditor.ShaderProperty(normal, MakeLabel(useNormalA, "Apply vertex normals saved in the alpha channel of the position map."));
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				if (EditorGUI.EndChangeCheck())
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				{
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					SetKeyword("USE_NORMALA_ON", value);
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				}
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			}
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			{
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				bool value = mat.IsKeywordEnabled("VA_FLIP_UVS");
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				MaterialProperty flipUV = FindProperty("VA_FLIP_UVS", properties);
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				EditorGUI.BeginChangeCheck();
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				value = EditorGUILayout.Toggle(MakeLabel(flipUV, "Flip UVs."), mat.IsKeywordEnabled("VA_FLIP_UVS_ON"));
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				//materialEditor.ShaderProperty(useInterpolation, MakeLabel(useInterpolation, "For smooth animations."));
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				if (EditorGUI.EndChangeCheck())
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				{
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					Debug.Log(value);
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					SetKeyword("VA_FLIP_UVS_ON", value);
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				}
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			}
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			MaterialProperty maxFrames = FindProperty("_MaxFrames", properties);
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			materialEditor.ShaderProperty(maxFrames, MakeLabel(maxFrames, "This will be auto filled by the animation system."));
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			MaterialProperty animationData = FindProperty("_AnimationData", properties);
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