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https://github.com/maxartz15/VertexAnimation.git
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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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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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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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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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materialEditor.ShaderProperty(flipUV, MakeLabel(flipUV, "Flip UVs."));
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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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