("Shader/maskColorizer");
3 | this.AddTextureGeneratorControl(shader, "_TextureProperty");
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/.docs/guides/index.md:
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1 | # Welcome to the General Guides Section
2 |
3 | Here you will find general guides on how to use Simple Shader Inspectors.
4 |
5 | If you're a first time user you may want how to [get started here](xref:idev-GettingStarted)
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/.docs/guides/toc.yml:
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1 | - name: Inspector development guide
2 | items:
3 | - name: Getting Started
4 | href: InspectorDevelopment/GettingStarted.md
5 | - name: Basic Controls
6 | href: InspectorDevelopment/BasicControls.md
7 | - name: Chaining Methods
8 | href: InspectorDevelopment/ChainingMethods.md
9 | - name: Sections
10 | href: InspectorDevelopment/Sections.md
11 | - name: Customizing the Texture Generator
12 | href: InspectorDevelopment/TextureGenerator.md
13 | - name: Distributing Your Shader
14 | href: InspectorDevelopment/DistributingYourShader.md
15 |
16 | - name: Controls development guide
17 | items:
18 | - name: First Control
19 | href: ControlsDevelopment/FirstControl.md
20 | - name: Using IAdditionalLocalization
21 | href: ControlsDevelopment/IAdditionalLocalization.md
22 | - name: Using IAdditionalProperties
23 | href: ControlsDevelopment/IAdditionalProperties.md
24 | - name: Using IControlContainer
25 | href: ControlsDevelopment/IControlContainer.md
26 | - name: Using INonAnimatableProperty
27 | href: ControlsDevelopment/INonAnimatableProperty.md
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/.docs/index.md:
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1 | ---
2 | title: SSI - Simple Shader Inspectors
3 | documentType: index
4 | ---
5 |
6 |
55 |
56 |
57 |
58 |
59 |
60 |

61 |
62 |
66 |
67 | Unity Editor library with the objective to make medium to complex shader inspectors easier to create and manage.
68 |
69 |
73 |
74 |
75 |
76 |
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1 |
2 | {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}}
3 | {{!include(/^styles/.*/)}}
4 | {{!include(/^fonts/.*/)}}
5 | {{!include(favicon.ico)}}
6 | {{!include(logo.png)}}
7 |
8 |
9 |
10 | {{>partials/head}}
11 |
12 |
13 |
14 | {{>partials/navbar}}
15 |
16 | {{{conceptual}}}
17 |
18 | {{>partials/scripts}}
19 |
20 |
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1 | {{>partials/title}}
2 | {{{summary}}}
3 | {{{conceptual}}}
4 |
5 | {{#inClass}}
6 |
7 |
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8 | {{#inheritance}}
9 |
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10 | {{/inheritance}}
11 |
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12 | {{#derivedClasses}}
13 |
{{{specName.0.value}}}
14 | {{/derivedClasses}}
15 |
16 | {{/inClass}}
17 | {{#implements.0}}
18 |
19 |
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20 | {{/implements.0}}
21 | {{#implements}}
22 |
{{{specName.0.value}}}
23 | {{/implements}}
24 | {{#implements.0}}
25 |
26 | {{/implements.0}}
27 |
28 | {{__global.namespace}}: {{{namespace.specName.0.value}}}
29 |
30 | {{__global.syntax}}
31 |
32 |
{{syntax.content.0.value}}
33 |
34 |
35 | {{#syntax.parameters.0}}
36 | {{__global.parameters}}
37 |
38 | {{/syntax.parameters.0}}
39 | {{#syntax.parameters}}
40 |
41 |
42 | {{{type.specName.0.value}}}
43 | {{{id}}}
44 | {{{description}}}
45 | |
46 |
47 | {{/syntax.parameters}}
48 | {{#syntax.parameters.0}}
49 |
50 | {{/syntax.parameters.0}}
51 |
52 | {{#syntax.return}}
53 | {{__global.returns}}
54 |
55 |
56 |
57 | {{{type.specName.0.value}}}
58 | {{{description}}}
59 | |
60 |
61 |
62 | {{/syntax.return}}
63 |
64 | {{#syntax.typeParameters.0}}
65 | {{__global.typeParameters}}
66 |
67 | {{/syntax.typeParameters.0}}
68 | {{#syntax.typeParameters}}
69 |
70 |
71 | {{{id}}}
72 | {{{description}}}
73 | |
74 |
75 | {{/syntax.typeParameters}}
76 | {{#syntax.typeParameters.0}}
77 |
78 | {{/syntax.typeParameters.0}}
79 |
80 | {{#remarks}}
81 |
82 |
83 | {{/remarks}}
84 |
85 | {{#example.0}}
86 | {{__global.examples}}
87 | {{/example.0}}
88 | {{#example}}
89 | {{{.}}}
90 | {{/example}}
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1 | {{!Copyright (c) Oscar Vasquez. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}}
2 |
3 |
4 |
5 |
6 | {{#title}}{{title}}{{/title}}{{^title}}{{>partials/title}}{{/title}} {{#_appTitle}}| {{_appTitle}} {{/_appTitle}}
7 |
8 |
9 |
10 | {{#_description}}{{/_description}}
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 | {{#_noindex}}{{/_noindex}}
19 | {{#_enableSearch}}{{/_enableSearch}}
20 | {{#_enableNewTab}}{{/_enableNewTab}}
21 |
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1 | {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}}
2 |
3 |
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1 | // Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.
2 | var common = require('./ManagedReference.common.js');
3 |
4 | exports.postTransform = function (model) {
5 | var type = model.type.toLowerCase();
6 | var category = common.getCategory(type);
7 | if (category == 'class') {
8 | var typePropertyName = common.getTypePropertyName(type);
9 | if (typePropertyName) {
10 | model[typePropertyName] = true;
11 | }
12 | if (model.children && model.children.length > 0) {
13 | model.isCollection = true;
14 | common.groupChildren(model, 'class');
15 | } else {
16 | model.isItem = true;
17 | }
18 | }
19 | return model;
20 | }
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1 | // Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.
2 | var common = require('./ManagedReference.common.js');
3 |
4 | exports.getOptions = function (model) {
5 | var ignoreChildrenBookmarks = model._splitReference && model.type && common.getCategory(model.type) === 'ns';
6 |
7 | return {
8 | "bookmarks": common.getBookmarks(model, ignoreChildrenBookmarks)
9 | };
10 | }
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1 | {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}}
2 |
3 | {{>partials/class.header}}
4 | {{#children}}
5 | {{#overload}}
6 |
7 | {{/overload}}
8 | {{>partials/classSubtitle}}
9 | {{#children.0}}
10 |
11 |
12 |
13 | {{__global.name}} |
14 | {{__global.description}} |
15 |
16 |
17 |
18 | {{/children.0}}
19 | {{#children}}
20 |
21 |
22 |
23 | |
24 | {{{summary}}} |
25 |
26 | {{/children}}
27 | {{#children.0}}
28 |
29 |
30 | {{/children.0}}
31 | {{/children}}
32 | {{#extensionMethods.0}}
33 | {{__global.extensionMethods}}
34 | {{/extensionMethods.0}}
35 | {{#extensionMethods}}
36 |
37 | {{#definition}}
38 |
39 | {{/definition}}
40 | {{^definition}}
41 |
42 | {{/definition}}
43 |
44 | {{/extensionMethods}}
45 | {{#seealso.0}}
46 | {{__global.seealso}}
47 |
48 | {{/seealso.0}}
49 | {{#seealso}}
50 | {{#isCref}}
51 |
{{{type.specName.0.value}}}
52 | {{/isCref}}
53 | {{^isCref}}
54 |
{{{url}}}
55 | {{/isCref}}
56 | {{/seealso}}
57 | {{#seealso.0}}
58 |
59 | {{/seealso.0}}
60 |
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1 | {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}}
2 | {{#isCollection}}
3 | {{>partials/collection}}
4 | {{/isCollection}}
5 | {{#isItem}}
6 | {{>partials/item}}
7 | {{/isItem}}
8 |
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1 | {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}}
2 |
3 | {{>partials/class.header}}
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
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/.docs/templates/memberpage/content/toc.html.js:
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1 | // Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.
2 | exports.transform = function (model) {
3 | var groupNames = {
4 | "constructor": { key: "constructorsInSubtitle" },
5 | "field": { key: "fieldsInSubtitle" },
6 | "property": { key: "propertiesInSubtitle" },
7 | "method": { key: "methodsInSubtitle" },
8 | "event": { key: "eventsInSubtitle" },
9 | "operator": { key: "operatorsInSubtitle" },
10 | };
11 |
12 | groupChildren(model);
13 | transformItem(model, 1);
14 | return model;
15 |
16 | function groupChildren(item) {
17 | if (!item || !item.items || item.items.length == 0) {
18 | return;
19 | }
20 | var grouped = {};
21 | var items = [];
22 | item.items.forEach(function (element) {
23 | groupChildren(element);
24 | if (element.type) {
25 | var type = element.type.toLowerCase();
26 | if (!grouped.hasOwnProperty(type)) {
27 | if (!groupNames.hasOwnProperty(type)) {
28 | groupNames[type] = {
29 | name: element.type
30 | };
31 | console.log(type + " is not predefined type, use its type name as display name.")
32 | }
33 | grouped[type] = [];
34 | }
35 | grouped[type].push(element);
36 | } else {
37 | items.push(element);
38 | }
39 | }, this);
40 |
41 | // With order defined in groupNames
42 | for (var key in groupNames) {
43 | if (groupNames.hasOwnProperty(key) && grouped.hasOwnProperty(key)) {
44 | items.push({
45 | name: model.__global[groupNames[key].key] || groupNames[key].name,
46 | items: grouped[key]
47 | })
48 | }
49 | }
50 |
51 | item.items = items;
52 | }
53 |
54 | function transformItem(item, level) {
55 | // set to null in case mustache looks up
56 | item.topicHref = item.topicHref || null;
57 | item.tocHref = item.tocHref || null;
58 | item.name = item.name || null;
59 |
60 | item.level = level;
61 |
62 | if (item.items && item.items.length > 0) {
63 | item.leaf = false;
64 | var length = item.items.length;
65 | for (var i = 0; i < length; i++) {
66 | transformItem(item.items[i], level + 1);
67 | };
68 | } else {
69 | item.items = [];
70 | item.leaf = true;
71 | }
72 | }
73 | }
74 |
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/.docs/toc.yml:
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1 | - name: Guides
2 | href: guides/
3 | homepage: guides/index.md
4 | - name: Api Documentation
5 | href: api/
6 | homepage: api/index.md
7 |
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/.github/local-test.sh:
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1 | #! /bin/bash
2 |
3 | rm -rf .docsOutput
4 | node .github/prepare-docfx-folder
5 | docfx .docsOutput/docs/docfx.json --serve
6 |
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/.github/release-notes-configuration.json:
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1 | {
2 | "categories": [
3 | {
4 | "title": "## New",
5 | "labels": [
6 | "new feature",
7 | "new control"
8 | ]
9 | },
10 | {
11 | "title": "## Changed",
12 | "labels": [
13 | "feature enhancement",
14 | "control enhancement"
15 | ]
16 | },
17 | {
18 | "title": "## Fixed",
19 | "labels": [
20 | "bugfix"
21 | ]
22 | },
23 | {
24 | "title": "## Breaking Changes",
25 | "labels": [
26 | "breaking change"
27 | ]
28 | }
29 | ],
30 | "ignore_labels": [
31 | "ignore"
32 | ],
33 | "sort": "ASC",
34 | "template": "${{CHANGELOG}}\n\n\nUncategorized
\n\n${{UNCATEGORIZED}}\n ",
35 | "pr_template": "- ${{TITLE}}\n - PR: #${{NUMBER}}",
36 | "empty_template": "- no changes",
37 | "label_extractor": [
38 | {
39 | "pattern": "(.) (.+)",
40 | "target": "$1"
41 | },
42 | {
43 | "pattern": "(.) (.+)",
44 | "target": "$1",
45 | "on_property": "title"
46 | }
47 | ],
48 | "transformers": [
49 | {
50 | "pattern": "[\\-\\*] (\\[(...|TEST|CI|SKIP)\\])( )?(.+?)\n(.+?[\\-\\*] )(.+)",
51 | "target": "- $4\n - $6"
52 | }
53 | ],
54 | "max_tags_to_fetch": 200,
55 | "max_pull_requests": 200,
56 | "max_back_track_time_days": 365,
57 | "exclude_merge_branches": [
58 | "Owner/qa"
59 | ],
60 | "tag_resolver": {
61 | "method": "semver"
62 | }
63 | }
--------------------------------------------------------------------------------
/.github/workflows/build-docs.yml:
--------------------------------------------------------------------------------
1 | name: build-docs
2 | on:
3 | push:
4 | branches:
5 | - master
6 | jobs:
7 | build:
8 | runs-on: windows-latest
9 | steps:
10 | - name: Checkout
11 | uses: actions/checkout@v2
12 |
13 | - name: Prepare Docs folder
14 | run: |
15 | mkdir -p docsOutput
16 | mkdir -p /usr/share/dotnet/sdk/NuGetFallbackFolder
17 | remote=$(git config --get remote.origin.url)
18 | node .github/prepare-docfx-folder.js "$remote.git" docsOutput
19 | shell: bash
20 |
21 | - name: Build DocFX
22 | run: |
23 | choco install docfx -y --version 2.58.2
24 | docfx docsOutput/docs/docfx.json
25 |
26 | - name: Upload Site Artifacts
27 | uses: actions/upload-artifact@v4
28 | with:
29 | name: site
30 | path: docsOutput/docs/_site
31 | retention-days: 1
32 |
33 | deploy:
34 | needs: [build]
35 | runs-on: ubuntu-latest
36 | steps:
37 | - name: Checkout
38 | uses: actions/checkout@v2
39 |
40 | - name: Download Artifacts
41 | uses: actions/download-artifact@v4
42 | with:
43 | name: site
44 | path: site
45 |
46 | - name: Deploy to GitHub Pages
47 | uses: Cecilapp/GitHub-Pages-deploy@v3
48 | env:
49 | GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
50 | with:
51 | email: 41898282+github-actions[bot]@users.noreply.github.com
52 | build_dir: site
53 | cname: ssi.vrlabs.dev
54 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | .idea/
2 | .docsOutput/
3 |
--------------------------------------------------------------------------------
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/Editor/Autogenerated/VRLabs.SimpleShaderInspectors.Extensions.cs:
--------------------------------------------------------------------------------
1 | namespace VRLabs.SimpleShaderInspectors
2 | {
3 | public static partial class Chainables
4 | {
5 | public static VRLabs.SimpleShaderInspectors.PropertyControl AddPropertyControl(this VRLabs.SimpleShaderInspectors.IControlContainer container, System.String propertyName, string appendAfterAlias = "")
6 | {
7 | var control = new VRLabs.SimpleShaderInspectors.PropertyControl(propertyName);
8 | container.AddControl(control, appendAfterAlias);
9 | return control;
10 | }
11 |
12 | }
13 | }
14 |
--------------------------------------------------------------------------------
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/Editor/Controls/DoubleSidedGIControl.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 |
3 | namespace VRLabs.SimpleShaderInspectors.Controls
4 | {
5 | ///
6 | /// Control that handles the material double sided GI option.
7 | ///
8 | ///
9 | /// Is the Simple Shader Inspectors equivalent of MaterialEditor.DoubleSidedGIField.
10 | /// It does not need an alias in order to work.
11 | ///
12 | ///
13 | /// Example usage:
14 | ///
15 | /// this.AddDoubleSidedGIControl();
16 | ///
17 | ///
18 | public class DoubleSidedGIControl : SimpleControl
19 | {
20 | ///
21 | /// Default constructor of .
22 | ///
23 | public DoubleSidedGIControl() : base("") { }
24 |
25 | ///
26 | /// Boolean indicating if the double sided GI has updated.
27 | ///
28 | ///
29 | /// True if the double sided GI has been updated, false otherwise.
30 | ///
31 | public bool HasDoubleSidedGIUpdated { get; protected set; }
32 |
33 | ///
34 | /// Draws the control represented by this object.
35 | ///
36 | /// Material editor.
37 | protected override void ControlGUI(MaterialEditor materialEditor)
38 | {
39 | EditorGUI.BeginChangeCheck();
40 | materialEditor.DoubleSidedGIField();
41 | HasDoubleSidedGIUpdated = EditorGUI.EndChangeCheck();
42 | }
43 | }
44 | }
--------------------------------------------------------------------------------
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/Editor/Controls/EnableInstancingControl.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 |
3 | namespace VRLabs.SimpleShaderInspectors.Controls
4 | {
5 | ///
6 | /// Control that handles the instancing option.
7 | ///
8 | ///
9 | /// Is the Simple Shader Inspectors equivalent of MaterialEditor.EnableInstancingField.
10 | /// It does not need an alias in order to work.
11 | ///
12 | ///
13 | /// Example usage:
14 | ///
15 | /// this.AddEnableInstancingControl();
16 | ///
17 | ///
18 | public class EnableInstancingControl : SimpleControl
19 | {
20 | ///
21 | /// Default constructor of .
22 | ///
23 | public EnableInstancingControl() : base("") { }
24 |
25 | ///
26 | /// Boolean indicating if the enable instancing control has updated.
27 | ///
28 | ///
29 | /// True if the enable instancing control has been updated, false otherwise.
30 | ///
31 | public bool HasInstancingUpdated { get; protected set; }
32 |
33 | ///
34 | /// Draws the control represented by this object.
35 | ///
36 | /// Material editor.
37 | protected override void ControlGUI(MaterialEditor materialEditor)
38 | {
39 | EditorGUI.BeginChangeCheck();
40 | materialEditor.EnableInstancingField();
41 | HasInstancingUpdated = EditorGUI.EndChangeCheck();
42 | }
43 | }
44 | }
--------------------------------------------------------------------------------
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/Editor/Controls/HelpBoxControl.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 |
3 | namespace VRLabs.SimpleShaderInspectors.Controls
4 | {
5 | ///
6 | /// Represents a control containing an helpbox to display information
7 | ///
8 | ///
9 | /// Whenever you want to display some important information of some kind, this is the control that will help you make it more visible.
10 | ///
11 | ///
12 | /// Initialize the control inside the inspector:
13 | ///
14 | /// // initialize an HelpBoxControl
15 | /// this.AddHelpBoxControl("ExampleHelpBox");
16 | /// // initialize an HelpBoxControl and specifies the type of message shown (by default is set to MessageType.None).
17 | /// this.AddHelpBoxControl("ExampleHelpBox2").SetBoxType(MessageType.Info);
18 | /// // initialize an HelpBoxControl and specifies that the HelpBox should not be wide (by default is set to True).
19 | /// this.AddHelpBoxControl("ExampleHelpBox3").SetIsWideBox(false);
20 | ///
21 | ///
22 | public class HelpBoxControl : SimpleControl
23 | {
24 | ///
25 | /// Indicates the type of message that is contained in the box.
26 | ///
27 | [FluentSet] public MessageType BoxType { get; set; }
28 |
29 | ///
30 | /// Indicates if the HelpBox is a wide box (spans to the entire length of the window) or not (is only as large as the area where input fields are usually placed)
31 | ///
32 | [FluentSet] public bool IsWideBox { get; set; }
33 |
34 | ///
35 | /// Default constructor of
36 | ///
37 | /// Alias of the control, used for localization (required)
38 | public HelpBoxControl(string alias) : base(alias)
39 | {
40 | BoxType = MessageType.None;
41 | IsWideBox = true;
42 | }
43 |
44 | ///
45 | /// Draws the control represented by this object.
46 | ///
47 | /// Material editor.
48 | protected override void ControlGUI(MaterialEditor materialEditor)
49 | {
50 | EditorGUILayout.HelpBox(Content.text, BoxType, IsWideBox);
51 | }
52 | }
53 | }
--------------------------------------------------------------------------------
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/Editor/Controls/LabelControl.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace VRLabs.SimpleShaderInspectors.Controls
5 | {
6 | ///
7 | /// Represents a label without any property.
8 | ///
9 | ///
10 | /// It can be seen ad the Simple Shader Inspectors version of EditorGUILayout.LabelField, with the advantage that it uses Simple Shader Inspectors' localization system for the
11 | /// label string.
12 | /// It is required to give an alias to the control, since it doesn't have anything that it could use as a default.
13 | ///
14 | ///
15 | /// Example usage:
16 | ///
17 | /// this.AddLabelControl("AliasToUse");
18 | ///
19 | ///
20 | public class LabelControl : SimpleControl
21 | {
22 | ///
23 | /// Style used for the label control.
24 | ///
25 | /// GUIStyle for the label.
26 | [FluentSet] public GUIStyle LabelStyle { get; set; }
27 |
28 | ///
29 | /// Default constructor of .
30 | ///
31 | /// Alias of the control.
32 | /// A new object.
33 | public LabelControl(string alias) : base(alias)
34 | {
35 | LabelStyle = EditorStyles.label;
36 | }
37 |
38 | ///
39 | /// Draws the control represented by this object.
40 | ///
41 | /// Material editor.
42 | protected override void ControlGUI(MaterialEditor materialEditor)
43 | {
44 | EditorGUILayout.LabelField(Content, LabelStyle);
45 | }
46 | }
47 | }
--------------------------------------------------------------------------------
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/Editor/Controls/LightmapEmissionControl.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 | namespace VRLabs.SimpleShaderInspectors.Controls
4 | {
5 | ///
6 | /// Control that handles the lightmap Emission Property of the material.
7 | ///
8 | ///
9 | /// Is the Simple Shader Inspectors equivalent of MaterialEditor.LightmapEmissionProperty.
10 | /// It does not need an alias in order to work.
11 | ///
12 | ///
13 | /// Example usage:
14 | ///
15 | /// this.AddLightmapEmissionControl();
16 | ///
17 | ///
18 | public class LightmapEmissionControl : SimpleControl
19 | {
20 | ///
21 | /// Default constructor of .
22 | ///
23 | public LightmapEmissionControl() : base("") { }
24 |
25 | ///
26 | /// Boolean indicating if the lightmap emission property has updated.
27 | ///
28 | ///
29 | /// True if the lightmap emission value has been updated, false otherwise.
30 | ///
31 | public bool HasLightmapEmissionUpdated { get; protected set; }
32 |
33 | ///
34 | /// Draws the control represented by this object.
35 | ///
36 | /// Material editor.
37 | protected override void ControlGUI(MaterialEditor materialEditor)
38 | {
39 | EditorGUI.BeginChangeCheck();
40 | materialEditor.LightmapEmissionProperty();
41 | HasLightmapEmissionUpdated = EditorGUI.EndChangeCheck();
42 | if (HasLightmapEmissionUpdated)
43 | {
44 | foreach (Material mat in Inspector.Materials)
45 | {
46 | MaterialEditor.FixupEmissiveFlag(mat);
47 | bool shouldEmissionBeEnabled = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
48 | mat.SetOverrideTag("IsEmissive", shouldEmissionBeEnabled ? "true" : "false");
49 | }
50 | }
51 | }
52 | }
53 | }
--------------------------------------------------------------------------------
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/Editor/Controls/RGBASelectorControl.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace VRLabs.SimpleShaderInspectors.Controls
5 | {
6 | ///
7 | /// Represents a control that provides a selector for a texture channel.
8 | ///
9 | ///
10 | ///
11 | /// This control can be used to filter out a mask texture into a the channel that you want. It returns to the property the index of the channel selected, with Red = 0, Green = 1, Blue = 2 and Alpha = 3.
12 | ///
13 | ///
14 | /// This makes the usage of the value fairly easy in shader since to sample the channel you want you just need to do sampledTexture[_SelectedChannel]
15 | /// where sampledTexture if the float4 of your texture after sampling it, and _SelectedChannel is the property given to this control.
16 | ///
17 | ///
18 | ///
19 | /// Example usage:
20 | ///
21 | /// // Adds a new RGBASelectorControl
22 | /// this.AddRGBASelectorControl("_TextureProperty");
23 | ///
24 | ///
25 | // ReSharper disable once InconsistentNaming
26 | public class RGBASelectorControl : PropertyControl
27 | {
28 |
29 | public RGBASelectorControl(string propertyName) : base(propertyName)
30 | {}
31 |
32 | protected override void ControlGUI(MaterialEditor materialEditor)
33 | {
34 | bool hasContent = Content != null && !string.IsNullOrWhiteSpace(Content.text);
35 | float channel = Property.floatValue;
36 | EditorGUI.BeginChangeCheck();
37 | if (hasContent)
38 | {
39 | EditorGUILayout.BeginHorizontal();
40 | EditorGUILayout.LabelField(Content);
41 | channel = GUILayout.Toolbar((int)channel, new[] { "R", "G", "B", "A" });
42 | EditorGUILayout.EndHorizontal();
43 | }
44 | else
45 | {
46 | channel = GUILayout.Toolbar((int)channel, new[] { "R", "G", "B", "A" });
47 | }
48 | HasPropertyUpdated = EditorGUI.EndChangeCheck();
49 | if (HasPropertyUpdated)
50 | {
51 | Property.floatValue = channel;
52 | }
53 |
54 | }
55 | }
56 | }
--------------------------------------------------------------------------------
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/Editor/Controls/SpaceControl.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace VRLabs.SimpleShaderInspectors.Controls
5 | {
6 | ///
7 | /// Represents an empty space.
8 | ///
9 | ///
10 | /// It can be considered the Simple Shader Inspectors equivalent of GUILayout.Space.
11 | /// It does not need an alias in order to work.
12 | ///
13 | ///
14 | /// Example usage:
15 | ///
16 | /// // Adds a space of 1 line worth of pixels
17 | /// this.AddSpaceControl();
18 | /// // adds a space of 15 pixels
19 | /// this.AddSpaceControl(15);
20 | ///
21 | ///
22 | public class SpaceControl : SimpleControl
23 | {
24 | ///
25 | /// Amount of space in pixels this control has.
26 | ///
27 | ///
28 | /// Pixels of space.
29 | ///
30 | public int Space { get; set; }
31 |
32 | ///
33 | /// Default constructor of .
34 | ///
35 | /// amount of space to use, if set to 0 it defaults to 1 line worth of space.
36 | /// A new object.
37 | public SpaceControl(int space = 0) : base("")
38 | {
39 | Space = space;
40 | }
41 |
42 | ///
43 | /// Draws the control represented by this object.
44 | ///
45 | /// Material editor.
46 | protected override void ControlGUI(MaterialEditor materialEditor)
47 | {
48 | if (Space == 0)
49 | EditorGUILayout.Space();
50 | else
51 | GUILayout.Space(Space);
52 | }
53 | }
54 | }
--------------------------------------------------------------------------------
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/Editor/Controls/TilingAndOffsetControl.cs:
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1 | using UnityEditor;
2 |
3 | namespace VRLabs.SimpleShaderInspectors.Controls
4 | {
5 | ///
6 | /// Represents a control for a texture tiling and offset field.
7 | ///
8 | public class TilingAndOffsetControl : PropertyControl
9 | {
10 | ///
11 | /// Default constructor of
12 | ///
13 | /// Material property name.
14 | public TilingAndOffsetControl(string propertyName) : base(propertyName)
15 | {
16 | }
17 |
18 | ///
19 | /// Draws the control represented by this object.
20 | ///
21 | /// Material editor.
22 | protected override void ControlGUI(MaterialEditor materialEditor)
23 | {
24 | // EditorGUILayout.BeginHorizontal();
25 | EditorGUI.BeginChangeCheck();
26 | materialEditor.TextureScaleOffsetProperty(Property);
27 | HasPropertyUpdated = EditorGUI.EndChangeCheck();
28 | }
29 | }
30 | }
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1 | using UnityEditor;
2 |
3 | namespace VRLabs.SimpleShaderInspectors
4 | {
5 | public class DefaultGeneratorGUI : ShaderGUI
6 | {
7 | public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
8 | {
9 | foreach (MaterialProperty property in properties)
10 | {
11 | materialEditor.ShaderProperty(property, property.displayName);
12 | }
13 | }
14 | }
15 | }
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/Editor/Editors/ShaderInspectors/RGBAPackerInspector.cs:
--------------------------------------------------------------------------------
1 | using VRLabs.SimpleShaderInspectors.Controls;
2 |
3 | namespace VRLabs.SimpleShaderInspectors
4 | {
5 | // ReSharper disable once InconsistentNaming
6 | internal class RGBAPackerInspector : TextureGeneratorShaderInspector
7 | {
8 | protected override void Start()
9 | {
10 | this.AddTextureControl("_MainTex", "_RedMultiplier").WithAlias("RGBAPacker_RedTexture");
11 | var line = this.AddHorizontalContainer();
12 | line.AddToggleControl("_RedInvert").WithAlias("RGBAPacker_Invert");
13 | line.AddRGBASelectorControl("_RedChannel").WithAlias("RGBAPacker_Channel");
14 | this.AddSpaceControl(10);
15 |
16 | this.AddTextureControl("_GreenTexture", "_GreenMultiplier").WithAlias("RGBAPacker_GreenTexture");
17 | line = this.AddHorizontalContainer();
18 | line.AddToggleControl("_GreenInvert").WithAlias("RGBAPacker_Invert");
19 | line.AddRGBASelectorControl("_GreenChannel").WithAlias("RGBAPacker_Channel");
20 | this.AddSpaceControl(10);
21 |
22 | this.AddTextureControl("_BlueTexture", "_BlueMultiplier").WithAlias("RGBAPacker_BlueTexture");
23 | line = this.AddHorizontalContainer();
24 | line.AddToggleControl("_BluInvert").WithAlias("RGBAPacker_Invert");
25 | line.AddRGBASelectorControl("_BlueChannel").WithAlias("RGBAPacker_Channel");
26 | this.AddSpaceControl(10);
27 |
28 | this.AddTextureControl("_AlphaTexture", "_AlphaMultiplier").WithAlias("RGBAPacker_AlphaTexture");
29 | line = this.AddHorizontalContainer();
30 | line.AddToggleControl("_AlphaInvert").WithAlias("RGBAPacker_Invert");
31 | line.AddRGBASelectorControl("_AlphaChannel").WithAlias("RGBAPacker_Channel");
32 | }
33 | }
34 | }
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/Editor/FluentSetAttribute.cs:
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1 | using System;
2 |
3 | namespace VRLabs.SimpleShaderInspectors
4 | {
5 | ///
6 | /// Attribute for properties that is used when generating chainables.
7 | ///
8 | ///
9 | /// The attribute by itself does nothing, but it is used by the chainables generator tool to generate extension methods for properties that have it
10 | ///
11 | [AttributeUsage(AttributeTargets.Property)]
12 | public class FluentSetAttribute : Attribute
13 | {}
14 |
15 | ///
16 | /// Attribute for constructors indicating that the chainable constructor can only be used from a specific type instead of the default IControlContainer type.
17 | ///
18 | ///
19 | /// Sometimes you may need to limit which controls implementing IControlContainer can use the chainable version of the constructor, by having this attribute you can modify the generated
20 | /// chainable constructor to reflect those needs.
21 | ///
22 | [AttributeUsage(AttributeTargets.Constructor)]
23 | public class LimitAccessScopeAttribute : Attribute
24 | {
25 | public Type BaseType { get; }
26 | public LimitAccessScopeAttribute(Type type)
27 | {
28 | BaseType = type;
29 | }
30 | }
31 | }
--------------------------------------------------------------------------------
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/Editor/Interfaces/IAdditionalProperties.cs:
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1 | using UnityEditor;
2 |
3 | namespace VRLabs.SimpleShaderInspectors
4 | {
5 | ///
6 | /// Interface used to define the need for additional material properties to handle.
7 | ///
8 | ///
9 | /// When a control needs more than a single property to do its job, implementing this interface will let the inspector know this need.
10 | ///
11 | public interface IAdditionalProperties
12 | {
13 | ///
14 | /// Array containing all additional properties the control needs.
15 | ///
16 | ///
17 | /// Is up to the control to initialize the array and assign the property names it needs to fetch.
18 | ///
19 | AdditionalProperty[] AdditionalProperties { get; set; }
20 | }
21 |
22 | ///
23 | /// This class defines an additional property.
24 | ///
25 | public class AdditionalProperty
26 | {
27 | ///
28 | /// String containing the additional property name.
29 | ///
30 | public string PropertyName { get; }
31 |
32 | ///
33 | /// Indicates if the property is required for the control to work.
34 | ///
35 | public bool IsPropertyMandatory { get; }
36 |
37 | ///
38 | /// Array containing the index needed to fetch.
39 | ///
40 | private int _propertyIndex = -2;
41 |
42 | ///
43 | /// MaterialProperty containing the additional property needed by the control.
44 | ///
45 | public MaterialProperty Property { get; private set; }
46 |
47 | ///
48 | /// Default constructor of AdditionalProperty.
49 | ///
50 | /// Name of the materialProperty to fetch.
51 | /// If the property is required
52 | public AdditionalProperty(string propertyName, bool isPropertyMandatory = true)
53 | {
54 | IsPropertyMandatory = isPropertyMandatory;
55 | PropertyName = propertyName;
56 | }
57 |
58 | // Fetch and store the index of the needed material property.
59 | internal void SetPropertyIndex(MaterialProperty[] properties)
60 | {
61 | _propertyIndex = SSIHelper.FindPropertyIndex(PropertyName, properties);
62 | }
63 |
64 | // Fetch the material property based on the index.
65 | internal void FetchProperty(MaterialProperty[] properties)
66 | {
67 | if (_propertyIndex == -2)
68 | SetPropertyIndex(properties);
69 |
70 | Property = _propertyIndex != -1 ? properties[_propertyIndex] : null;
71 | }
72 | }
73 | }
74 |
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/Editor/Interfaces/INonAnimatableProperty.cs:
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1 | using UnityEditor;
2 |
3 | namespace VRLabs.SimpleShaderInspectors
4 | {
5 | ///
6 | /// Interface that defines an object that has a property that shouldn't be animated by the animation window
7 | ///
8 | ///
9 | /// In some cases you don't want to record changes of a property inside an animation. This will let the inspector know that.
10 | /// Bare in mind that this will not assure that the property will not be recorded since is up to the inspector to satisfy the condition,
11 | /// and the user could still edit the animation manually.
12 | ///
13 | public interface INonAnimatableProperty
14 | {
15 | ///
16 | /// Boolean indicating if a non animatable material property need to be updated.
17 | ///
18 | bool NonAnimatablePropertyChanged { get; set; }
19 |
20 | ///
21 | /// Updates the value of the non animatable property
22 | ///
23 | /// Material editor.
24 | void UpdateNonAnimatableProperty(MaterialEditor materialEditor);
25 | }
26 | }
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/Editor/Interfaces/ISimpleShaderInspector.cs:
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1 | using UnityEngine;
2 |
3 | namespace VRLabs.SimpleShaderInspectors
4 | {
5 | ///
6 | /// Interface indicating that the object is a valid Simple Shader Inspector and can use its features.
7 | ///
8 | ///
9 | /// By implementing this interface you can create your own inspector that uses the Simple Shader Inspectors library.
10 | ///
11 | /// It can be useful when you need some really custom behaviour, at the cost oh having to manage the controls initialization, property fetching etc.
12 | /// It can be a good starting point to see the source code of .
13 | ///
14 | ///
15 | public interface ISimpleShaderInspector : IControlContainer
16 | {
17 | ///
18 | /// Array of the materials selected.
19 | ///
20 | Material[] Materials { get; }
21 |
22 | ///
23 | /// Shader this inspector is viewing.
24 | ///
25 | Shader Shader { get; }
26 | }
27 | }
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1 | namespace VRLabs.SimpleShaderInspectors
2 | {
3 | ///
4 | /// Constants used across the library.
5 | ///
6 | ///
7 | /// These constants are the default one used, when you embed the library you have the option to change some of these defaults to whatever you want
8 | ///
9 | public static class SSIConstants
10 | {
11 | ///
12 | /// Default name of the subfolder of the Resources folder containing all the resources needed for the library.
13 | ///
14 | ///
15 | /// A custom folder name is needed to differentiate different installed versions of the libraries from multiple shaders, you HAVE to use a different name when embedding the library to your shader project,
16 | /// or else conflicts may arise whenever someone who already has the official library will also download your shader, especially when the 2 versions don't match up.
17 | ///
18 | public const string RESOURCES_FOLDER = "SSI";
19 |
20 | ///
21 | /// Default path in the menu to place all windows menu options.
22 | ///
23 | public const string WINDOW_PATH = "VRLabs/Simple Shader Inspectors";
24 | }
25 | }
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections.Generic;
4 |
5 | namespace VRLabs.SimpleShaderInspectors
6 | {
7 | ///
8 | /// Class used to save the dictionaries used by the API
9 | ///
10 | ///
11 | /// The API provides dictionaries to store data by identifier up to 30 days, those dictionaries are automatically saved into this asset.
12 | ///
13 | public class SerializedDictionaries : ScriptableObject
14 | {
15 | [Serializable]
16 | public struct BoolItem
17 | {
18 | public string key;
19 | public bool value;
20 | public long date;
21 | }
22 |
23 | [Serializable]
24 | public struct IntItem
25 | {
26 | public string key;
27 | public int value;
28 | public long date;
29 | }
30 |
31 | ///
32 | /// list for the bool dictionary
33 | ///
34 | public List boolDictionary;
35 | public List intDictionary;
36 |
37 | public SerializedDictionaries()
38 | {
39 | boolDictionary = new List();
40 | intDictionary = new List();
41 | }
42 |
43 | public void SetBoolDictionary(List<(string, bool, DateTime)> list)
44 | {
45 | boolDictionary.Clear();
46 | foreach(var item in list)
47 | boolDictionary.Add(new BoolItem{key=item.Item1, value=item.Item2, date=item.Item3.ToBinary()});
48 | }
49 |
50 | public void SetIntDictionary(List<(string, int, DateTime)> list)
51 | {
52 | intDictionary.Clear();
53 | foreach(var item in list)
54 | intDictionary.Add(new IntItem{key=item.Item1, value=item.Item2, date=item.Item3.ToBinary()});
55 | }
56 | }
57 | }
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/Examples/Simple shader example/Editor/SimpleShaderGUI.cs:
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1 | using UnityEditor;
2 | using UnityEngine;
3 | using VRLabs.SimpleShaderInspectors;
4 | using VRLabs.SimpleShaderInspectors.Controls;
5 |
6 | namespace VRLabs.SimpleShaderInspectorsExamples
7 | {
8 | public class SimpleShaderGUI : SimpleShaderInspector
9 | {
10 | private ToggleListControl _toggle;
11 | protected override void Start()
12 | {
13 | this.AddTextureControl("_MainTex", "_Color").WithAlias("Main texture").WithShowTilingAndOffset(true);
14 | _toggle = this.AddToggleListControl("_EnableNormal").WithAlias("Normal toggle");
15 |
16 | _toggle.AddTextureControl("_BumpMap", "_BumpIntensity").WithAlias("Normal map").WithShowTilingAndOffset(true);
17 | _toggle.AddHelpBoxControl("HelpBox").WithBoxType(MessageType.Info).WithIsWideBox(false);
18 | }
19 |
20 | protected override void Header()
21 | {
22 | GUILayout.Label("Simple shader editor");
23 | EditorGUILayout.Space();
24 | GUILayout.Label("Features shown by this editor:");
25 | EditorGUI.indentLevel++;
26 | GUILayout.Label("- Header");
27 | GUILayout.Label("- Footer");
28 | GUILayout.Label("- Texture control");
29 | GUILayout.Label("- Toggle control with hideable content inside");
30 | EditorGUI.indentLevel--;
31 | EditorGUILayout.Space();
32 | }
33 |
34 | protected override void Footer()
35 | {
36 | GUILayout.Label("This is a basic footer");
37 | }
38 | }
39 | }
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3 | {
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6 | "Tooltip": ""
7 | },
8 | {
9 | "Name": "Main texture",
10 | "DisplayName": "Albedo (RGB)",
11 | "Tooltip": "Albedo (RGB)"
12 | },
13 | {
14 | "Name": "Normal toggle",
15 | "DisplayName": "Enable normal",
16 | "Tooltip": "Enable normal"
17 | },
18 | {
19 | "Name": "Normal map",
20 | "DisplayName": "Normal Map",
21 | "Tooltip": "Normal Map"
22 | }
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1 | Shader "SimpleShaderInspectors Examples/Simple shader"
2 | {
3 | Properties
4 | {
5 | _Color ("Color", Color) = (1,1,1,1)
6 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
7 | [Normal] _BumpMap ("Normal Map", 2D) = "bump" {}
8 | _BumpIntensity ("Normal map intensity", float) = 1
9 | _EnableNormal ("Enable normal", float) = 0.0
10 | }
11 | SubShader
12 | {
13 | Tags { "RenderType"="Opaque" }
14 | LOD 200
15 |
16 | CGPROGRAM
17 | #pragma surface surf Lambert fullforwardshadows
18 |
19 | #pragma target 3.0
20 |
21 | sampler2D _MainTex;
22 | sampler2D _BumpMap;
23 |
24 | struct Input
25 | {
26 | float2 uv_MainTex;
27 | float2 uv_BumpMap;
28 | };
29 |
30 | half _BumpIntensity;
31 | half _EnableNormal;
32 | fixed4 _Color;
33 |
34 |
35 | UNITY_INSTANCING_BUFFER_START(Props)
36 | UNITY_INSTANCING_BUFFER_END(Props)
37 |
38 | void surf (Input IN, inout SurfaceOutput o)
39 | {
40 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
41 | if(_EnableNormal > 0)
42 | {
43 | fixed3 d = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)) * _BumpIntensity;
44 | o.Normal = d;
45 | }
46 | o.Albedo = c.rgb;
47 | o.Alpha = c.a;
48 | }
49 | ENDCG
50 | }
51 | FallBack "Diffuse"
52 | CustomEditor "VRLabs.SimpleShaderInspectorsExamples.SimpleShaderGUI"
53 | }
54 |
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/Examples/Standard like shader/Editor/SimpleStandardShaderGUI.cs:
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1 | using UnityEditor;
2 | using UnityEngine;
3 | using VRLabs.SimpleShaderInspectors;
4 | using VRLabs.SimpleShaderInspectors.Controls;
5 |
6 | namespace VRLabs.SimpleShaderInspectorsExamples
7 | {
8 | public class SimpleStandardShaderGUI : SimpleShaderInspector
9 | {
10 | protected override void Start()
11 | {
12 | this.AddTextureControl("_MainTex", "_Color").WithAlias("Main texture").WithShowTilingAndOffset(true);
13 | this.AddTextureControl("_BumpMap", "_BumpIntensity").WithAlias("Normal map").WithShowTilingAndOffset(true);
14 | this.AddTextureGeneratorControl("_MultiMask").WithAlias("Multi mask").WithShowTilingAndOffset(true);
15 | this.AddSpaceControl();
16 | this.AddLabelControl("MaskControls");
17 | this.AddPropertyControl("_Metallic");
18 | this.AddPropertyControl("_Smoothness");
19 | this.AddPropertyControl("_Occlusion");
20 | this.AddColorControl("_EmissionColor", false);
21 | }
22 |
23 | protected override void Header()
24 | {
25 | GUILayout.Label("Simple standard shader editor");
26 | EditorGUILayout.Space();
27 | GUILayout.Label("Features shown by this editor:");
28 | EditorGUI.indentLevel++;
29 | GUILayout.Label("- Header");
30 | GUILayout.Label("- Texture control");
31 | GUILayout.Label("- Texture generator control with default packer");
32 | GUILayout.Label("- Property control");
33 | GUILayout.Label("- Space control");
34 | GUILayout.Label("- Label control");
35 | GUILayout.Label("- Color control");
36 | GUILayout.Label("- Default aliases when a custom one is not set");
37 | EditorGUI.indentLevel--;
38 | EditorGUILayout.Space();
39 | }
40 | }
41 | }
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1 | {
2 | "Properties": [
3 | {
4 | "Name": "_EmissionColor",
5 | "DisplayName": "Emission color",
6 | "Tooltip": "Emission color"
7 | },
8 | {
9 | "Name": "Main texture",
10 | "DisplayName": "Albedo (RGB)",
11 | "Tooltip": "Albedo (RGB)"
12 | },
13 | {
14 | "Name": "Normal map",
15 | "DisplayName": "Normal map",
16 | "Tooltip": "Normal map"
17 | },
18 | {
19 | "Name": "Multi mask",
20 | "DisplayName": "Combined masks",
21 | "Tooltip": "Combined masks"
22 | },
23 | {
24 | "Name": "Multi mask_GeneratorOpen",
25 | "DisplayName": "Open packer",
26 | "Tooltip": "Open packer"
27 | },
28 | {
29 | "Name": "Multi mask_GeneratorSaveButton",
30 | "DisplayName": "Save",
31 | "Tooltip": "Save"
32 | },
33 | {
34 | "Name": "Multi mask_GeneratorCancelButton",
35 | "DisplayName": "Cancel",
36 | "Tooltip": "Cancel"
37 | },
38 | {
39 | "Name": "Multi mask_GeneratorTextureSize",
40 | "DisplayName": "Size",
41 | "Tooltip": "Size"
42 | },
43 | {
44 | "Name": "Multi mask_TextureInvert",
45 | "DisplayName": "Invert",
46 | "Tooltip": "Invert"
47 | },
48 | {
49 | "Name": "Multi mask_Input1",
50 | "DisplayName": "Metallic",
51 | "Tooltip": "Metallic"
52 | },
53 | {
54 | "Name": "Multi mask_Input2",
55 | "DisplayName": "Smoothness",
56 | "Tooltip": "Smoothness"
57 | },
58 | {
59 | "Name": "Multi mask_Input3",
60 | "DisplayName": "Occlusion",
61 | "Tooltip": "Occlusion"
62 | },
63 | {
64 | "Name": "Multi mask_Input4",
65 | "DisplayName": "Emission",
66 | "Tooltip": "Emission"
67 | },
68 | {
69 | "Name": "MaskControls",
70 | "DisplayName": "Masks modifiers",
71 | "Tooltip": "Masks modifiers"
72 | },
73 | {
74 | "Name": "_Metallic",
75 | "DisplayName": "Metallic",
76 | "Tooltip": "Metallic"
77 | },
78 | {
79 | "Name": "_Smoothness",
80 | "DisplayName": "Smoothness",
81 | "Tooltip": "Smoothness"
82 | },
83 | {
84 | "Name": "_Occlusion",
85 | "DisplayName": "Occlusion",
86 | "Tooltip": "Occlusion"
87 | }
88 | ]
89 | }
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1 | Shader "SimpleShaderInspectors Examples/Simple standard shader"
2 | {
3 | Properties
4 | {
5 | _Color ("Color", Color) = (1,1,1,1)
6 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
7 | [Normal] _BumpMap ("Normal Map", 2D) = "bump" {}
8 | _BumpIntensity ("Normal map intensity", float) = 1
9 | _MultiMask ("MultiMask", 2D) = "white" {}
10 | _Metallic ("Metallic", Range(0, 1)) = 1
11 | _Smoothness ("Smoothness", Range(0,1)) = 1
12 | _Occlusion ("Occlusion", Range(0, 1)) = 1
13 | _EmissionColor ("Emission color", Color) = (0, 0, 0, 0)
14 |
15 | }
16 | SubShader
17 | {
18 | Tags { "RenderType"="Opaque" }
19 | LOD 200
20 |
21 | CGPROGRAM
22 | #pragma surface surf Standard fullforwardshadows
23 |
24 | #pragma target 3.0
25 |
26 | sampler2D _MainTex;
27 | sampler2D _BumpMap;
28 | sampler2D _MultiMask;
29 |
30 | struct Input
31 | {
32 | float2 uv_MainTex;
33 | float2 uv_BumpMap;
34 | float2 uv_MultiMask;
35 | };
36 |
37 | half _BumpIntensity;
38 | half _Metallic;
39 | half _Smoothness;
40 | half _Occlusion;
41 | fixed4 _Color;
42 | fixed4 _EmissionColor;
43 |
44 | UNITY_INSTANCING_BUFFER_START(Props)
45 | UNITY_INSTANCING_BUFFER_END(Props)
46 |
47 | void surf (Input IN, inout SurfaceOutputStandard o)
48 | {
49 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
50 | fixed3 d = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)) * _BumpIntensity;
51 | o.Normal = d;
52 | o.Albedo = c.rgb;
53 | o.Alpha = c.a;
54 |
55 | c = tex2D(_MultiMask, IN.uv_MultiMask);
56 | o.Metallic = c.r * _Metallic;
57 | o.Smoothness = c.g * _Smoothness;
58 | o.Occlusion = c.b * _Occlusion;
59 | o.Emission = c.a * _EmissionColor;
60 | }
61 | ENDCG
62 | }
63 | FallBack "Diffuse"
64 | CustomEditor "VRLabs.SimpleShaderInspectorsExamples.SimpleStandardShaderGUI"
65 | }
66 |
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/Examples/Toon shader example/Editor/SimpleToonShaderGUI.cs:
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1 | using UnityEditor;
2 | using UnityEngine;
3 | using VRLabs.SimpleShaderInspectors;
4 | using VRLabs.SimpleShaderInspectors.Controls;
5 |
6 | namespace VRLabs.SimpleShaderInspectorsExamples
7 | {
8 | public class SimpleToonShaderGUI : SimpleShaderInspector
9 | {
10 | protected override void Start()
11 | {
12 | this.AddTextureControl("_MainTex", "_Color").WithAlias("Main texture").WithShowTilingAndOffset(true);
13 | this.AddGradientTextureControl("_Ramp", "_RampColor").WithAlias("Ramp");
14 | this.AddPropertyControl("_ShadowIntensity").WithAlias("Shadow intensity");
15 | this.AddHelpBoxControl("InfoBox", "Main texture").WithBoxType(MessageType.Info);
16 | }
17 |
18 | protected override void Header()
19 | {
20 | GUILayout.Label("Basic toon shader editor");
21 | EditorGUILayout.Space();
22 | GUILayout.Label("Features shown by this editor:");
23 | EditorGUI.indentLevel++;
24 | GUILayout.Label("- Header");
25 | GUILayout.Label("- Texture control");
26 | GUILayout.Label("- Gradient texture control");
27 | GUILayout.Label("- Default property control");
28 | GUILayout.Label("- Info box control");
29 | GUILayout.Label("- Control places after a specific alias");
30 | EditorGUI.indentLevel--;
31 | EditorGUILayout.Space();
32 | }
33 | }
34 | }
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30 | m_Floats:
31 | - _ShadowIntensity: 1
32 | m_Colors:
33 | - _Color: {r: 1, g: 1, b: 1, a: 1}
34 | - _RampColor: {r: 1, g: 1, b: 1, a: 1}
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/Examples/Toon shader example/Localization/Simple Toon shader/English.json:
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1 | {
2 | "Properties": [
3 | {
4 | "Name": "InfoBox",
5 | "DisplayName": "This box is instanced last, but it's placed after alias \"Main texture\"",
6 | "Tooltip": ""
7 | },
8 | {
9 | "Name": "Main texture",
10 | "DisplayName": "Albedo (RGB)",
11 | "Tooltip": "Albedo (RGB)"
12 | },
13 | {
14 | "Name": "Ramp",
15 | "DisplayName": "Ramp",
16 | "Tooltip": "Ramp"
17 | },
18 | {
19 | "Name": "Ramp_GradientOpenEditor",
20 | "DisplayName": "Open gradient editor",
21 | "Tooltip": "Open gradient editor"
22 | },
23 | {
24 | "Name": "Ramp_GradientColorLabel",
25 | "DisplayName": "Color",
26 | "Tooltip": "Color"
27 | },
28 | {
29 | "Name": "Ramp_GradientTimeLabel",
30 | "DisplayName": "Time",
31 | "Tooltip": "Time"
32 | },
33 | {
34 | "Name": "Ramp_GradientRampSizeLabel",
35 | "DisplayName": "Size",
36 | "Tooltip": "Size"
37 | },
38 | {
39 | "Name": "Ramp_GradientBlendModeLabel",
40 | "DisplayName": "Blend mode",
41 | "Tooltip": "Blend mode"
42 | },
43 | {
44 | "Name": "Ramp_GradientSaveButton",
45 | "DisplayName": "Save gradient",
46 | "Tooltip": "Save gradinet"
47 | },
48 | {
49 | "Name": "Ramp_GradientCancelButton",
50 | "DisplayName": "Cancel",
51 | "Tooltip": "Cancel"
52 | },
53 | {
54 | "Name": "Shadow intensity",
55 | "DisplayName": "Shadow intensity",
56 | "Tooltip": "Shadow intensity"
57 | }
58 | ]
59 | }
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/Examples/Toon shader example/Simple Toon shader.shader:
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1 | Shader "SimpleShaderInspectors Examples/Simple toon shader"
2 | {
3 | Properties
4 | {
5 | _Color ("Color", Color) = (1,1,1,1)
6 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
7 | _Ramp ("Ramp", 2D) = "white" {}
8 | _RampColor ("Ramp color", Color) = (1,1,1,1)
9 | _ShadowIntensity ("Shadow intensity", Range(0,1)) = 1
10 | }
11 | SubShader
12 | {
13 | Tags { "RenderType"="Opaque" }
14 | LOD 200
15 |
16 | CGPROGRAM
17 | #pragma surface surf Ramp
18 |
19 | #pragma target 3.0
20 |
21 | sampler2D _Ramp;
22 |
23 | struct SurfaceOutputRamp
24 | {
25 | fixed3 Albedo;
26 | fixed3 Normal;
27 | fixed3 Emission;
28 | fixed3 RampColor;
29 | fixed ShadowIntensity;
30 | fixed Alpha;
31 | };
32 |
33 | half4 LightingRamp (SurfaceOutputRamp s, half3 lightDir, half atten) {
34 | half NdotL = dot (s.Normal, lightDir);
35 | half diff = NdotL * 0.5 + 0.5;
36 | half3 ramp = tex2D(_Ramp, float2(diff,diff)).rgb * s.RampColor;
37 | ramp = ramp * s.ShadowIntensity + (1 - s.ShadowIntensity);
38 | half4 c;
39 | c.rgb = s.Albedo * _LightColor0.rgb * ramp;
40 | c.a = s.Alpha;
41 | return c;
42 | }
43 |
44 | sampler2D _MainTex;
45 |
46 | struct Input
47 | {
48 | float2 uv_MainTex;
49 | };
50 |
51 | half _ShadowIntensity;
52 | fixed4 _Color, _RampColor;
53 |
54 | UNITY_INSTANCING_BUFFER_START(Props)
55 | UNITY_INSTANCING_BUFFER_END(Props)
56 |
57 | void surf (Input IN, inout SurfaceOutputRamp o)
58 | {
59 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
60 | o.RampColor = _RampColor.rgb;
61 | o.ShadowIntensity = _ShadowIntensity;
62 | o.Albedo = c.rgb;
63 | o.Alpha = c.a;
64 | }
65 | ENDCG
66 | }
67 | FallBack "Diffuse"
68 | CustomEditor "VRLabs.SimpleShaderInspectorsExamples.SimpleToonShaderGUI"
69 | }
70 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 VRLabs
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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