[unity] Simplified Sprite shader GUI.

This commit is contained in:
pharan 2016-11-19 09:19:01 +08:00
parent a4ee7e3b4d
commit 5779d0e09a

View File

@ -32,6 +32,8 @@ using System;
using UnityEngine;
using UnityEditor;
using SpineInspectorUtility = Spine.Unity.Editor.SpineInspectorUtility;
public class SpineSpriteShaderGUI : ShaderGUI {
static readonly string kShaderVertexLit = "Spine/Sprite/Vertex Lit";
static readonly string kShaderPixelLit = "Spine/Sprite/Pixel Lit";
@ -90,9 +92,10 @@ public class SpineSpriteShaderGUI : ShaderGUI {
//Blend texture
MaterialProperty _blendTexture = null;
MaterialProperty _blendTextureLerp = null;
bool _firstTimeApply = true;
eLightMode _lightMode;
static bool showAdvanced = false;
#region ShaderGUI
public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] properties) {
@ -119,14 +122,14 @@ public class SpineSpriteShaderGUI : ShaderGUI {
#endregion
#region Virtual Interface
protected virtual void FindProperties(MaterialProperty[] props) {
protected virtual void FindProperties (MaterialProperty[] props) {
_mainTexture = FindProperty("_MainTex", props);
_color = FindProperty("_Color", props);
_blendMode = FindProperty("_BlendMode", props);
_emissionMap = FindProperty("_EmissionMap", props, false);
_emissionColor = FindProperty("_EmissionColor", props, false);
_emissionPower = FindProperty("_EmissionPower", props, false);
_emissionPower = FindProperty("_EmissionPower", props, false);
_writeToDepth = FindProperty("_ZWrite", props);
_depthAlphaCutoff = FindProperty("_Cutoff", props);
@ -149,259 +152,204 @@ public class SpineSpriteShaderGUI : ShaderGUI {
_rimColor = FindProperty("_RimColor", props, false);
}
protected virtual void ShaderPropertiesGUI(Material material) {
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
protected virtual void ShaderPropertiesGUI (Material material) {
using (new EditorGUILayout.HorizontalScope()) {
GUILayout.FlexibleSpace();
var showAdvancedLabel = new GUIContent("Show Advanced", "Show extra options under all sections. This only affects the inspector. The Material's resulting shader is still compiled/optimized based on what features you actually use and don't use.");
float lw = GUI.skin.toggle.CalcSize(showAdvancedLabel).x;
EditorGUIUtility.labelWidth = lw;
showAdvanced = EditorGUILayout.Toggle(showAdvancedLabel, showAdvanced);
EditorGUIUtility.labelWidth = 0f;
}
EditorGUILayout.Space();
// Detect any changes to the material
EditorGUI.BeginChangeCheck();
{
//GUILayout.Label("Rendering", EditorStyles.boldLabel);
{
RenderModes(material);
LightingModePopup();
BlendModePopup();
if (showAdvanced) {
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
int renderQueue = EditorGUILayout.IntSlider("Renderer Queue Offset", (int)_renderQueue.floatValue, 0, 49);
if (EditorGUI.EndChangeCheck()) material.SetInt("_RenderQueue", renderQueue);
EditorGUI.BeginChangeCheck();
eCulling culling = (eCulling)Mathf.RoundToInt(_culling.floatValue);
culling = (eCulling)EditorGUILayout.EnumPopup("Culling", culling);
if (EditorGUI.EndChangeCheck()) material.SetInt("_Cull", (int)culling);
EditorGUI.BeginChangeCheck();
bool fog = EditorGUILayout.Toggle("Use fog", material.IsKeywordEnabled("_FOG"));
if (EditorGUI.EndChangeCheck()) SetKeyword(material, "_FOG", fog);
}
GUILayout.Label("Main Maps", EditorStyles.boldLabel);
{
RenderTextureProperties(material);
}
using (new SpineInspectorUtility.BoxScope())
RenderTextureProperties("Main Maps", material);
GUILayout.Label("Depth", EditorStyles.boldLabel);
{
RenderDepthProperties(material);
}
if (showAdvanced) {
using (new SpineInspectorUtility.BoxScope()) {
Heading("Depth and Cast Shadow");
EditorGUI.BeginChangeCheck();
bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
if (EditorGUI.EndChangeCheck())
material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
if (_fixedNormal != null)
{
GUILayout.Label("Normals", EditorStyles.boldLabel);
RenderNormalsProperties(material);
}
if (writeTodepth)
_materialEditor.RangeProperty(_depthAlphaCutoff, "Depth Alpha Cutoff");
GUILayout.Label("Shadows", EditorStyles.boldLabel);
{
RenderShadowsProperties(material);
}
EditorGUILayout.Space();
GUILayout.Label("Color Adjustment", EditorStyles.boldLabel);
{
RenderColorProperties(material);
}
_materialEditor.RangeProperty(_shadowAlphaCutoff, "Shadow Alpha Cutoff");
}
if (_emissionMap != null && _emissionColor != null)
{
GUILayout.Label("Emission", EditorStyles.boldLabel);
{
RenderEmissionProperties(material);
if (_fixedNormal != null) {
using (new SpineInspectorUtility.BoxScope()) {
Heading("Normals");
bool meshNormals = UseMeshNormalsCheckbox(material);
if (!meshNormals) {
Vector3 normal;
EditorGUI.BeginChangeCheck();
normal = showAdvanced ? EditorGUILayout.Vector3Field(new GUIContent("Fixed Normal", "Defined in Camera Space. Should normally be (0,0,-1)."), _fixedNormal.vectorValue) : (Vector3)_fixedNormal.vectorValue;
if (EditorGUI.EndChangeCheck())
_fixedNormal.vectorValue = new Vector4(normal.x, normal.y, normal.z, 1.0f);
bool backRendering;
EditorGUI.BeginChangeCheck();
if (showAdvanced) {
backRendering = EditorGUILayout.Toggle(new GUIContent("Fixed Normal Back Rendering", "Tick only if you are going to rotate the sprite to face away from the camera, the fixed normal will be flipped to compensate."),
material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING"));
} else {
backRendering = material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING");
}
if (EditorGUI.EndChangeCheck()) {
SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", backRendering);
SetKeyword(material, "_FIXED_NORMALS", !backRendering);
}
}
}
}
} else {
using (new SpineInspectorUtility.BoxScope()) {
EditorGUI.BeginChangeCheck();
bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
if (EditorGUI.EndChangeCheck())
material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
if (_fixedNormal != null)
UseMeshNormalsCheckbox(material);
}
}
if (_rimColor != null)
{
GUILayout.Label("Rim Lighting", EditorStyles.boldLabel);
RenderRimLightingProperties(material);
}
using (new SpineInspectorUtility.BoxScope())
RenderColorProperties("Color Adjustment", material);
GUILayout.Label("Fog", EditorStyles.boldLabel);
{
RenderFogProperties(material);
if (_emissionMap != null && _emissionColor != null && _rimColor != null) {
Heading("Extra Lighting");
if (_emissionMap != null && _emissionColor != null)
using (new SpineInspectorUtility.BoxScope())
RenderEmissionProperties(material);
if (_rimColor != null)
using (new SpineInspectorUtility.BoxScope())
RenderRimLightingProperties(material);
}
}
if (EditorGUI.EndChangeCheck())
{
if (EditorGUI.EndChangeCheck()) {
foreach (var obj in _blendMode.targets)
MaterialChanged((Material)obj);
}
}
protected virtual void RenderModes (Material material) {
LightingModePopup();
BlendModePopup();
EditorGUI.BeginChangeCheck();
int renderQueue = EditorGUILayout.IntSlider("Renderer Queue", (int)_renderQueue.floatValue, 0, 49);
if (EditorGUI.EndChangeCheck())
{
material.SetInt("_RenderQueue", renderQueue);
}
EditorGUI.BeginChangeCheck();
eCulling culling = (eCulling)Mathf.RoundToInt(_culling.floatValue);
culling = (eCulling)EditorGUILayout.EnumPopup("Culling", culling);
if (EditorGUI.EndChangeCheck())
{
material.SetInt("_Cull", (int)culling);
}
}
protected virtual void RenderTextureProperties (Material material) {
_materialEditor.TexturePropertySingleLine(new GUIContent("Albedo"), _mainTexture, _color);
protected virtual void RenderTextureProperties (string label, Material material) {
if (showAdvanced)
Heading(label);
_materialEditor.TexturePropertySingleLine(new GUIContent(showAdvanced ? "Albedo" : "Main Texture"), _mainTexture, _color);
if (_bumpMap != null)
_materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map"), _bumpMap);
if (_diffuseRamp != null)
_materialEditor.TexturePropertySingleLine(new GUIContent("Diffuse Ramp", "A black and white gradient can be used to create a 'Toon Shading' effect."), _diffuseRamp);
if (_blendTexture != null)
{
EditorGUI.BeginChangeCheck();
_materialEditor.TexturePropertySingleLine(new GUIContent("Blend Texture", "When a blend texture is set the albedo will be a mix of the blend texture and main texture based on the blend amount."), _blendTexture, _blendTextureLerp);
if (EditorGUI.EndChangeCheck())
{
SetKeyword(material, "_TEXTURE_BLEND", _blendTexture != null);
if (showAdvanced) {
if (_blendTexture != null) {
EditorGUI.BeginChangeCheck();
_materialEditor.TexturePropertySingleLine(new GUIContent("Blend Texture", "When a blend texture is set the albedo will be a mix of the blend texture and main texture based on the blend amount."), _blendTexture, _blendTextureLerp);
if (EditorGUI.EndChangeCheck())
SetKeyword(material, "_TEXTURE_BLEND", _blendTexture != null);
}
}
_materialEditor.TextureScaleOffsetProperty(_mainTexture);
}
protected virtual void RenderEmissionProperties (Material material) {
bool emission = material.IsKeywordEnabled("_EMISSION");
EditorGUI.BeginChangeCheck();
emission = EditorGUILayout.Toggle("Enable Emission", emission);
if (EditorGUI.EndChangeCheck())
{
SetKeyword(material, "_EMISSION", emission);
if (_diffuseRamp != null) {
EditorGUILayout.Space();
_materialEditor.TexturePropertySingleLine(new GUIContent("Diffuse Ramp", "A gradient can be used to create a 'Toon Shading' effect."), _diffuseRamp);
}
if (emission)
{
_materialEditor.TexturePropertyWithHDRColor(new GUIContent("Emission"), _emissionMap, _emissionColor, new ColorPickerHDRConfig(0,1, 0.01010101f, 3), true);
_materialEditor.FloatProperty(_emissionPower, "Emission Power");
}
// if (showAdvanced)
// _materialEditor.TextureScaleOffsetProperty(_mainTexture);
}
protected virtual void RenderDepthProperties (Material material) {
EditorGUI.BeginChangeCheck();
bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
if (EditorGUI.EndChangeCheck())
{
material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
}
protected virtual void RenderDepthProperties (string label, Material material) {
if (writeTodepth)
{
_materialEditor.RangeProperty(_depthAlphaCutoff, "Depth Alpha Cutoff");
}
}
protected virtual void RenderNormalsProperties (Material material) {
protected virtual void RenderNormalsProperties (string label, Material material) {
}
bool UseMeshNormalsCheckbox (Material material) {
EditorGUI.BeginChangeCheck();
bool fixedNormals = material.IsKeywordEnabled("_FIXED_NORMALS");
bool fixedNormalsBackRendering = material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING");
bool meshNormals = EditorGUILayout.Toggle(new GUIContent("Use Mesh Normals", "If this is unticked instead of requiring mesh normals a Fixed Normal will be used instead (it's quicker and can result in better looking lighting effects on 2d objects)."),
!fixedNormals && !fixedNormalsBackRendering);
if (EditorGUI.EndChangeCheck())
{
bool meshNormals = EditorGUILayout.Toggle(new GUIContent("Use Mesh Normals", "If this is unticked, a Fixed Normal value will be used instead of the vertex normals on the mesh. Using a fixed normal is better for performance and can result in better looking lighting effects on 2d objects."),
!fixedNormals && !fixedNormalsBackRendering);
if (EditorGUI.EndChangeCheck()) {
SetKeyword(material, "_FIXED_NORMALS", meshNormals ? false : fixedNormalsBackRendering ? false : true);
SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", meshNormals ? false : fixedNormalsBackRendering);
}
return meshNormals;
}
if (!meshNormals)
{
Vector3 normal = EditorGUILayout.Vector3Field(new GUIContent("Fixed Normal", "Defined in Camera Space. Should normally be (0,0,-1)."), _fixedNormal.vectorValue);
_fixedNormal.vectorValue = new Vector4(normal.x, normal.y, normal.z, 1.0f);
EditorGUI.BeginChangeCheck();
bool backRendering = EditorGUILayout.Toggle(new GUIContent("Fixed Normal Back Rendering", "Tick only if you are going to rotate the sprite to face away from the camera, the fixed normal will be flipped to compensate."),
material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING"));
if (EditorGUI.EndChangeCheck())
{
SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", backRendering);
SetKeyword(material, "_FIXED_NORMALS", !backRendering);
protected virtual void RenderColorProperties (string label, Material material) {
if (ToggleHeadingKeyword(label, material, "_COLOR_ADJUST")) {
_materialEditor.ColorProperty(_overlayColor, "Overlay Color");
EditorGUILayout.Space();
using (new SpineInspectorUtility.IndentScope()) {
_materialEditor.RangeProperty(_hue, "Hue");
_materialEditor.RangeProperty(_saturation, "Saturation");
_materialEditor.RangeProperty(_brightness, "Brightness");
}
}
}
protected virtual void RenderShadowsProperties (Material material) {
_materialEditor.FloatProperty(_shadowAlphaCutoff, "Shadow Alpha Cutoff");
}
protected virtual void RenderColorProperties (Material material) {
EditorGUI.BeginChangeCheck();
bool colorAdjust = EditorGUILayout.Toggle("Enable Color Adjustment", material.IsKeywordEnabled("_COLOR_ADJUST"));
if (EditorGUI.EndChangeCheck())
{
SetKeyword(material, "_COLOR_ADJUST", colorAdjust);
}
if (colorAdjust) {
_materialEditor.ColorProperty(_overlayColor, "Overlay Color");
_materialEditor.RangeProperty(_hue, "Hue");
_materialEditor.RangeProperty(_saturation, "Saturation");
_materialEditor.RangeProperty(_brightness, "Brightness");
protected virtual void RenderEmissionProperties (Material material) {
if (ToggleHeadingKeyword("Emission", material, "_EMISSION")) {
_materialEditor.TexturePropertyWithHDRColor(new GUIContent("Emission"), _emissionMap, _emissionColor, new ColorPickerHDRConfig(0,1, 0.01010101f, 3), true);
_materialEditor.FloatProperty(_emissionPower, "Emission Power");
}
}
protected virtual void RenderRimLightingProperties (Material material) {
EditorGUI.BeginChangeCheck();
bool rimLighting = EditorGUILayout.Toggle("Enable Rim Lighting", material.IsKeywordEnabled("_RIM_LIGHTING"));
if (EditorGUI.EndChangeCheck())
{
SetKeyword(material, "_RIM_LIGHTING", rimLighting);
}
if (rimLighting)
{
if (ToggleHeadingKeyword("Rim Lighting", material, "_RIM_LIGHTING")) {
_materialEditor.ColorProperty(_rimColor, "Rim Color");
_materialEditor.FloatProperty(_rimPower, "Rim Power");
}
}
protected virtual void RenderFogProperties (Material material) {
EditorGUI.BeginChangeCheck();
bool fog = EditorGUILayout.Toggle("Enable Fog", material.IsKeywordEnabled("_FOG"));
if (EditorGUI.EndChangeCheck())
{
SetKeyword(material, "_FOG", fog);
}
}
#endregion
void SetLightModeFromShader (Material material) {
if (material.shader.name == kShaderPixelLit)
{
_lightMode = eLightMode.PixelLit;
}
else if (material.shader.name == kShaderUnlit)
{
_lightMode = eLightMode.Unlit;
}
else
{
_lightMode = eLightMode.VertexLit;
}
}
void SetShaderFromLightMode() {
Material material = _materialEditor.target as Material;
switch (_lightMode)
{
case eLightMode.VertexLit:
if (material.shader.name != kShaderVertexLit)
_materialEditor.SetShader(Shader.Find(kShaderVertexLit), false);
break;
case eLightMode.PixelLit:
if (material.shader.name != kShaderPixelLit)
_materialEditor.SetShader(Shader.Find(kShaderPixelLit), false);
break;
case eLightMode.Unlit:
if (material.shader.name != kShaderUnlit)
_materialEditor.SetShader(Shader.Find(kShaderUnlit), false);
break;
}
MaterialChanged(material);
}
static void SetMaterialKeywords(Material material) {
static void SetMaterialKeywords (Material material) {
eBlendMode blendMode = (eBlendMode)material.GetFloat("_BlendMode");
bool normalMap = material.HasProperty("_BumpMap") && material.GetTexture("_BumpMap") != null;
@ -426,79 +374,114 @@ public class SpineSpriteShaderGUI : ShaderGUI {
int renderQueue;
switch (blendMode) {
case eBlendMode.Solid:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetOverrideTag("RenderType", "Opaque");
renderQueue = kSolidQueue;
}
break;
case eBlendMode.Additive:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetOverrideTag("RenderType", "Transparent");
renderQueue = kTransparentQueue;
}
break;
case eBlendMode.SoftAdditive:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcColor);
material.SetOverrideTag("RenderType", "Transparent");
renderQueue = kTransparentQueue;
}
break;
case eBlendMode.Multiply:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
material.SetOverrideTag("RenderType", "Transparent");
renderQueue = kTransparentQueue;
}
break;
case eBlendMode.Multiplyx2:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
material.SetOverrideTag("RenderType", "Transparent");
renderQueue = kTransparentQueue;
}
break;
case eBlendMode.PreMultipliedAlpha:
case eBlendMode.StandardAlpha:
default:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetOverrideTag("RenderType", zWrite ? "TransparentCutout" : "Transparent");
renderQueue = zWrite ? kAlphaTestQueue : kTransparentQueue;
}
break;
case eBlendMode.Solid:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetOverrideTag("RenderType", "Opaque");
renderQueue = kSolidQueue;
}
break;
case eBlendMode.Additive:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetOverrideTag("RenderType", "Transparent");
renderQueue = kTransparentQueue;
}
break;
case eBlendMode.SoftAdditive:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcColor);
material.SetOverrideTag("RenderType", "Transparent");
renderQueue = kTransparentQueue;
}
break;
case eBlendMode.Multiply:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
material.SetOverrideTag("RenderType", "Transparent");
renderQueue = kTransparentQueue;
}
break;
case eBlendMode.Multiplyx2:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
material.SetOverrideTag("RenderType", "Transparent");
renderQueue = kTransparentQueue;
}
break;
case eBlendMode.PreMultipliedAlpha:
case eBlendMode.StandardAlpha:
default:
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetOverrideTag("RenderType", zWrite ? "TransparentCutout" : "Transparent");
renderQueue = zWrite ? kAlphaTestQueue : kTransparentQueue;
}
break;
}
material.renderQueue = renderQueue + material.GetInt("_RenderQueue");
}
static void MaterialChanged (Material material) {
static void Heading (string label) {
GUILayout.Label(label, EditorStyles.boldLabel);
}
static bool ToggleHeadingKeyword (string label, Material material, string keyword) {
int i = EditorGUI.indentLevel;
var o = EditorStyles.label.fontStyle;
EditorGUI.indentLevel = 0;
EditorStyles.label.fontStyle = FontStyle.Bold;
EditorGUI.BeginChangeCheck();
bool r = EditorGUILayout.Toggle(new GUIContent(label, string.Format("This checkbox sets shader keyword: '{0}', which causes the Material to use extra shader features.", keyword)), material.IsKeywordEnabled(keyword));
if (EditorGUI.EndChangeCheck())
SetKeyword(material, keyword, r);
EditorStyles.label.fontStyle = o;
EditorGUI.indentLevel = i;
return r;
}
static void MaterialChanged (Material material) {
SetMaterialKeywords(material);
}
static void SetKeyword (Material m, string keyword, bool state) {
if (state)
m.EnableKeyword (keyword);
m.EnableKeyword(keyword);
else
m.DisableKeyword (keyword);
m.DisableKeyword(keyword);
}
void LightingModePopup ()
{
void LightingModePopup () {
EditorGUI.BeginChangeCheck();
_lightMode = (eLightMode)EditorGUILayout.Popup("Lighting Mode", (int)_lightMode, Enum.GetNames(typeof(eLightMode)));
if (EditorGUI.EndChangeCheck())
{
SetShaderFromLightMode();
if (EditorGUI.EndChangeCheck()) {
var material = _materialEditor.target as Material;
switch (_lightMode) {
case eLightMode.VertexLit:
if (material.shader.name != kShaderVertexLit)
_materialEditor.SetShader(Shader.Find(kShaderVertexLit), false);
break;
case eLightMode.PixelLit:
if (material.shader.name != kShaderPixelLit)
_materialEditor.SetShader(Shader.Find(kShaderPixelLit), false);
break;
case eLightMode.Unlit:
if (material.shader.name != kShaderUnlit)
_materialEditor.SetShader(Shader.Find(kShaderUnlit), false);
break;
}
MaterialChanged(material);
}
}
@ -506,8 +489,7 @@ public class SpineSpriteShaderGUI : ShaderGUI {
eBlendMode mode = (eBlendMode)_blendMode.floatValue;
EditorGUI.BeginChangeCheck();
mode = (eBlendMode)EditorGUILayout.Popup("Blend Mode", (int)mode, Enum.GetNames(typeof(eBlendMode)));
if (EditorGUI.EndChangeCheck())
{
if (EditorGUI.EndChangeCheck()) {
_materialEditor.RegisterPropertyChangeUndo("Blend Mode");
_blendMode.floatValue = (float)mode;
}