diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/Editor/SpineSpriteShaderGUI.cs b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/Editor/SpineSpriteShaderGUI.cs index 643a6cb07..42377ac29 100644 --- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/Editor/SpineSpriteShaderGUI.cs +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/Editor/SpineSpriteShaderGUI.cs @@ -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; }