[unity] Fixed Sprite shader render queue property being too limited. Now using normal int property instead of range slider and displaying the result render queue below. Closes #1737.

This commit is contained in:
Harald Csaszar 2020-08-12 12:49:44 +02:00
parent 13b3b2e011
commit 996cbeaac4

View File

@ -157,7 +157,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
new GUIContent("Multiply"), new GUIContent("Multiply"),
new GUIContent("Multiply x2") new GUIContent("Multiply x2")
}; };
static GUIContent _rendererQueueText = new GUIContent("Renderer Queue"); static GUIContent _rendererQueueText = new GUIContent("Render Queue Offset");
static GUIContent _cullingModeText = new GUIContent("Culling Mode"); static GUIContent _cullingModeText = new GUIContent("Culling Mode");
static GUIContent[] _cullingModeOptions = { new GUIContent("Off"), new GUIContent("Front"), new GUIContent("Back") }; static GUIContent[] _cullingModeOptions = { new GUIContent("Off"), new GUIContent("Front"), new GUIContent("Back") };
static GUIContent _pixelSnapText = new GUIContent("Pixel Snap"); static GUIContent _pixelSnapText = new GUIContent("Pixel Snap");
@ -169,7 +169,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
static GUIContent _rimPowerText = new GUIContent("Rim Power"); static GUIContent _rimPowerText = new GUIContent("Rim Power");
static GUIContent _specularToggleText = new GUIContent("Specular", "Enable Specular."); static GUIContent _specularToggleText = new GUIContent("Specular", "Enable Specular.");
static GUIContent _colorAdjustmentToggleText = new GUIContent("Color Adjustment", "Enable material color adjustment."); static GUIContent _colorAdjustmentToggleText = new GUIContent("Color Adjustment", "Enable material color adjustment.");
static GUIContent _colorAdjustmentColorText = new GUIContent("Overlay Color & Alpha"); static GUIContent _colorAdjustmentColorText = new GUIContent("Overlay Color");
static GUIContent _colorAdjustmentHueText = new GUIContent("Hue"); static GUIContent _colorAdjustmentHueText = new GUIContent("Hue");
static GUIContent _colorAdjustmentSaturationText = new GUIContent("Saturation"); static GUIContent _colorAdjustmentSaturationText = new GUIContent("Saturation");
static GUIContent _colorAdjustmentBrightnessText = new GUIContent("Brightness"); static GUIContent _colorAdjustmentBrightnessText = new GUIContent("Brightness");
@ -404,13 +404,13 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
} }
} }
// GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel); EditorGUI.BeginDisabledGroup(true);
// m_MaterialEditor.RenderQueueField(); _materialEditor.RenderQueueField();
// m_MaterialEditor.EnableInstancingField(); EditorGUI.EndDisabledGroup();
EditorGUI.BeginChangeCheck(); EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = _renderQueue.hasMixedValue; EditorGUI.showMixedValue = _renderQueue.hasMixedValue;
int renderQueue = EditorGUILayout.IntSlider(_rendererQueueText, (int)_renderQueue.floatValue, 0, 49); int renderQueue = EditorGUILayout.IntField(_rendererQueueText, (int)_renderQueue.floatValue);
if (EditorGUI.EndChangeCheck()) { if (EditorGUI.EndChangeCheck()) {
SetInt("_RenderQueue", renderQueue); SetInt("_RenderQueue", renderQueue);
dataChanged = true; dataChanged = true;