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