70 lines
2.4 KiB
C#
70 lines
2.4 KiB
C#
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Repository of custom material property drawers.
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// All drawers must be prefixed with Crest as they are global.
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace WaveHarmonic.Crest.Editor
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{
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static class MaterialAttributes
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{
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internal sealed class MaterialAttribute
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{
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public Vector2Int _IntegerRange;
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}
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internal static readonly Dictionary<string, MaterialAttribute> s_Common = new()
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{
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};
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internal static readonly Dictionary<string, Dictionary<string, MaterialAttribute>> s_Grouped = new()
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{
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{
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"Crest/Underwater", new()
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{
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{ "_Crest_DataSliceOffset", new() { _IntegerRange = new(0, Lod.k_MaximumSlices - 2) } },
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}
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},
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};
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}
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sealed class CrestIntegerRangeDrawer : MaterialPropertyDrawer
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{
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// Adapted from:
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// https://github.com/Unity-Technologies/UnityCsReference/blob/b44c4cc9e4ce3dfa0bab2fe4bf7efae880c5a175/Editor/Mono/Inspector/MaterialEditor.cs#L1277-L1298
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public override void OnGUI(Rect position, MaterialProperty property, GUIContent label, MaterialEditor editor)
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{
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MaterialEditor.BeginProperty(position, property);
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EditorGUI.BeginChangeCheck();
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// For range properties we want to show the slider so we adjust label width to use default width (setting it to 0)
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// See SetDefaultGUIWidths where we set: EditorGUIUtility.labelWidth = GUIClip.visibleRect.width - EditorGUIUtility.fieldWidth - 17;
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var oldLabelWidth = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = 0f;
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var material = editor.target as Material;
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var shader = material.shader;
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var attribute = MaterialAttributes.s_Grouped.GetValueOrDefault(shader.name, null)?.GetValueOrDefault(property.name, null);
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attribute ??= MaterialAttributes.s_Common[property.name];
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var newValue = EditorGUI.IntSlider(position, label, property.intValue, attribute._IntegerRange.x, attribute._IntegerRange.y);
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EditorGUIUtility.labelWidth = oldLabelWidth;
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if (EditorGUI.EndChangeCheck())
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{
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property.intValue = newValue;
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}
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MaterialEditor.EndProperty();
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}
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}
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}
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