打包流程

This commit is contained in:
Yeomai committed 2026-10-13 23:40:53 +08:00
1 parent 0ca50e67a5
commit 6ab7e391ac
19 files changed
+1168 -120

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+9 -9
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@@ -159,17 +159,17 @@ public class UIMaskShaderGUI : ShaderGUI
continue;
}
switch (prop.type)
switch (prop.propertyType)
{
case MaterialProperty.PropType.Color:
case UnityEngine.Rendering.ShaderPropertyType.Color:
prop.colorValue = defaultsMaterial.GetColor(name);
break;
case MaterialProperty.PropType.Vector:
case UnityEngine.Rendering.ShaderPropertyType.Vector:
prop.vectorValue = defaultsMaterial.GetVector(name);
break;
case MaterialProperty.PropType.Texture:
case UnityEngine.Rendering.ShaderPropertyType.Texture:
prop.textureValue = defaultsMaterial.GetTexture(name);
break;
@@ -275,15 +275,15 @@ public class UIMaskShaderGUI : ShaderGUI
return;
}
if (prop.type == MaterialProperty.PropType.Texture)
if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)
{
// Unity 原生贴图选择器(缩略图 + 平铺/偏移都由它画)
bool scaleOffset = (prop.flags & MaterialProperty.PropFlags.NoScaleOffset) == 0;
bool scaleOffset = (prop.propertyFlags & UnityEngine.Rendering.ShaderPropertyFlags.NoScaleOffset) == 0;
editor.TextureProperty(prop, prop.displayName, scaleOffset);
return;
}
if (prop.type == MaterialProperty.PropType.Vector)
if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Vector)
{
DrawVectorTwoLines(prop);
return;
@@ -294,8 +294,8 @@ public class UIMaskShaderGUI : ShaderGUI
private static bool IsSingleValue(MaterialProperty prop)
{
return prop.type == MaterialProperty.PropType.Float
|| prop.type == MaterialProperty.PropType.Int;
return prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Float
|| prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Int;
}
// 两个单值属性并排一行;半行放不下默认标签宽度,所以临时收窄标签