打包流程
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@@ -159,17 +159,17 @@ public class UIMaskShaderGUI : ShaderGUI
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continue;
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}
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switch (prop.type)
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switch (prop.propertyType)
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{
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case MaterialProperty.PropType.Color:
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case UnityEngine.Rendering.ShaderPropertyType.Color:
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prop.colorValue = defaultsMaterial.GetColor(name);
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break;
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case MaterialProperty.PropType.Vector:
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case UnityEngine.Rendering.ShaderPropertyType.Vector:
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prop.vectorValue = defaultsMaterial.GetVector(name);
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break;
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case MaterialProperty.PropType.Texture:
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case UnityEngine.Rendering.ShaderPropertyType.Texture:
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prop.textureValue = defaultsMaterial.GetTexture(name);
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break;
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@@ -275,15 +275,15 @@ public class UIMaskShaderGUI : ShaderGUI
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return;
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}
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if (prop.type == MaterialProperty.PropType.Texture)
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if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)
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{
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// Unity 原生贴图选择器(缩略图 + 平铺/偏移都由它画)
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bool scaleOffset = (prop.flags & MaterialProperty.PropFlags.NoScaleOffset) == 0;
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bool scaleOffset = (prop.propertyFlags & UnityEngine.Rendering.ShaderPropertyFlags.NoScaleOffset) == 0;
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editor.TextureProperty(prop, prop.displayName, scaleOffset);
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return;
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}
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if (prop.type == MaterialProperty.PropType.Vector)
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if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Vector)
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{
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DrawVectorTwoLines(prop);
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return;
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@@ -294,8 +294,8 @@ public class UIMaskShaderGUI : ShaderGUI
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private static bool IsSingleValue(MaterialProperty prop)
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{
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return prop.type == MaterialProperty.PropType.Float
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|| prop.type == MaterialProperty.PropType.Int;
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return prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Float
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|| prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Int;
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}
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// 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
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