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Merge pull request #62 from JasonMa0012/2.x
Add ApplyMaterialPropertyAndDecoratorDrawers() to fix PassSwitch() no…
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Original file line number | Diff line number | Diff line change |
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// Copyright (c) Jason Ma | ||
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using UnityEditor; | ||
using UnityEngine; | ||
using Object = UnityEngine.Object; | ||
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namespace LWGUI | ||
{ | ||
public static class UnityEditorExtension | ||
{ | ||
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#region MaterialEditor | ||
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// For Developers: Call this after a material has modified in code | ||
public static void ApplyMaterialPropertyAndDecoratorDrawers(Material material) | ||
{ | ||
var objs = new Object[] { material }; | ||
ApplyMaterialPropertyAndDecoratorDrawers(objs); | ||
} | ||
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public static void ApplyMaterialPropertyAndDecoratorDrawers(Object[] targets) | ||
{ | ||
if (!EditorMaterialUtility.disableApplyMaterialPropertyDrawers) | ||
{ | ||
if (targets == null || targets.Length == 0) | ||
return; | ||
var target = targets[0] as Material; | ||
if (target == null) | ||
return; | ||
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var shader = target.shader; | ||
string[] propNames = MaterialEditor.GetMaterialPropertyNames(targets); | ||
for (int i = 0; i < propNames.Length; i++) | ||
{ | ||
var prop = MaterialEditor.GetMaterialProperty(targets, i); | ||
var drawer = ReflectionHelper.GetPropertyDrawer(shader, prop, out var decoratorDrawers); | ||
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if (drawer != null) | ||
{ | ||
drawer.Apply(prop); | ||
} | ||
if (decoratorDrawers != null) | ||
{ | ||
foreach (var decoratorDrawer in decoratorDrawers) | ||
{ | ||
decoratorDrawer.Apply(prop); | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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#endregion | ||
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} | ||
} |
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