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// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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//
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// Donated by BinaryCats
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// https://forum.unity.com/threads/best-tool-asset-store-award-amplify-shader-editor-node-based-shader-creation-tool.430959/page-60#post-3414465
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//////////////////////
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// README / HOW TO USE
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//////////////////////
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// Examples:
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//
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// Floats:
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//
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// x Equals value
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// EditableIf( _float1, Equalto, 1)
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// This will allow the value to be edited, if the property _float1 is equal to 1. (_float1==1)
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// Note: NotEqualTo is also a valid argument which will do the opposite of this example.EditableIf(_float1, NotEqualTo, 1) (NotEqualTo != 1)
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//
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// x Greater than value
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// EditableIf(_Float1,GreaterThan,1)
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// This will allow the value to be edited if the property _float1 is Greater than 1. (_float1>1)
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//
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// x Greater Than Or Equal to value
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// EditableIf(_Float1,GreaterThanOrEqualTo,1)
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// This will allow the value to be edited if the property _float1 is Greater than or equal to 1. (_float1>=1)
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//
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//
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// x Less Than value
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// EditableIf(_Float1,LessThan,1)
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// This will allow the value to be edited if the property _float1 is Less than 1. (_float1<1)
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//
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// x Less Than Or Equal to value
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// EditableIf(_Float1,LessThanOrEqualTo,1)
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// This will allow the value to be edited if the property _float1 is Less than or equal to 1. (_float1<=1)
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//
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//
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// Colour:
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//
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// x Equals r,g,b,a
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// EditableIf(_Color0,EqualTo,255,255,255,255)
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// This will allow the value to be edited, if the property _Color0 R,G,B and A value all Equal 255. (_Color0.R==255 && _Color0.G==255 & _Color0.B == 255 && _Color0.A == 255)
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//
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// x Equals alpha
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// EditableIf(_Color0,EqualTo,null,null,null,255)
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// This will allow the value to be edited, if the property _Color0 Alpha value is Equal to 255. (_Color0.A == 255)
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//
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// a Greater than blue
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// EditableIf(_Color0,GreaterThan,null,null,125)
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// This will allow the value to be edited, if the property _Color0 Blue value is Greater Than 125. (_Color0.B > 125)
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// Note: as I do not want to check the Red or Green Values, i have entered "null" for the parameter
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// Note: I have not inputted a value to check for Alpha, as i do not want to check it. Simularly, if I wanted to Only check the Red Value I could have used EditableIf(_Color0,GreaterThan,125)
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//
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// Like wise with floats GreaterThanOrEqualTo, LessThan, LessThanOrEqualTo
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//
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// Vector:
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// Vector Checks work the same as colour checks
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//
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// Texture:
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// x Does Not have a Texture
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// EditableIf(_TextureSample0,Equals,null)
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// This will allow the value to be edited, if the property _TextureSample0 does NOT have a texture
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//
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// x Does have a Texture
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// EditableIf(_TextureSample0,NotEqualTo,null)
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// This will allow the value to be edited, if the property _TextureSample0 does have a texture
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using UnityEngine;
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using UnityEditor;
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using System;
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public enum ComparisonOperators
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{
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EqualTo, NotEqualTo, GreaterThan, LessThan, EqualsOrGreaterThan, EqualsOrLessThan, ContainsFlags,
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DoesNotContainsFlags
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}
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public class EditableIf : MaterialPropertyDrawer
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{
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ComparisonOperators op;
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string FieldName = "";
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object ExpectedValue;
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bool InputError;
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public EditableIf()
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{
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InputError = true;
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}
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public EditableIf( object fieldname, object comparison, object expectedvalue )
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{
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if( expectedvalue.ToString().ToLower() == "true" )
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{
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expectedvalue = (System.Single)1;
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}
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else if( expectedvalue.ToString().ToLower() == "false" )
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{
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expectedvalue = (System.Single)0;
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}
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Init( fieldname, comparison, expectedvalue );
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}
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public EditableIf( object fieldname, object comparison, object expectedvaluex, object expectedvaluey )
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{
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float? x = expectedvaluex as float?;
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float? y = expectedvaluey as float?;
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float? z = float.NegativeInfinity;
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float? w = float.NegativeInfinity;
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x = GetVectorValue( x );
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y = GetVectorValue( y );
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Init( fieldname, comparison, new Vector4( x.Value, y.Value, z.Value, w.Value ) );
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}
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public EditableIf( object fieldname, object comparison, object expectedvaluex, object expectedvaluey, object expectedvaluez )
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{
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float? x = expectedvaluex as float?;
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float? y = expectedvaluey as float?;
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float? z = expectedvaluez as float?;
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float? w = float.NegativeInfinity;
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x = GetVectorValue( x );
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y = GetVectorValue( y );
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z = GetVectorValue( z );
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Init( fieldname, comparison, new Vector4( x.Value, y.Value, z.Value, w.Value ) );
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}
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public EditableIf( object fieldname, object comparison, object expectedvaluex, object expectedvaluey, object expectedvaluez, object expectedvaluew )
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{
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var x = expectedvaluex as float?;
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var y = expectedvaluey as float?;
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var z = expectedvaluez as float?;
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var w = expectedvaluew as float?;
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x = GetVectorValue( x );
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y = GetVectorValue( y );
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z = GetVectorValue( z );
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w = GetVectorValue( w );
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Init( fieldname, comparison, new Vector4( x.Value, y.Value, z.Value, w.Value ) );
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}
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private void Init( object fieldname, object comparison, object expectedvalue )
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{
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FieldName = fieldname.ToString();
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var names = Enum.GetNames( typeof( ComparisonOperators ) );
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var name = comparison.ToString().ToLower().Replace( " ", "" );
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for( int i = 0; i < names.Length; i++ )
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{
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if( names[ i ].ToLower() == name )
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{
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op = (ComparisonOperators)i;
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break;
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}
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}
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ExpectedValue = expectedvalue;
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}
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private static float? GetVectorValue( float? x )
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{
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if( x.HasValue == false )
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{
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x = float.NegativeInfinity;
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}
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return x;
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}
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// Draw the property inside the given rect
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public override void OnGUI( Rect position, MaterialProperty prop, String label, MaterialEditor editor )
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{
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if( InputError )
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{
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EditorGUI.LabelField( position, "EditableIf Attribute Error: Input parameters are invalid!" );
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return;
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}
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var LHSprop = MaterialEditor.GetMaterialProperty( prop.targets, FieldName );
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if( string.IsNullOrEmpty( LHSprop.name ) )
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{
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LHSprop = MaterialEditor.GetMaterialProperty( prop.targets, "_" + FieldName.Replace( " ", "" ) );
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if( string.IsNullOrEmpty( LHSprop.name ) )
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{
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EditorGUI.LabelField( position, "EditableIf Attribute Error: " + FieldName + " Does not exist!" );
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return;
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}
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}
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object LHSVal = null;
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bool test = false;
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switch( LHSprop.type )
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{
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case MaterialProperty.PropType.Color:
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case MaterialProperty.PropType.Vector:
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LHSVal = LHSprop.type == MaterialProperty.PropType.Color ? (Vector4)LHSprop.colorValue : LHSprop.vectorValue;
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var v4 = ExpectedValue as Vector4?;
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v4 = v4.HasValue ? v4 : new Vector4( (System.Single)ExpectedValue, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity );
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if( LHSprop.type == MaterialProperty.PropType.Color )
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{
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test = VectorCheck( (Vector4)LHSVal, op, v4 / 255 );
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}
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else
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test = VectorCheck( (Vector4)LHSVal, op, v4 );
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break;
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case MaterialProperty.PropType.Range:
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case MaterialProperty.PropType.Float:
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LHSVal = LHSprop.floatValue;
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test = ( Check( LHSVal, op, ExpectedValue ) );
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break;
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case MaterialProperty.PropType.Texture:
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LHSVal = LHSprop.textureValue;
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test = ( CheckObject( LHSVal, op, ExpectedValue ) );
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break;
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}
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GUI.enabled = test;
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editor.DefaultShaderProperty( position, prop, label );
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GUI.enabled = true;
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}
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private bool VectorCheck( Vector4 LHS, ComparisonOperators op, object expectedValue )
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{
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var RHS = (Vector4)expectedValue;
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if( RHS.x != float.NegativeInfinity )
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{
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if( !Check( LHS.x, op, RHS.x ) )
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return false;
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}
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if( RHS.y != float.NegativeInfinity )
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{
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if( !Check( LHS.y, op, RHS.y ) )
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return false;
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}
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if( RHS.z != float.NegativeInfinity )
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{
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if( !Check( LHS.z, op, RHS.z ) )
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return false;
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}
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if( RHS.w != float.NegativeInfinity )
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{
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if( !Check( LHS.w, op, RHS.w ) )
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return false;
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}
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return true;
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}
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protected bool Check( object LHS, ComparisonOperators op, object RHS )
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{
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if( !( LHS is IComparable ) || !( RHS is IComparable ) )
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throw new Exception( "Check using non basic type" );
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switch( op )
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{
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case ComparisonOperators.EqualTo:
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return ( (IComparable)LHS ).CompareTo( RHS ) == 0;
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case ComparisonOperators.NotEqualTo:
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return ( (IComparable)LHS ).CompareTo( RHS ) != 0;
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case ComparisonOperators.EqualsOrGreaterThan:
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return ( (IComparable)LHS ).CompareTo( RHS ) >= 0;
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case ComparisonOperators.EqualsOrLessThan:
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return ( (IComparable)LHS ).CompareTo( RHS ) <= 0;
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case ComparisonOperators.GreaterThan:
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return ( (IComparable)LHS ).CompareTo( RHS ) > 0;
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case ComparisonOperators.LessThan:
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return ( (IComparable)LHS ).CompareTo( RHS ) < 0;
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case ComparisonOperators.ContainsFlags:
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return ( (int)LHS & (int)RHS ) != 0; // Dont trust LHS values, it has been casted to a char and then to an int again, first bit will be the sign
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case ComparisonOperators.DoesNotContainsFlags:
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return ( ( (int)LHS & (int)RHS ) == (int)LHS ); // Dont trust LHS values, it has been casted to a char and then to an int again, first bit will be the sign
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default:
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break;
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}
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return false;
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}
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private bool CheckObject( object LHS, ComparisonOperators comparasonOperator, object RHS )
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{
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switch( comparasonOperator )
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{
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case ComparisonOperators.EqualTo:
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return ( LHS == null );
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case ComparisonOperators.NotEqualTo:
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return ( LHS != null );
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}
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return true;
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}
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}
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