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- using System;
- using System.Collections.Generic;
- using UnityEngine;
-
- namespace UnityEditor.Rendering.Universal.ShaderGUI
- {
- internal class ParticlesSimpleLitShader : BaseShaderGUI
- {
- // Properties
- private SimpleLitGUI.SimpleLitProperties shadingModelProperties;
- private ParticleGUI.ParticleProperties particleProps;
-
- // List of renderers using this material in the scene, used for validating vertex streams
- List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
-
- public override void FindProperties(MaterialProperty[] properties)
- {
- base.FindProperties(properties);
- shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties);
- particleProps = new ParticleGUI.ParticleProperties(properties);
- }
-
- public override void ValidateMaterial(Material material)
- {
- SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
- }
-
- public override void DrawSurfaceOptions(Material material)
- {
- base.DrawSurfaceOptions(material);
- DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
- }
-
- public override void DrawSurfaceInputs(Material material)
- {
- base.DrawSurfaceInputs(material);
- SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material);
- DrawEmissionProperties(material, true);
- }
-
- public override void DrawAdvancedOptions(Material material)
- {
- SimpleLitGUI.Advanced(shadingModelProperties);
-
- materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
- ParticleGUI.FadingOptions(material, materialEditor, particleProps);
- ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true);
-
- DrawQueueOffsetField();
- }
-
- public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
- {
- CacheRenderersUsingThisMaterial(material);
- base.OnOpenGUI(material, materialEditor);
- }
-
- void CacheRenderersUsingThisMaterial(Material material)
- {
- m_RenderersUsingThisMaterial.Clear();
-
- ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsByType<ParticleSystemRenderer>(FindObjectsSortMode.InstanceID);
- foreach (ParticleSystemRenderer renderer in renderers)
- {
- if (renderer.sharedMaterial == material)
- m_RenderersUsingThisMaterial.Add(renderer);
- }
- }
- }
- } // namespace UnityEditor
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