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Don't convert property nodes to inline nodes during undo/redo (fixes #125)

/main
Peter Bay Bastian 7 年前
当前提交
24b03e7c
共有 1 个文件被更改,包括 6 次插入6 次删除
  1. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraph.cs

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraph.cs


public void RemoveShaderProperty(Guid guid)
{
var propertyNodes = GetNodes<PropertyNode>().Where(x => x.propertyGuid == guid).ToList();
foreach (var propNode in propertyNodes)
ReplacePropertyNodeWithConcreteNode(propNode);
var propertyNodes = GetNodes<PropertyNode>().Where(x => x.propertyGuid == guid).ToList();
foreach (var propNode in propertyNodes)
ReplacePropertyNodeWithConcreteNode(propNode);
if (m_Properties.RemoveAll(x => x.guid == guid) > 0)
m_RemovedProperties.Add(guid);
}

{
vertexInputs.AddShaderChunk("float4 color : COLOR;", false);
}
foreach (var channel in graphRequiements.requiresMeshUVs.Distinct())
{
vertexInputs.AddShaderChunk(string.Format("float4 texcoord{0} : TEXCOORD{1};", ((int)channel).ToString(), vertexInputIndex.ToString()), false);

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