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Added new modes to the Vector1node

-Float(usual behaviour)
-Toggle(changes to a toggle on both node and shader)
-Range(adds a slider and min max values to both node and shader)
-PowerSlider(same as above with the addition of a power value to give a curve growth) - DO NOT USE AS SPAMS CONSOLE ERRORS
/main
Andre McGrail 7 年前
当前提交
582b23f2
共有 2 个文件被更改,包括 28 次插入3 次删除
  1. 2
      MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph
  2. 29
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/Vector1NodePresenter.cs

2
MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph
文件差异内容过多而无法显示
查看文件

29
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/Vector1NodePresenter.cs


tNode.floatType = (FloatPropertyChunk.FloatType)EditorGUILayout.EnumPopup ("Float", tNode.floatType);
Vector3 ranges = tNode.rangeValues;
tNode.floatType = FloatPropertyChunk.FloatType.Float;
Vector3 ranges = tNode.rangeValues;
tNode.floatType = FloatPropertyChunk.FloatType.Range;
tNode.value = EditorGUILayout.Slider (tNode.value, tNode.rangeValues.x, tNode.rangeValues.y);
EditorGUILayout.BeginHorizontal ();
ranges.x = EditorGUILayout.FloatField (ranges.x);
//very dirty...
for (int i = 0; i < 15; i++) {
EditorGUILayout.Space ();
}
ranges.y = EditorGUILayout.FloatField (ranges.y);
EditorGUILayout.EndHorizontal ();
tNode.rangeValues = ranges;
break;
case FloatPropertyChunk.FloatType.PowerSlider:
dynamicHeight = 16;
tNode.floatType = FloatPropertyChunk.FloatType.PowerSlider;
for (int i = 0; i < 20; i++) {
for (int i = 0; i < 15; i++) {
ranges.z = EditorGUILayout.FloatField ("Power", ranges.z);
break;
case FloatPropertyChunk.FloatType.Toggle:
dynamicHeight = 8;
bool toggleState = tNode.value == 0f ? false : true;
tNode.floatType = FloatPropertyChunk.FloatType.Toggle;
toggleState = EditorGUILayout.Toggle (toggleState);
tNode.value = toggleState == true ? 1f : 0f;
break;
}

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