CapersProject/Assets/Plugins/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs
2025-02-21 15:31:50 +09:00

692 lines
30 KiB
C#

#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEngine;
using ShaderType = AllIn1SpriteShader.AllIn1Shader.ShaderTypes;
namespace AllIn1SpriteShader
{
public class AllIn1ShaderWindow : EditorWindow
{
private const string versionString = "4.2";
[MenuItem("Tools/AllIn1/SpriteShaderWindow")]
public static void ShowAllIn1ShaderWindowWindow()
{
GetWindow<AllIn1ShaderWindow>("All In 1 Shader Window");
}
public static readonly string CUSTOM_EDITOR_HEADER = "AllIn1SpriteShaderEditorImage";
private static string basePath = "Assets/Plugins/AllIn1SpriteShader";
public static readonly string materialsSavesRelativePath = "/Materials";
public static readonly string renderImagesSavesRelativePath = "/Textures";
public static readonly string normalMapSavesRelativePath = "/Textures/NormalMaps";
public static readonly string gradientSavesRelativePath = "/Textures/GradientTextures";
public Vector2 scrollPosition = Vector2.zero;
private Texture2D imageInspector;
private DefaultAsset materialTargetFolder = null;
private GUIStyle style, bigLabel = new GUIStyle(), titleStyle = new GUIStyle();
private const int bigFontSize = 16;
AllIn1Shader.ShaderTypes shaderTypes = AllIn1Shader.ShaderTypes.Default;
bool showUrpWarning = false;
double warningTime = 0f;
private Texture2D targetNormalImage;
private float normalStrength = 5f;
private int normalSmoothing = 1;
private int isComputingNormals = 0;
private enum TextureSizes
{
_2 = 2,
_4 = 4,
_8 = 8,
_16 = 16,
_32 = 32,
_64 = 64,
_128 = 128,
_256 = 256,
_512 = 512,
_1024 = 1024,
_2048 = 2048
}
private TextureSizes textureSizes = TextureSizes._128;
[SerializeField] private Gradient gradient = new Gradient();
private FilterMode gradientFiltering = FilterMode.Bilinear;
private enum ImageType
{
ShowImage,
HideInComponent,
HideEverywhere
}
private ImageType imageType;
private void OnGUI()
{
style = new GUIStyle(EditorStyles.helpBox);
style.margin = new RectOffset(0, 0, 0, 0);
bigLabel = new GUIStyle(EditorStyles.boldLabel);
bigLabel.fontSize = bigFontSize;
titleStyle.alignment = TextAnchor.MiddleLeft;
using (var scrollView = new EditorGUILayout.ScrollViewScope(scrollPosition, GUILayout.Width(position.width), GUILayout.Height(position.height)))
{
scrollPosition = scrollView.scrollPosition;
ShowImageAndSetImageEditorPref();
ShowAssetImageOptionsToggle();
DefaultAssetShader();
DrawLine(Color.grey, 1, 3);
GUILayout.Label("Material Save Path", bigLabel);
GUILayout.Space(20);
GUILayout.Label("Select the folder where new Materials will be saved when the Save Material To Folder button of the asset component is pressed", EditorStyles.boldLabel);
HandleSaveFolderEditorPref("All1ShaderMaterials", basePath + materialsSavesRelativePath, "Material");
DrawLine(Color.grey, 1, 3);
GUILayout.Label("Render Material to Image Save Path", bigLabel);
GUILayout.Space(20);
EditorGUILayout.BeginHorizontal();
{
float scaleSlider = 1;
if (PlayerPrefs.HasKey("All1ShaderRenderImagesScale")) scaleSlider = PlayerPrefs.GetFloat("All1ShaderRenderImagesScale");
GUILayout.Label("Rendered Image Texture Scale", GUILayout.MaxWidth(190));
scaleSlider = EditorGUILayout.Slider(scaleSlider, 0.2f, 5f, GUILayout.MaxWidth(200));
if (GUILayout.Button("Default Value", GUILayout.MaxWidth(100))) PlayerPrefs.SetFloat("All1ShaderRenderImagesScale", 1f);
else PlayerPrefs.SetFloat("All1ShaderRenderImagesScale", scaleSlider);
}
EditorGUILayout.EndVertical();
GUILayout.Label("Select the folder where new Images will be saved when the Render Material To Image button of the asset component is pressed", EditorStyles.boldLabel);
HandleSaveFolderEditorPref("All1ShaderRenderImages", basePath + renderImagesSavesRelativePath, "Images");
DrawLine(Color.grey, 1, 3);
NormalMapCreator();
DrawLine(Color.grey, 1, 3);
GradientCreator();
DrawLine(Color.grey, 1, 3);
GUILayout.Space(10);
SceneNotificationsToggle();
DrawLine(Color.grey, 1, 3);
GUILayout.Space(10);
RefreshLitShader();
GUILayout.Space(10);
DrawLine(Color.grey, 1, 3);
GUILayout.Label("Current asset version is " + versionString, EditorStyles.boldLabel);
}
}
private void ShowImageAndSetImageEditorPref()
{
if(!EditorPrefs.HasKey("allIn1ImageConfig"))
{
EditorPrefs.SetInt("allIn1ImageConfig", (int) ImageType.ShowImage);
}
imageType = (ImageType) EditorPrefs.GetInt("allIn1ImageConfig");
if(imageType == ImageType.HideEverywhere) return;
switch(imageType)
{
case ImageType.ShowImage:
case ImageType.HideInComponent:
if(imageInspector == null) imageInspector = GetInspectorImage();
break;
}
if(imageInspector)
{
Rect rect = EditorGUILayout.GetControlRect(GUILayout.Height(50));
GUI.DrawTexture(rect, imageInspector, ScaleMode.ScaleToFit, true);
}
DrawLine(Color.grey, 1, 3);
}
public static Texture2D GetInspectorImage() => GetImage(CUSTOM_EDITOR_HEADER);
private static Texture2D GetImage(string textureName)
{
string[] guids = AssetDatabase.FindAssets($"{textureName} t:texture");
if(guids.Length > 0)
{
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
return AssetDatabase.LoadAssetAtPath<Texture2D>(path);
}
return null;
}
private void ShowAssetImageOptionsToggle()
{
GUILayout.Label("Asset Image Display Options", bigLabel);
GUILayout.Space(20);
int previousImageType = (int) imageType;
imageType = (ImageType) EditorGUILayout.EnumPopup(imageType, GUILayout.MaxWidth(200));
if((int) imageType != previousImageType) EditorPrefs.SetInt("allIn1ImageConfig", (int) imageType);
DrawLine(Color.grey, 1, 3);
}
private void DefaultAssetShader()
{
GUILayout.Label("Default Asset Shader", bigLabel);
GUILayout.Space(20);
GUILayout.Label("This is the shader variant that will be assigned by default to Sprites and UI Images when the asset component is added", EditorStyles.boldLabel);
bool isUrp = false;
Shader temp = FindShader("AllIn1Urp2dRenderer");
if (temp != null) isUrp = true;
shaderTypes = (AllIn1Shader.ShaderTypes)PlayerPrefs.GetInt("allIn1DefaultShader");
int previousShaderType = (int)shaderTypes;
shaderTypes = (AllIn1Shader.ShaderTypes)EditorGUILayout.EnumPopup(shaderTypes, GUILayout.MaxWidth(200));
if (previousShaderType != (int)shaderTypes)
{
if (!isUrp && shaderTypes == AllIn1Shader.ShaderTypes.Urp2dRenderer)
{
showUrpWarning = true;
warningTime = EditorApplication.timeSinceStartup + 5;
}
else
{
PlayerPrefs.SetInt("allIn1DefaultShader", (int)shaderTypes);
showUrpWarning = false;
}
}
if (warningTime < EditorApplication.timeSinceStartup) showUrpWarning = false;
if (isUrp) showUrpWarning = false;
if (!isUrp && !showUrpWarning && shaderTypes == AllIn1Shader.ShaderTypes.Urp2dRenderer)
{
showUrpWarning = true;
warningTime = EditorApplication.timeSinceStartup + 5;
shaderTypes = AllIn1Shader.ShaderTypes.Default;
PlayerPrefs.SetInt("allIn1DefaultShader", (int)shaderTypes);
}
if (showUrpWarning) EditorGUILayout.HelpBox(
"You can't set the URP 2D Renderer variant since you didn't import the URP package available in the asset root folder (SEE DOCUMENTATION)",
MessageType.Error,
true);
}
private void NormalMapCreator()
{
GUILayout.Label("Normal Map Creator", bigLabel);
GUILayout.Space(20);
GUILayout.Label("Select the folder where new Normal Maps will be saved when the Create Normal Map button of the asset component is pressed (URP only)", EditorStyles.boldLabel);
HandleSaveFolderEditorPref("All1ShaderNormals", basePath + normalMapSavesRelativePath, "Normal Maps");
GUILayout.Space(20);
GUILayout.Label("Assign a sprite you want to create a normal map from. Choose the normal map settings and press the 'Create And Save Normal Map' button", EditorStyles.boldLabel);
targetNormalImage = (Texture2D)EditorGUILayout.ObjectField("Target Image", targetNormalImage, typeof(Texture2D), false, GUILayout.MaxWidth(225));
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label("Normal Strength:", GUILayout.MaxWidth(150));
normalStrength = EditorGUILayout.Slider(normalStrength, 1f, 20f, GUILayout.MaxWidth(400));
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label("Normal Smoothing:", GUILayout.MaxWidth(150));
normalSmoothing = EditorGUILayout.IntSlider(normalSmoothing, 0, 3, GUILayout.MaxWidth(400));
}
EditorGUILayout.EndHorizontal();
if (isComputingNormals == 0)
{
if (targetNormalImage != null)
{
if (GUILayout.Button("Create And Save Normal Map"))
{
isComputingNormals = 1;
return;
}
}
else
{
GUILayout.Label("Add a Target Image to use this feature", EditorStyles.boldLabel);
}
}
else
{
GUILayout.Label("Normal Map is currently being created, be patient", EditorStyles.boldLabel, GUILayout.Height(40));
Repaint();
isComputingNormals++;
if (isComputingNormals > 5)
{
string assetPath = AssetDatabase.GetAssetPath(targetNormalImage);
var tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
if (tImporter != null)
{
tImporter.isReadable = true;
tImporter.SaveAndReimport();
}
Texture2D normalToSave = CreateNormalMap(targetNormalImage, normalStrength, normalSmoothing);
string prefSavedPath = PlayerPrefs.GetString("All1ShaderNormals") + "/";
string path = prefSavedPath + "NormalMap.png";
if(System.IO.File.Exists(path)) path = GetNewValidPath(path);
string texName = path.Replace(prefSavedPath, "");
path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png");
//If you are reading this you might have encountered an error in Unity 2022 Mac builds, if that's the case comment the line above and uncomment the line below
//path = prefSavedPath + texName + ".png";
if (path.Length != 0)
{
byte[] pngData = normalToSave.EncodeToPNG();
if (pngData != null) File.WriteAllBytes(path, pngData);
AssetDatabase.Refresh();
if (path.IndexOf("Assets/") >= 0)
{
string subPath = path.Substring(path.IndexOf("Assets/"));
TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
if (importer != null)
{
Debug.Log("Normal Map saved inside the project: " + subPath);
importer.filterMode = FilterMode.Bilinear;
importer.textureType = TextureImporterType.NormalMap;
importer.wrapMode = TextureWrapMode.Repeat;
importer.SaveAndReimport();
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
}
}
else Debug.Log("Normal Map saved outside the project: " + path);
}
isComputingNormals = 0;
}
}
GUILayout.Label("*This process will freeze the editor for some seconds, larger images will take longer", EditorStyles.boldLabel);
}
private void HandleSaveFolderEditorPref(string keyName, string defaultPath, string logsFeatureName)
{
if (!PlayerPrefs.HasKey(keyName)) PlayerPrefs.SetString(keyName, defaultPath);
materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath(PlayerPrefs.GetString(keyName), typeof(DefaultAsset));
if (materialTargetFolder == null)
{
PlayerPrefs.SetString(keyName, defaultPath);
materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath(PlayerPrefs.GetString(keyName), typeof(DefaultAsset));
if (materialTargetFolder == null)
{
materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath("Assets/", typeof(DefaultAsset));
if(materialTargetFolder == null)
{
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(600));
EditorGUILayout.HelpBox("Folder is invalid, please select a valid one", MessageType.Error, true);
EditorGUILayout.EndHorizontal();
}
else PlayerPrefs.SetString("Assets/", defaultPath);
}
}
materialTargetFolder = (DefaultAsset)EditorGUILayout.ObjectField("New " + logsFeatureName + " Folder",
materialTargetFolder, typeof(DefaultAsset), false, GUILayout.MaxWidth(500));
if (materialTargetFolder != null && IsAssetAFolder(materialTargetFolder))
{
string path = AssetDatabase.GetAssetPath(materialTargetFolder);
PlayerPrefs.SetString(keyName, path);
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(600));
EditorGUILayout.HelpBox("Valid folder! " + logsFeatureName + " save path: " + path, MessageType.Info);
EditorGUILayout.EndHorizontal();
}
else
{
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(600));
EditorGUILayout.HelpBox("Select the new " + logsFeatureName + " Folder", MessageType.Warning, true);
EditorGUILayout.EndHorizontal();
}
}
private void GradientCreator()
{
GUILayout.Label("Gradient Creator", bigLabel);
GUILayout.Space(20);
GUILayout.Label("This feature can be used to create textures for the Color Ramp Effect", EditorStyles.boldLabel);
EditorGUILayout.GradientField("Gradient", gradient, GUILayout.Height(25), GUILayout.MaxWidth(500));
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label("Texture Size:", GUILayout.MaxWidth(145));
textureSizes = (TextureSizes)EditorGUILayout.EnumPopup(textureSizes, GUILayout.MaxWidth(200));
}
EditorGUILayout.EndHorizontal();
int textureSize = (int)textureSizes;
Texture2D gradTex = new Texture2D(textureSize, 1, TextureFormat.RGBA32, false);
for (int i = 0; i < textureSize; i++) gradTex.SetPixel(i, 0, gradient.Evaluate((float)i / (float)textureSize));
gradTex.Apply();
GUILayout.Space(20);
GUILayout.Label("Select the folder where new Gradient Textures will be saved", EditorStyles.boldLabel);
HandleSaveFolderEditorPref("All1ShaderGradients", basePath + gradientSavesRelativePath, "Gradient");
string prefSavedPath = PlayerPrefs.GetString("All1ShaderGradients") + "/";
if (Directory.Exists(prefSavedPath))
{
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label("Gradient Texture Filtering: ", GUILayout.MaxWidth(170));
gradientFiltering = (FilterMode)EditorGUILayout.EnumPopup(gradientFiltering, GUILayout.MaxWidth(200));
}
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("Save Gradient Texture", GUILayout.MaxWidth(500)))
{
string path = prefSavedPath + "ColorGradient.png";
if(System.IO.File.Exists(path)) path = GetNewValidPath(path);
string texName = path.Replace(prefSavedPath, "");
path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png");
if (path.Length != 0)
{
byte[] pngData = gradTex.EncodeToPNG();
if (pngData != null) File.WriteAllBytes(path, pngData);
AssetDatabase.Refresh();
if (path.IndexOf("Assets/") >= 0)
{
string subPath = path.Substring(path.IndexOf("Assets/"));
TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
if (importer != null)
{
Debug.Log("Gradient saved inside the project: " + subPath);
importer.filterMode = gradientFiltering;
importer.SaveAndReimport();
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
}
}
else Debug.Log("Gradient saved outside the project: " + path);
}
}
}
}
private static bool IsAssetAFolder(Object obj)
{
string path = "";
if (obj == null) return false;
path = AssetDatabase.GetAssetPath(obj.GetInstanceID());
if (path.Length > 0)
{
if (Directory.Exists(path)) return true;
else return false;
}
return false;
}
private static string GetNewValidPath(string path, string extension = ".png", int i = 1)
{
int number = i;
path = path.Replace(extension, "");
string newPath = path + "_" + number.ToString();
string fullPath = newPath + extension;
if(File.Exists(fullPath))
{
number++;
fullPath = GetNewValidPath(path, extension, number);
}
return fullPath;
}
private void DrawLine(Color color, int thickness = 2, int padding = 10)
{
Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness));
r.height = thickness;
r.y += (padding / 2);
r.x -= 2;
r.width += 6;
EditorGUI.DrawRect(r, color);
}
public static Texture2D CreateNormalMap(Texture2D t, float normalMult = 5f, int normalSmooth = 0)
{
int width = t.width;
int height = t.height;
Color[] sourcePixels = t.GetPixels();
Color[] resultPixels = new Color[width * height];
Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f);
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
int index = x + y * width;
Vector3 cSampleNegXNegY = GetPixelClamped(sourcePixels, x - 1, y - 1, width, height);
Vector3 cSampleZerXNegY = GetPixelClamped(sourcePixels, x, y - 1, width, height);
Vector3 cSamplePosXNegY = GetPixelClamped(sourcePixels, x + 1, y - 1, width, height);
Vector3 cSampleNegXZerY = GetPixelClamped(sourcePixels, x - 1, y, width, height);
Vector3 cSamplePosXZerY = GetPixelClamped(sourcePixels, x + 1, y, width, height);
Vector3 cSampleNegXPosY = GetPixelClamped(sourcePixels, x - 1, y + 1, width, height);
Vector3 cSampleZerXPosY = GetPixelClamped(sourcePixels, x, y + 1, width, height);
Vector3 cSamplePosXPosY = GetPixelClamped(sourcePixels, x + 1, y + 1, width, height);
float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale);
float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale);
float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale);
float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale);
float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale);
float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale);
float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale);
float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale);
float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f;
float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f;
Vector2 vEdge = new Vector2(edgeX, edgeY) * normalMult;
Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized;
resultPixels[index] = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1);
}
}
if(normalSmooth > 0)
{
resultPixels = SmoothNormals(resultPixels, width, height, normalSmooth);
}
Texture2D texNormal = new Texture2D(width, height, TextureFormat.RGB24, false, false);
texNormal.SetPixels(resultPixels);
texNormal.Apply();
return texNormal;
}
private static Vector3 GetPixelClamped(Color[] pixels, int x, int y, int width, int height)
{
x = Mathf.Clamp(x, 0, width - 1);
y = Mathf.Clamp(y, 0, height - 1);
Color c = pixels[x + y * width];
return new Vector3(c.r, c.g, c.b);
}
private static Color[] SmoothNormals(Color[] pixels, int width, int height, int normalSmooth)
{
Color[] smoothedPixels = new Color[pixels.Length];
float step = 0.00390625f * normalSmooth;
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
float pixelsToAverage = 0.0f;
Color c = pixels[x + y * width];
pixelsToAverage++;
for(int offsetY = -normalSmooth; offsetY <= normalSmooth; offsetY++)
{
for(int offsetX = -normalSmooth; offsetX <= normalSmooth; offsetX++)
{
if(offsetX == 0 && offsetY == 0) continue;
int sampleX = Mathf.Clamp(x + offsetX, 0, width - 1);
int sampleY = Mathf.Clamp(y + offsetY, 0, height - 1);
c += pixels[sampleX + sampleY * width];
pixelsToAverage++;
}
}
smoothedPixels[x + y * width] = c / pixelsToAverage;
}
}
return smoothedPixels;
}
[MenuItem("Assets/Create/AllIn1Shader Materials/CreateDefaultMaterial")]
public static void CreateDefaultMaterial()
{
CreateMaterial("AllIn1SpriteShader");
}
[MenuItem("Assets/Create/AllIn1Shader Materials/CreateScaledTimeMaterial")]
public static void CreateScaledTimeMaterial()
{
CreateMaterial("AllIn1SpriteShaderScaledTime");
}
[MenuItem("Assets/Create/AllIn1Shader Materials/CreateUiMaskMaterial")]
public static void CreateUiMaskMaterial()
{
CreateMaterial("AllIn1SpriteShaderUiMask");
}
private static void CreateMaterial(string shaderName)
{
string selectedPath = AssetDatabase.GetAssetPath(Selection.activeObject);
if(!string.IsNullOrEmpty(selectedPath) && Directory.Exists(selectedPath))
{
Material material = new Material(FindShader(shaderName));
string fullPath = selectedPath + "/Mat-" + shaderName + ".mat";
if(File.Exists(fullPath)) fullPath = GetNewValidPath(fullPath, ".mat");
AssetDatabase.CreateAsset(material, fullPath);
AssetDatabase.Refresh();
}
else
{
Debug.LogWarning("Please select a valid folder in the Project Window.");
}
}
private void OnEnable() => GetBasePath();
private static void GetBasePath()
{
string[] guids = AssetDatabase.FindAssets("t:folder AllIn1SpriteShader");
if(guids.Length > 0)
{
basePath = AssetDatabase.GUIDToAssetPath(guids[0]);
}
else
{
Debug.LogError("AllIn1SpriteShader folder not found in the project.");
basePath = "Assets/Plugins/AllIn1SpriteShader";
}
}
public static string GetMaterialSavePath()
{
if(!PlayerPrefs.HasKey("All1ShaderMaterials"))
{
GetBasePath();
return basePath + materialsSavesRelativePath;
}
return PlayerPrefs.GetString("All1ShaderMaterials");
}
public static string GetRenderImageSavePath()
{
if(!PlayerPrefs.HasKey("All1ShaderRenderImages"))
{
GetBasePath();
return basePath + renderImagesSavesRelativePath;
}
return PlayerPrefs.GetString("All1ShaderRenderImages");
}
public static string GetNormalMapSavePath()
{
if(!PlayerPrefs.HasKey("All1ShaderNormals"))
{
GetBasePath();
return basePath + normalMapSavesRelativePath;
}
return PlayerPrefs.GetString("All1ShaderNormals");
}
private void SceneNotificationsToggle()
{
float previousLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = 200f;
bool areNotificationsEnabled = EditorPrefs.GetInt("DisplaySceneViewNotifications", 1) == 1;
areNotificationsEnabled = EditorGUILayout.Toggle("Display Scene View Notifications", areNotificationsEnabled);
EditorPrefs.SetInt("DisplaySceneViewNotifications", areNotificationsEnabled ? 1 : 0);
EditorGUIUtility.labelWidth = previousLabelWidth;
}
private static void RefreshLitShader()
{
GUILayout.Label("Force the Lit Shader to be reconfigured");
GUILayout.Label("If you are getting some error or have changed the render pipeline press the button below");
if (GUILayout.Button("Refresh Lit Shader", GUILayout.MaxWidth(500f)))
{
AllIn1ShaderImporter.ForceReimport();
}
}
public static void SceneViewNotificationAndLog(string message)
{
Debug.Log(message);
ShowSceneViewNotification(message);
}
public static void ShowSceneViewNotification(string message)
{
bool showNotification = EditorPrefs.GetInt("DisplaySceneViewNotifications", 1) == 1;
if(!showNotification) return;
GUIContent content = new GUIContent(message);
#if UNITY_2019_1_OR_NEWER
SceneView.lastActiveSceneView.ShowNotification(content, 1.5f);
#else
SceneView.lastActiveSceneView.ShowNotification(content);
#endif
}
public static Shader FindShader(string shaderName)
{
string[] guids = AssetDatabase.FindAssets($"{shaderName} t:shader");
foreach(string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
if(shader != null)
{
string fullShaderName = shader.name;
string actualShaderName = fullShaderName.Substring(fullShaderName.LastIndexOf('/') + 1);
if(actualShaderName.Equals(shaderName)) return shader;
}
}
return null;
}
}
}
#endif