public override void OnInspectorGUI()
{
serializedObject.Update();
serializedObject.ApplyModifiedProperties();
EditorGUILayout.PropertyField(m_PreloadedShaders, true);
EditorGUILayout.Space();
GUILayout.Label(
string.Format("Currently tracked: {0} shaders {1} total variants",
ShaderUtil.GetCurrentShaderVariantCollectionShaderCount(), ShaderUtil.GetCurrentShaderVariantCollectionVariantCount()
)
);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(Styles.shaderPreloadSave, EditorStyles.miniButton))
{
string message = "Save shader variant collection";
string assetPath = EditorUtility.SaveFilePanelInProject("Save Shader Variant Collection", "NewShaderVariants", "shadervariants", message, ProjectWindowUtil.GetActiveFolderPath());
if (!string.IsNullOrEmpty(assetPath))
{
ShaderUtil.SaveCurrentShaderVariantCollection(assetPath);
}
GUIUtility.ExitGUI();
}
if (GUILayout.Button(Styles.shaderPreloadClear, EditorStyles.miniButton))
{
ShaderUtil.ClearCurrentShaderVariantCollection();
}
EditorGUILayout.EndHorizontal();
serializedObject.ApplyModifiedProperties();
}