UnityEditor.MaterialEditor.VectorProperty C# (CSharp) Method

VectorProperty() public method

public VectorProperty ( MaterialProperty prop, string label ) : Vector4
prop MaterialProperty
label string
return Vector4
        public Vector4 VectorProperty(MaterialProperty prop, string label)
        {
            Rect position = this.GetPropertyRect(prop, label, true);
            return this.VectorProperty(position, prop, label);
        }

Same methods

MaterialEditor::VectorProperty ( Rect position, MaterialProperty prop, string label ) : Vector4
MaterialEditor::VectorProperty ( string propertyName, string label ) : Vector4

Usage Example

示例#1
0
        void DoEmissionArea(Material material)
        {
            bool showEmissionColorAndGIControls = emissionScaleUI.floatValue > 0f;
            bool hadEmissionTexture             = emissionMap.textureValue != null;

            // Do controls
            m_MaterialEditor.TexturePropertySingleLine(Styles.emissionText, emissionMap, showEmissionColorAndGIControls ? emissionColorUI : null, emissionScaleUI);

            // Set default emissionScaleUI if texture was assigned
            if (emissionMap.textureValue != null && !hadEmissionTexture && emissionScaleUI.floatValue <= 0f)
            {
                emissionScaleUI.floatValue = 1.0f;
            }

            // Dynamic Lightmapping mode
            if (showEmissionColorAndGIControls)
            {
                bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(EvalFinalEmissionColor(material));
                EditorGUI.BeginDisabledGroup(!shouldEmissionBeEnabled);

                m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);

                m_MaterialEditor.FloatProperty(causticsStartLevel, Styles.causticsStartlevelText);
                if (causticsShallowFadeDistance.floatValue < 0)
                {
                    causticsShallowFadeDistance.floatValue = 0;
                }
                m_MaterialEditor.FloatProperty(causticsShallowFadeDistance, Styles.causticsShallowFadeDistanceText);
                m_MaterialEditor.FloatProperty(causticsScale, Styles.causticsScaleText);
                m_MaterialEditor.VectorProperty(causticsDrift, Styles.causticsDriftText);

                EditorGUI.EndDisabledGroup();
            }

            if (!HasValidEmissiveKeyword(material))
            {
                EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning);
            }
        }
All Usage Examples Of UnityEditor.MaterialEditor::VectorProperty
MaterialEditor