UnityEditor.ShaderUtil.GetLOD C# (CSharp) Method

GetLOD() private method

private GetLOD ( Shader s ) : int
s UnityEngine.Shader
return int
        internal static extern int GetLOD(Shader s);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

示例#1
0
        public override void OnInspectorGUI()
        {
            var s = target as Shader;

            if (s == null)
            {
                return;
            }

            GUI.enabled = true;

            EditorGUI.indentLevel = 0;

            ShowShaderCodeArea(s);

            if (s.isSupported)
            {
                EditorGUILayout.LabelField("Cast shadows", (ShaderUtil.HasShadowCasterPass(s)) ? "yes" : "no");
                EditorGUILayout.LabelField("Render queue", ShaderUtil.GetRenderQueue(s).ToString(CultureInfo.InvariantCulture));
                EditorGUILayout.LabelField("LOD", ShaderUtil.GetLOD(s).ToString(CultureInfo.InvariantCulture));
                EditorGUILayout.LabelField("Ignore projector", ShaderUtil.DoesIgnoreProjector(s) ? "yes" : "no");
                string disableBatchingString;
                switch (s.disableBatching)
                {
                case DisableBatchingType.False:
                    disableBatchingString = "no";
                    break;

                case DisableBatchingType.True:
                    disableBatchingString = "yes";
                    break;

                case DisableBatchingType.WhenLODFading:
                    disableBatchingString = "when LOD fading is on";
                    break;

                default:
                    disableBatchingString = "unknown";
                    break;
                }
                EditorGUILayout.LabelField("Disable batching", disableBatchingString);
                ShowKeywords(s);

                // If any SRP is active, then display the SRP Batcher compatibility status
                if (RenderPipelineManager.currentPipeline != null)
                {
                    var mat = new Material(s);
                    mat.SetPass(0);                 // NOTE: Force the shader compilation to ensure GetSRPBatcherCompatibilityCode will be up to date
                    int    subShader  = ShaderUtil.GetShaderActiveSubshaderIndex(s);
                    int    SRPErrCode = ShaderUtil.GetSRPBatcherCompatibilityCode(s, subShader);
                    string result     = (0 == SRPErrCode) ? "compatible" : "not compatible";
                    EditorGUILayout.LabelField("SRP Batcher", result);
                    if (SRPErrCode != 0)
                    {
                        EditorGUILayout.HelpBox(ShaderUtil.GetSRPBatcherCompatibilityIssueReason(s, subShader, SRPErrCode), MessageType.Info);
                    }
                }
                ShowShaderProperties(s);
            }
        }
All Usage Examples Of UnityEditor.ShaderUtil::GetLOD