jasonma0012 / lwgui Goto Github PK
View Code? Open in Web Editor NEWA Lightweight, Flexible, Powerful Shader GUI System for Unity.
License: MIT License
A Lightweight, Flexible, Powerful Shader GUI System for Unity.
License: MIT License
Ttitle无法显示,可能和引擎默认属性冲突了。调试无法断点,应该是反射失败了。
改成MyTitle即可显示。
Unity Version / Unity版本
希望能够支持根据一个或多个判断条件(Group)显示/隐藏参数的功能
比如某个参数(如Intensity)希望能够在不同的KeyEnum条件下复用(||
或逻辑),或通某个参数的显示需要满足过多个条件(&&
并逻辑)
痛点在于,切换KeyEnum之后,在上一KeyEnum下Check但已不渲染的subtoggle仍然会使仅适用于上一KeyEnum的参数被渲染
大佬!可以教教[Preset(LWGUI BlendModePreset)] BlendMode ("Blend Mode Preset"float)=0
是否可以用在ASE上面让urp管线的Ase材质能选择透明不透明!
能否扩展默认的IntRange 支持Main
_mainGroupNameDic[shader].Keys.First
hello
this is David from Amplify support. aka Dawie
in ASE discord someone suggested you are looking to intergrade more into ASE
drawer files and GUI are very easy to add using ASE
if you have any issues or trouble, feel free to contact me in the official ASE discord.
keep up the good work.
在TextureProperty前新增[Ramp]
把鼠標放在材質球面板上就可以看到 Profiler / Memory / Scene Objects 持續增加
RT。这样使用起来更方便。
目前是否支持材质的globalIlluminationFlags切换,自发光需要设置这个为MaterialGlobalIlluminationFlags.BakedEmissive才能烘焙。
现在情况是调整了材质之后 如果直接拷贝材质 所有的变更都会还原
material.renderQueue += material.HasProperty("_QueueOffset") ? (int) material.GetFloat("_QueueOffset") : 0;
When an Enum() property is the child of a drawer, the enum values do not display as expected.
For example, the following property properly nests under Main(GroupAdv)
:
[Enum(Off,0,On,1)] [Sub(GroupAdv)] _ZWrite ("ZWrite Mode", Float) = 1
But the Enum property does not show the drop-down selection of enums.
If I instead use the following property setup:
[Enum(Off,0,On,1)] _ZWrite ("ZWrite Mode", Float) = 1
The ZWrite property behaves as expected and is no longer nested within the group.
I am using the latest release of LWGUI (v1.4.0) with Unity v2019.4.31f1.
RT。需要重新赋shader异常才会消失。
test
Describe the bug / 描述你遇到的Bug
If two or more groups with partially identical names exist, the second and subsequent groups do not work.
To Reproduce / 复现步骤
Properties
{
[Main(Group_Color, _, off, off)] _groupColor ("カラー設定", float) = 1
[Sub(Group_Color)] _Stencil ("Stencil", Int) = 0
[Main(Group_ColorSettings, _, off, off)] _groupColorVariation ("カラバリ設定", float) = 1
[Sub(Group_ColorSettings)] _MainTex ("Texture", 2D) = "white" {}
}
Here is the bug reproducing movie.
This bug has been reproduced since version 1.12.0 .
Unity Version / Unity版本
rt。另外toggle能否类似tex一样支持扩展属性。
unity内置的header也是不支持中文的
在场景中的物体上的材质切换shader的话,会出现界面没有刷新的情况,需要切换到其它物体,再切换回来,材质才能正常刷新。
改动shader的话 材质界面刷新经常报这个错
KWEnum是否可以扩展到9组或者不限制组数
尝试改成TexturePropertySingleLine排版又不对了,大佬可以试试解决一下
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