ProceduralMaterial.GetProceduralPropertyDescriptions Manual     Reference     Scripting  
Scripting > Runtime Classes > ProceduralMaterial
ProceduralMaterial.GetProceduralPropertyDescriptions

function GetProceduralPropertyDescriptions () : ProceduralPropertyDescription[]

Description

Get an array of descriptions of all the properties this Procedural Material has.

This can be used to build generic GUI that can be used to edit the properties of any Procedural Material without knowing the properties of it in advance.

JavaScript
var scrolling : Vector2;

function OnGUI () {
if (renderer.sharedMaterial as ProceduralMaterial) {
// Show substance properties inside window
var windowRect = new Rect (Screen.width-250, 30, 220, Screen.height-60);
GUI.Window (0, windowRect, ProceduralPropertiesGUI, "Procedural Properties");
}
}

function ProceduralPropertiesGUI (windowId : int) {
scrolling = GUILayout.BeginScrollView (scrolling);

var substance = renderer.sharedMaterial as ProceduralMaterial;

// Get a list of all the Procedural properties
var inputs = substance.GetProceduralPropertyDescriptions ();
// Iterate through all the properties
for (var i : int = 0; i < inputs.Length; i++) {
var input = inputs[i];

// Handle the different types of properties
var type = input.type;

// Show a boolean as a toggle
if (type == ProceduralPropertyType.Boolean) {
var inputBool = substance.GetProceduralBoolean (input.name);
var oldInputBool = inputBool;
inputBool = GUILayout.Toggle (inputBool, input.name);
if (inputBool != oldInputBool)
substance.SetProceduralBoolean (input.name, inputBool);
}
// Show a float as a slider
else if (type == ProceduralPropertyType.Float) {
// Only show GUI for numbers with a defined range
if (input.hasRange) {
GUILayout.Label (input.name);

var inputFloat = substance.GetProceduralFloat (input.name);
var oldInputFloat = inputFloat;

inputFloat = GUILayout.HorizontalSlider (inputFloat, input.minimum, input.maximum);
if (inputFloat != oldInputFloat)
substance.SetProceduralFloat (input.name, inputFloat);
}
}
// Show a vector as multiple sliders
else if (type == ProceduralPropertyType.Vector2 ||
type == ProceduralPropertyType.Vector3 ||
type == ProceduralPropertyType.Vector4
) {
// Only show GUI for numbers with a defined range
if (input.hasRange) {
GUILayout.Label (input.name);

// How many components are in this vector?
var vectorComponentAmount = 4;
if (type == ProceduralPropertyType.Vector2) vectorComponentAmount = 2;
if (type == ProceduralPropertyType.Vector3) vectorComponentAmount = 3;

var inputVector = substance.GetProceduralVector (input.name);
var oldInputVector = inputVector;

// Loop through the vector component and show a slider for each
for (var c : int = 0; c < vectorComponentAmount; c++)
inputVector[c] = GUILayout.HorizontalSlider (
inputVector[c], input.minimum, input.maximum);

if (inputVector != oldInputVector)
substance.SetProceduralVector (input.name, inputVector);
}
}
// Show a color as multiple sliders
else if (type == ProceduralPropertyType.Color3 || type == ProceduralPropertyType.Color4) {
GUILayout.Label (input.name);

// How many numbers are in this color?
var colorComponentAmount = (type == ProceduralPropertyType.Color3 ? 3 : 4);

var colorInput = substance.GetProceduralColor (input.name);
var oldColorInput = colorInput;

// Loop through the vector numbers and show a slider for each
for (var d : int = 0; d < colorComponentAmount; d++)
colorInput[d] = GUILayout.HorizontalSlider (colorInput[d], 0, 1);

if (colorInput != oldColorInput)
substance.SetProceduralColor (input.name, colorInput);
}

// Show an enum as a selection grid
else if (type == ProceduralPropertyType.Enum) {
GUILayout.Label (input.name);

var enumInput = substance.GetProceduralEnum (input.name);
var oldEnumInput = enumInput;
var enumOptions = input.enumOptions;

enumInput = GUILayout.SelectionGrid (enumInput, enumOptions, 1);
if (enumInput != oldEnumInput)
substance.SetProceduralEnum (input.name, enumInput);
}
}
// Rebuild the textures to show the changes
substance.RebuildTextures();

GUILayout.EndScrollView();
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public Vector2 scrolling;
void OnGUI() {
if (renderer.sharedMaterial as ProceduralMaterial) {
Rect windowRect = new Rect(Screen.width - 250, 30, 220, Screen.height - 60);
GUI.Window(0, windowRect, ProceduralPropertiesGUI, "Procedural Properties");
}
}
void ProceduralPropertiesGUI(int windowId) {
scrolling = GUILayout.BeginScrollView(scrolling);
ProceduralMaterial substance = renderer.sharedMaterial as ProceduralMaterial;
ProceduralPropertyDescription[] inputs = substance.GetProceduralPropertyDescriptions();
int i = 0;
while (i < inputs.Length) {
ProceduralPropertyDescription input = inputs[i];
ProceduralPropertyType type = input.type;
if (type == ProceduralPropertyType.Boolean) {
bool inputBool = substance.GetProceduralBoolean(input.name);
bool oldInputBool = inputBool;
inputBool = GUILayout.Toggle(inputBool, input.name);
if (inputBool != oldInputBool)
substance.SetProceduralBoolean(input.name, inputBool);

} else
if (type == ProceduralPropertyType.Float)
if (input.hasRange) {
GUILayout.Label(input.name);
float inputFloat = substance.GetProceduralFloat(input.name);
float oldInputFloat = inputFloat;
inputFloat = GUILayout.HorizontalSlider(inputFloat, input.minimum, input.maximum);
if (inputFloat != oldInputFloat)
substance.SetProceduralFloat(input.name, inputFloat);

}
else
if (type == ProceduralPropertyType.Vector2 || type == ProceduralPropertyType.Vector3 || type == ProceduralPropertyType.Vector4)
if (input.hasRange) {
GUILayout.Label(input.name);
int vectorComponentAmount = 4;
if (type == ProceduralPropertyType.Vector2)
vectorComponentAmount = 2;

if (type == ProceduralPropertyType.Vector3)
vectorComponentAmount = 3;

Vector4 inputVector = substance.GetProceduralVector(input.name);
Vector4 oldInputVector = inputVector;
int c = 0;
while (c < vectorComponentAmount) {
inputVector[c] = GUILayout.HorizontalSlider(inputVector[c], input.minimum, input.maximum);
c++;
}
if (inputVector != oldInputVector)
substance.SetProceduralVector(input.name, inputVector);

}
else
if (type == ProceduralPropertyType.Color3 || type == ProceduralPropertyType.Color4) {
GUILayout.Label(input.name);
int colorComponentAmount = ((type == ProceduralPropertyType.Color3) ? 3 : 4);
Color colorInput = substance.GetProceduralColor(input.name);
Color oldColorInput = colorInput;
int d = 0;
while (d < colorComponentAmount) {
colorInput[d] = GUILayout.HorizontalSlider(colorInput[d], 0, 1);
d++;
}
if (colorInput != oldColorInput)
substance.SetProceduralColor(input.name, colorInput);

} else
if (type == ProceduralPropertyType.Enum) {
GUILayout.Label(input.name);
int enumInput = substance.GetProceduralEnum(input.name);
int oldEnumInput = enumInput;
string[] enumOptions = input.enumOptions;
enumInput = GUILayout.SelectionGrid(enumInput, enumOptions, 1);
if (enumInput != oldEnumInput)
substance.SetProceduralEnum(input.name, enumInput);

}
i++;
}
substance.RebuildTextures();
GUILayout.EndScrollView();
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public scrolling as Vector2

def OnGUI():
if (renderer.sharedMaterial as ProceduralMaterial):
windowRect as Rect = Rect((Screen.width - 250), 30, 220, (Screen.height - 60))
GUI.Window(0, windowRect, ProceduralPropertiesGUI, 'Procedural Properties')

def ProceduralPropertiesGUI(windowId as int):
scrolling = GUILayout.BeginScrollView(scrolling)
substance as ProceduralMaterial = renderer.sharedMaterial
inputs as (ProceduralPropertyDescription) = substance.GetProceduralPropertyDescriptions()
i as int = 0
while i < inputs.Length:
input as ProceduralPropertyDescription = inputs[i]
type as ProceduralPropertyType = input.type
if type == ProceduralPropertyType.Boolean:
inputBool as bool = substance.GetProceduralBoolean(input.name)
oldInputBool as bool = inputBool
inputBool = GUILayout.Toggle(inputBool, input.name)
if inputBool != oldInputBool:
substance.SetProceduralBoolean(input.name, inputBool)
elif type == ProceduralPropertyType.Float:
if input.hasRange:
GUILayout.Label(input.name)
inputFloat as single = substance.GetProceduralFloat(input.name)
oldInputFloat as single = inputFloat
inputFloat = GUILayout.HorizontalSlider(inputFloat, input.minimum, input.maximum)
if inputFloat != oldInputFloat:
substance.SetProceduralFloat(input.name, inputFloat)
elif ((type == ProceduralPropertyType.Vector2) or (type == ProceduralPropertyType.Vector3)) or (type == ProceduralPropertyType.Vector4):
if input.hasRange:
GUILayout.Label(input.name)
vectorComponentAmount as int = 4
if type == ProceduralPropertyType.Vector2:
vectorComponentAmount = 2
if type == ProceduralPropertyType.Vector3:
vectorComponentAmount = 3
inputVector as Vector4 = substance.GetProceduralVector(input.name)
oldInputVector as Vector4 = inputVector
c as int = 0
while c < vectorComponentAmount:
inputVector[c] = GUILayout.HorizontalSlider(inputVector[c], input.minimum, input.maximum)
c++
if inputVector != oldInputVector:
substance.SetProceduralVector(input.name, inputVector)
elif (type == ProceduralPropertyType.Color3) or (type == ProceduralPropertyType.Color4):
GUILayout.Label(input.name)
colorComponentAmount as int = (3 if (type == ProceduralPropertyType.Color3) else 4)
colorInput as Color = substance.GetProceduralColor(input.name)
oldColorInput as Color = colorInput
d as int = 0
while d < colorComponentAmount:
colorInput[d] = GUILayout.HorizontalSlider(colorInput[d], 0, 1)
d++
if colorInput != oldColorInput:
substance.SetProceduralColor(input.name, colorInput)
elif type == ProceduralPropertyType.Enum:
GUILayout.Label(input.name)
enumInput as int = substance.GetProceduralEnum(input.name)
oldEnumInput as int = enumInput
enumOptions as (string) = input.enumOptions
enumInput = GUILayout.SelectionGrid(enumInput, enumOptions, 1)
if enumInput != oldEnumInput:
substance.SetProceduralEnum(input.name, enumInput)
i++
substance.RebuildTextures()
GUILayout.EndScrollView()