The Unity Material Editor.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
Extend this class to write your own custom material editor. For more detailed information see the Custom Material Editor section of the the ShaderLab reference.
isVisible |
Is the current material expanded. |
SetShader |
Set the shader of the material. |
Awake |
Called when the Editor is woken up. |
PropertiesChanged |
Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties. |
GetFloat |
Get the value of a given float shader property. |
SetFloat |
Set the value of a given float property. |
GetColor |
Get the value of a given color shader property. |
SetColor |
Set the value of a given texture property. |
GetVector |
Get the value of a given vector shader property. |
SetVector |
Set the value of a given vector property. |
GetTexture |
Get the value of a given float shader property. |
SetTexture |
Set the value of a given texture property. |
GetTextureScale |
Get the value of a given texture scale for a given texture property. |
GetTextureOffset |
Get the value of a given texture offset for a given texture property. |
SetTextureScale |
Set the scale of a given texture property. |
SetTextureOffset |
Set the offset of a given texture property. |
RangeProperty |
Draw a range slider for a range shader property. |
FloatProperty |
Draw a property field for a float shader property. |
ColorProperty |
Draw a property field for a color shader property. |
VectorProperty |
Draw a property field for a vector shader property. |
TextureProperty |
Draw a property field for a texture shader property. |
ShaderProperty |
Automatically draw a shader property from given index for the given shader. |
PropertiesGUI |
Render the standard material properties. |
RegisterPropertyChangeUndo |
Call this when you change a material property. It will add an undo for the action. |
OnEnable |
Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly. |
UndoRedoPerformed |
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OnDisable |
Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly. |
target |
The object being inspected. |
targets |
An array of all the object being inspected. |
serializedObject |
A SerializedObject representing the object or objects being inspected. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
DrawDefaultInspector |
Draw the built-in inspector. |
OnInspectorGUI |
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Repaint |
Repaint any inspectors that shows this editor. |
HasPreviewGUI |
Override this method in subclasses if you implement OnPreviewGUI. |
GetPreviewTitle |
Override this method if you want to change the label of the Preview area. |
RenderStaticPreview |
Override this method if you want to render a static preview that shows. |
OnPreviewGUI |
Implement to create your own custom preview. Custom previews are used in the preview area of the inspector, primary editor headers, and the object selector. |
OnInteractivePreviewGUI |
Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. |
OnPreviewSettings |
Override this method if you want to show custom controls in the preview header. |
GetInfoString |
Implement this method to show asset information on top of the asset preview. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
OnSceneGUI |
Lets the Editor handle an event in the scene view. |
OnEnable |
This function is called when the object is loaded. |
OnDisable |
This function is called when the scriptable object goes out of scope. |
OnDestroy |
This function is called when the scriptable object will be destroyed. |
CreateEditor |
Make a custom editor for obj or objects. |
CreateInstance |
Creates an instance of a scriptable object with className. |
operator bool |
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Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same. |
operator != |
Compares if two objects refer to a different object. |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |