The Unity Material Editor.
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. |
Awake | Called when the Editor is woken up. |
ColorProperty | Draw a property field for a color shader property. |
DefaultShaderProperty | Handles UI for one shader property ignoring any custom drawers. |
FloatProperty | Draw a property field for a float shader property. |
GetPropertyHeight | Calculate height needed for the property. |
OnDisable | Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly. |
OnEnable | Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly. |
OnInspectorGUI | Implement specific MaterialEditor GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. |
PropertiesChanged | Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties. |
PropertiesGUI | Render the standard material properties. |
RangeProperty | Draw a range slider for a range shader property. |
RegisterPropertyChangeUndo | Call this when you change a material property. It will add an undo for the action. |
SetShader | Set the shader of the material. |
ShaderProperty | Handes UI for one shader property. |
TextureProperty | Draw a property field for a texture shader property. |
VectorProperty | Draw a property field for a vector shader property. |
ApplyMaterialPropertyDrawers | Apply initial MaterialPropertyDrawer values. |
GetDefaultPropertyHeight | Calculate height needed for the property, ignoring custom drawers. |
GetMaterialProperties | Get shader property information of the passed materials. |
GetMaterialProperty | Get information about a single shader property. |
serializedObject | A SerializedObject representing the object or objects being inspected. |
target | The object being inspected. |
targets | An array of all the object being inspected. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
DrawDefaultInspector | Draw the built-in inspector. |
DrawHeader | Call this function to draw the header of the editor. |
DrawPreview | The first entry point for Preview Drawing. |
GetInfoString | Implement this method to show asset information on top of the asset preview. |
GetPreviewTitle | Override this method if you want to change the label of the Preview area. |
HasPreviewGUI | Override this method in subclasses if you implement OnPreviewGUI. |
OnInspectorGUI | Implement this function to make a custom inspector. |
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. |
OnPreviewGUI | Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. |
OnPreviewSettings | Override this method if you want to show custom controls in the preview header. |
RenderStaticPreview | Override this method if you want to render a static preview that shows. |
Repaint | Repaint any inspectors that shows this editor. |
UseDefaultMargins | Override this method in subclasses to return false if you don't want default margins. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
CreateEditor | Make a custom editor for obj or objects. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object with className. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |
OnSceneGUI | Lets the Editor handle an event in the scene view. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |