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ProceduralMaterial.GetProceduralPropertyDescriptions

public function GetProceduralPropertyDescriptions(): ProceduralPropertyDescription[];

Description

Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.

This can be used to build generic GUI that can be used to edit the properties of any ProceduralMaterial without knowing its properties in advance.

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(); }