Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

MaterialEditor

Namespace: UnityEditor

/

Inherits from: Editor

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

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 ShaderLab reference.

Static Variables

kMiniTextureFieldLabelIndentLevelUseful for indenting shader properties that need the same indent as mini texture field.

Variables

isVisibleIs the current material expanded.

Public Functions

AwakeCalled when the Editor is woken up.
ColorPropertyDraw a property field for a color shader property.
DefaultPreviewGUIDefault handling of preview area for materials.
DefaultPreviewSettingsGUIDefault toolbar for material preview area.
DefaultShaderPropertyHandles UI for one shader property ignoring any custom drawers.
FloatPropertyDraw a property field for a float shader property.
GetPropertyHeightCalculate height needed for the property.
GetTexturePropertyCustomAreaReturns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties.
HasPreviewGUICan this component be Previewed in its current state?
HelpBoxWithButtonMake a help box with a message and button. Returns true, if button was pressed.
LightmapEmissionPropertyThis function will draw the UI for the lightmap emission property. (None, Realtime, baked)See Also: MaterialLightmapFlags.
OnDisableCalled when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly.
OnEnableCalled when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly.
OnInspectorGUIImplement specific MaterialEditor GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.
OnPreviewGUICustom preview for Image component.
PropertiesChangedWhenever a material property is changed call this function. This will rebuild the inspector and validate the properties.
PropertiesDefaultGUIDefault rendering of shader properties.
PropertiesGUIRender the standard material properties. This method will either render properties using a IShaderGUI instance if found otherwise it uses PropertiesDefaultGUI.
RangePropertyDraw a range slider for a range shader property.
RegisterPropertyChangeUndoCall this when you change a material property. It will add an undo for the action.
RequiresConstantRepaintDoes this edit require to be repainted constantly in its current state?
SetDefaultGUIWidthsSet EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses.
SetShaderSet the shader of the material.
ShaderPropertyHandes UI for one shader property.
TextureCompatibilityWarningChecks if particular property has incorrect type of texture specified by the material, displays appropriate warning and suggests the user to automatically fix the problem.
TexturePropertyDraw a property field for a texture shader property.
TexturePropertyMiniThumbnailDraw a property field for a texture shader property that only takes up a single line height.
TexturePropertySingleLineMethod for showing a texture property control with additional inlined properites.
TexturePropertyTwoLinesMethod for showing a compact layout of properties.
TextureScaleOffsetPropertyDraws tiling and offset properties for a texture.
VectorPropertyDraw a property field for a vector shader property.

Static Functions

ApplyMaterialPropertyDrawersApply initial MaterialPropertyDrawer values.
GetDefaultPropertyHeightCalculate height needed for the property, ignoring custom drawers.
GetMaterialPropertiesGet shader property information of the passed materials.
GetMaterialPropertyGet information about a single shader property.

Inherited members

Variables

serializedObjectA SerializedObject representing the object or objects being inspected.
targetThe object being inspected.
targetsAn array of all the object being inspected.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

DrawDefaultInspectorDraw the built-in inspector.
DrawHeaderCall this function to draw the header of the editor.
DrawPreviewThe first entry point for Preview Drawing.
GetInfoStringImplement this method to show asset information on top of the asset preview.
GetPreviewTitleOverride this method if you want to change the label of the Preview area.
OnInteractivePreviewGUIImplement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.
OnPreviewSettingsOverride this method if you want to show custom controls in the preview header.
RenderStaticPreviewOverride this method if you want to render a static preview that shows.
RepaintRepaint any inspectors that shows this editor.
UseDefaultMarginsOverride this method in subclasses to return false if you don't want default margins.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

CreateCachedEditorOn return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one.
CreateEditorMake a custom editor for targetObject or targetObjects.
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object with className.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.

Messages

OnSceneGUILets the Editor handle an event in the scene view.
OnDestroyThis function is called when the scriptable object will be destroyed.