Version: 2023.2
言語: 日本語

MaterialPropertyDrawer

class in UnityEditor

マニュアルに切り替える

説明

プロパティー Drawer の派生元ベースクラス

これを使用して自身のマテリアルプロパティーのためのカスタム UI Drawer を、カスタムの MaterialEditor クラスを記述することなく、作成できます。このクラスは PropertyDrawer がカスタムのインスペクターを記述することなくカスタム UI を可能にする方法に似ています。

シェーダーコードでは C# のような属性の文法を、シェーダープロパティーの前に使用して Drawer を追加できます。Unity にはいくつかのビルトインの Drawer があり、自身で記述することもできます。次にシンタックスを示すシェーダーコードのスニペットを示します。

          Shader "Custom/Example"
{
    Properties
    {
        _MainTex("Base (RGB)", 2D) = "white" {}

// Display a popup with None,Add,Multiply choices, // and setup corresponding shader keywords. [KeywordEnum(None, Add, Multiply)] _Overlay("Overlay mode", Float) = 0

_OverlayTex("Overlay", 2D) = "black" {}

// Display as a toggle. [Toggle] _Invert("Invert color?", Float) = 0 }

// rest of shader code... }

When implementing your own drawers, you should override OnGUI function. You can also optionally override GetPropertyHeight and Apply functions. Here's an example of a property drawer that displays a checkbox for a float property, with the value set to 0 or 1 depending on the state:

using UnityEngine;
using UnityEditor;
using System;

// The property drawer class should be placed in an editor script, inside a folder called Editor. // Use with "[MyToggle]" before a float shader property.

public class MyToggleDrawer : MaterialPropertyDrawer { // Draw the property inside the given rect public override void OnGUI (Rect position, MaterialProperty prop, String label, MaterialEditor editor) { // Setup bool value = (prop.floatValue != 0.0f);

EditorGUI.BeginChangeCheck(); EditorGUI.showMixedValue = prop.hasMixedValue;

// Show the toggle control value = EditorGUI.Toggle(position, label, value);

EditorGUI.showMixedValue = false; if (EditorGUI.EndChangeCheck()) { // Set the new value if it has changed prop.floatValue = value ? 1.0f : 0.0f; } } }

The built-in MaterialPropertyDrawers are: ToggleDrawer, ToggleOffDrawer, KeywordEnumDrawer, EnumDrawer, PowerSliderDrawer, IntRangeDrawer. In shader code, the "Drawer" suffix of the class name is not written; when Unity searches for the drawer class it adds "Drawer" automatically.

Toggle allows you to enable or disable a single shader keyword. It uses a float to store the state of the shader keyword, and displays it as a toggle. When the toggle is enabled, Unity enables the shader keyword; when the toggle is disabled, Unity disables the shader keyword.

If you specify a keyword name, the toggle affects a shader keyword with that name. If you don't specify a shader keyword name, the toggle affects a shader keyword with the name (uppercase property name)_ON.

// This version specifies a keyword name.
// The material property name is not important.
// When the toggle is enabled, Unity enables a shader keyword with the name "ENABLE_EXAMPLE_FEATURE".
// When the toggle is disabled, Unity disables a shader keyword with the name "ENABLE_EXAMPLE_FEATURE".
[Toggle(ENABLE_EXAMPLE_FEATURE)] _ExampleFeatureEnabled ("Enable example feature", Float) = 0

// This version does not specify a keyword name. // The material property name determines the shader keyword it affects. // When this toggle is enabled, Unity enables a shader keyword with the name "_ANOTHER_FEATURE_ON". // When this toggle is disabled, Unity disables a shader keyword with the name "_ANOTHER_FEATURE_ON". [Toggle] _Another_Feature ("Enable another feature", Float) = 0

// ...Later, in the HLSL code: #pragma multi_compile __ ENABLE_EXAMPLE_FEATURE #pragma multi_compile __ _ANOTHER_FEATURE_ON

ToggleOff is similar to Toggle, but when the toggle is enabled, Unity disables the shader keyword; when the toggle is disabled, Unity enables the shader keyword. Additionally, the default name when you don't specify a shader keyword name is (uppercase property name)_OFF.

ToggleOff can be useful for adding functionality and toggles to existing shaders, while maintaining backwards compatibility.

// This version specifies a keyword name.
// The material property name is not important.
// When the toggle is enabled, Unity disables a shader keyword with the name "DISABLE_EXAMPLE_FEATURE".
// When the toggle is disabled, Unity enables a shader keyword with the name "DISABLE_EXAMPLE_FEATURE".
[ToggleOff(DISABLE_EXAMPLE_FEATURE)] _ExampleFeatureEnabled ("Enable example feature", Float) = 0

// This version does not specify a keyword name. // The material property name determines the shader keyword it affects. // When this toggle is enabled, Unity disables a shader keyword with the name "_ANOTHER_FEATURE_OFF". // When this toggle is disabled, Unity enables a shader keyword with the name "_ANOTHER_FEATURE_OFF". [ToggleOff] _Another_Feature ("Enable another feature", Float) = 0

// ...Later, in the HLSL code: #pragma multi_compile __ DISABLE_EXAMPLE_FEATURE #pragma multi_compile __ _ANOTHER_FEATURE_OFF

KeywordEnum allows you to choose which of a set of shader keywords to enable. It displays a float as a popup menu, and the value of the float determines which shader keyword Unity enables. Unity enables a shader keyword with the name (uppercase property name)_(uppercase enum value name). Up to 9 names can be provided.

// Display a popup with None, Add, Multiply choices.
// Each option will set _OVERLAY_NONE, _OVERLAY_ADD, _OVERLAY_MULTIPLY shader keywords.
[KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0

// ...Later, in the HLSL code: #pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY

**Enum** により float プロパティーにポップアップメニューを表示します。列挙体の型名(望ましいのは、複数の型がある場合を想定して完全修飾された名前空間)、明示的な名前 / 値のペアを指定できます。最大で 7 つの名前 / 値のペアを指定できます。

// Blend mode values
[Enum(UnityEngine.Rendering.BlendMode)] _Blend ("Blend mode", Float) = 1

// A subset of blend mode values, just "One" (value 1) and "SrcAlpha" (value 5). [Enum(One,1,SrcAlpha,5)] _Blend2 ("Blend mode subset", Float) = 1

**PowerSlider** により Range シェーダープロパティーに対する線形でない反応曲線のスライダーを表示します。

// A slider with 3.0 response curve
[PowerSlider(3.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.08

IntRange displays an integer slider for a Range shader property.

// An integer slider for specified range (0 to 255)
[IntRange] _Alpha ("Alpha", Range (0, 255)) = 100

When a property drawer class name ends with "Decorator", that is a property decorator, similar to DecoratorDrawer. They are used to create headings and dividers between properties that don't affect the property itself. A single property can have multiple decorators on it. The built-in decorator drawers are: SpaceDecorator, HeaderDecorator.

**Space** によりシェーダープロパティーの前に垂直方向のスペースを作成します。

// Default small amount of space.
[Space] _Prop1 ("Prop1", Float) = 0

// Large amount of space. [Space(50)] _Prop2 ("Prop2", Float) = 0

**Header** によりシェーダープロパティーの前にヘッダーテキストを作成します。

[Header(A group of things)] _Prop1 ("Prop1", Float) = 0

パフォーマンス上の理由により、EditorGUILayout 関数は MaterialPropertyDrawer では使用できません。

関連項目: MaterialProperty クラス

Public 関数

Applyマテリアルに追加の初期値を適用します
GetPropertyHeightGUI の高さを指定するにはこのメソッドのプロパティーをピクセル単位でオーバーライドします
OnGUIこのメソッドをオーバーライドしてプロパティーに自身の GUI を作成します