[Add] All in one shader
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace AllIn13DShader
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{
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public class GlobalPropertiesDrawer
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{
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private List<int> globalPropertiesIndices;
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private AllIn13DShaderInspectorReferences references;
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public GlobalPropertiesDrawer()
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{
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}
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public void Draw(List<int> globalPropertiesIndices, AllIn13DShaderInspectorReferences references)
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{
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this.globalPropertiesIndices = globalPropertiesIndices;
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this.references = references;
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GUILayout.Label("Global Properties", references.bigLabelStyle);
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EditorGUILayout.BeginVertical(references.propertiesStyle);
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for (int i = 0; i < globalPropertiesIndices.Count; i++)
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{
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MaterialProperty matProperty = references.matProperties[globalPropertiesIndices[i]];
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EffectPropertyDrawer.DrawProperty(
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materialProperty: matProperty,
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labelPrefix: string.Empty,
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displayName: matProperty.displayName,
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customValue: string.Empty,
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allowReset: true,
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isKeywordProperty: false,
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propertyType: EffectProperty.PropertyType.BASIC,
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references: references);
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}
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EditorGUILayout.EndVertical();
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}
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}
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}
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