[Add] All in one shader
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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 SavePathsTabDrawer : AssetWindowTabDrawer
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{
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private const string TAB_NAME = "Save Paths";
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public SavePathsTabDrawer(CommonStyles commonStyles, AllIn13DShaderWindow parentWindow) : base(commonStyles, parentWindow)
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{}
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public override void OnEnable()
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{
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}
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public override void OnDisable()
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{
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}
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public override void Show()
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{
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}
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public override void Hide()
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{
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}
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public override void EnteredPlayMode()
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{
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}
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public override void Draw()
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{
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GUILayout.Label("Material Save Path", commonStyles.bigLabel);
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GUILayout.Space(20);
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GUILayout.Label("Select the folder where new Materials will be saved when the Save Material To Folder button of the asset component is pressed", EditorStyles.boldLabel);
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GlobalConfiguration.instance.MaterialSavePath = EditorUtils.DrawSelectorFolder(GlobalConfiguration.instance.MaterialSavePath, "New Material Folder");
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EditorUtils.DrawThinLine();
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GUILayout.Label("Render Material to Image Save Path", commonStyles.bigLabel);
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GUILayout.Space(20);
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("Rendered Image Texture Scale", GUILayout.MaxWidth(190));
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GlobalConfiguration.instance.RenderImageScale = EditorGUILayout.Slider(GlobalConfiguration.instance.RenderImageScale, 0.2f, 5f, GUILayout.MaxWidth(200));
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if (GUILayout.Button("Default Value", GUILayout.MaxWidth(100)))
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{
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GlobalConfiguration.instance.RenderImageScale = 1f;
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}
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EditorGUILayout.EndHorizontal();
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GlobalConfiguration.instance.RenderImageSavePath = EditorUtils.DrawSelectorFolder(GlobalConfiguration.instance.RenderImageSavePath, "New Images Folder");
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EditorUtils.DrawThinLine();
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GUILayout.Label("Baked Shader Save Path", commonStyles.bigLabel);
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GUILayout.Space(20);
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GUILayout.Label("Select the folder where baked shaders will be saved when the Bake Shader Keywords button of the material inspector is pressed", EditorStyles.boldLabel);
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GlobalConfiguration.instance.BakedShaderSavePath = EditorUtils.DrawSelectorFolder(GlobalConfiguration.instance.BakedShaderSavePath, "New Bake Shader Folder");
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EditorUtils.DrawThinLine();
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GUILayout.Label("Gradients Save Path", commonStyles.bigLabel);
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GUILayout.Space(20);
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GlobalConfiguration.instance.GradientsSavePath = EditorUtils.DrawSelectorFolder(GlobalConfiguration.instance.GradientsSavePath, "Gradients Folder");
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}
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public override string GetTabName()
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{
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return TAB_NAME;
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}
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}
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}
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