[Add] All in one shader
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@@ -0,0 +1,77 @@
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#if UNITY_EDITOR
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using UnityEditor;
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namespace AllIn1SpriteShader
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{
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public static class EditorUtils
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{
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public static string UnifyEOL(string text)
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{
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if(string.IsNullOrEmpty(text)) return text;
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text = text.Replace("\r\n", "\n");
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text = text.Replace("\r", "\n");
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return text;
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}
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public static AllIn1ShaderPropertyType GetShaderTypeByMaterialProperty(MaterialProperty matProperty)
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{
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AllIn1ShaderPropertyType res;
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#if UNITY_6000_2_OR_NEWER
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switch (matProperty.propertyType)
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{
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case UnityEngine.Rendering.ShaderPropertyType.Color:
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res = AllIn1ShaderPropertyType.Color;
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break;
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case UnityEngine.Rendering.ShaderPropertyType.Float:
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res = AllIn1ShaderPropertyType.Float;
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break;
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case UnityEngine.Rendering.ShaderPropertyType.Int:
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res = AllIn1ShaderPropertyType.Int;
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break;
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case UnityEngine.Rendering.ShaderPropertyType.Range:
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res = AllIn1ShaderPropertyType.Range;
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break;
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case UnityEngine.Rendering.ShaderPropertyType.Texture:
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res = AllIn1ShaderPropertyType.Texture;
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break;
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case UnityEngine.Rendering.ShaderPropertyType.Vector:
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res = AllIn1ShaderPropertyType.Vector;
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break;
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default:
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res = AllIn1ShaderPropertyType.Vector;
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break;
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}
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#else
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switch (matProperty.type)
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{
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case MaterialProperty.PropType.Color:
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res = AllIn1ShaderPropertyType.Color;
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break;
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case MaterialProperty.PropType.Float:
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res = AllIn1ShaderPropertyType.Float;
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break;
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case MaterialProperty.PropType.Int:
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res = AllIn1ShaderPropertyType.Int;
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break;
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case MaterialProperty.PropType.Range:
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res = AllIn1ShaderPropertyType.Range;
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break;
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case MaterialProperty.PropType.Texture:
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res = AllIn1ShaderPropertyType.Texture;
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break;
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case MaterialProperty.PropType.Vector:
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res = AllIn1ShaderPropertyType.Vector;
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break;
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default:
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res = AllIn1ShaderPropertyType.Vector;
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break;
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}
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#endif
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return res;
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}
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}
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}
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#endif
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