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