Files
2026-02-23 22:01:07 +07:00

77 lines
1.9 KiB
C#

#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