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fix: built-in shaders are no longer supported
close #233, close #257 Use UI shaders instead. If built-in non-UI shaders are used, an error is displayed in the inspector.
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@@ -11,6 +11,7 @@ using UnityEditor.Experimental.SceneManagement;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.RegularExpressions;
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using UnityEditor;
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using UnityEditor.UI;
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using UnityEditorInternal;
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@@ -299,8 +300,21 @@ namespace Coffee.UIExtensions
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}
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}
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// Does the shader support UI masks?
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// Non-UI built-in shader is not supported.
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foreach (var mat in current.materials)
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{
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if (!mat || !mat.shader) continue;
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var shader = mat.shader;
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if (IsBuiltInObject(shader) && !shader.name.StartsWith("UI/"))
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{
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EditorGUILayout.HelpBox(
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$"Built-in shader '{shader.name}' in '{mat.name}' is not supported.\n" +
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"Use UI shaders instead.",
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MessageType.Error);
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}
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}
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// Does the shader support UI masks?
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if (current.maskable && current.GetComponentInParent<Mask>())
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{
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foreach (var mat in current.materials)
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@@ -314,7 +328,8 @@ namespace Coffee.UIExtensions
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if (mat.HasProperty(propName)) continue;
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EditorGUILayout.HelpBox(
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$"Shader '{shader.name}' doesn't have '{propName}' property. This graphic cannot be masked.",
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$"Shader '{shader.name}' doesn't have '{propName}' property." +
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"\nThis graphic cannot be masked.",
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MessageType.Warning);
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break;
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}
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@@ -369,6 +384,12 @@ namespace Coffee.UIExtensions
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}
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}
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private bool IsBuiltInObject(Object obj)
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{
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return AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out var guid, out long _)
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&& Regex.IsMatch(guid, "^0{16}.0{15}$", RegexOptions.Compiled);
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}
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private static int GetUsedComponentCount(ParticleSystemVertexStream s)
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{
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switch (s)
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@@ -34,10 +34,10 @@ namespace Coffee.UIExtensions
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ps.transform.SetParent(uiParticle.transform, false);
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ps.transform.localPosition = Vector3.zero;
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// Assign default material.
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// Assign default material (UIAdditive).
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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var defaultMat = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Particle.mat");
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renderer.material = defaultMat ? defaultMat : renderer.material;
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var path = AssetDatabase.GUIDToAssetPath("9944483a3e009401ba5dcc42f14d5c63");
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renderer.material = AssetDatabase.LoadAssetAtPath<Material>(path);
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// Refresh particles.
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uiParticle.RefreshParticles();
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