Files
ParticleEffectForUGUI/Runtime/AnimatableProperty.cs

82 lines
2.5 KiB
C#

using System;
using UnityEngine;
namespace Coffee.UIExtensions
{
[Serializable]
public class AnimatableProperty : ISerializationCallbackReceiver
{
public enum ShaderPropertyType
{
None = -1,
Color,
Vector,
Float,
Range,
Texture,
Int,
Matrix = 100,
MatrixArray = 101,
FloatArray = 102,
VectorArray = 103,
}
[SerializeField] private string m_Name = "";
[SerializeField] private ShaderPropertyType m_Type = ShaderPropertyType.Vector;
public int id { get; private set; }
public ShaderPropertyType type => m_Type;
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
id = Shader.PropertyToID(m_Name);
}
public void UpdateMaterialProperties(Material material, MaterialPropertyBlock mpb)
{
#if UNITY_2021_1_OR_NEWER
if (!mpb.HasProperty(id)) return;
#else
if (!material.HasProperty(id)) return;
#endif
switch (type)
{
case ShaderPropertyType.Color:
material.SetColor(id, mpb.GetColor(id));
break;
case ShaderPropertyType.Vector:
material.SetVector(id, mpb.GetVector(id));
break;
case ShaderPropertyType.Float:
case ShaderPropertyType.Range:
material.SetFloat(id, mpb.GetFloat(id));
break;
case ShaderPropertyType.Texture:
material.SetTexture(id, mpb.GetTexture(id));
break;
case ShaderPropertyType.Int:
material.SetInt(id, mpb.GetInt(id));
break;
case ShaderPropertyType.Matrix:
material.SetMatrix(id, mpb.GetMatrix(id));
break;
case ShaderPropertyType.MatrixArray:
material.SetMatrixArray(id, mpb.GetMatrixArray(id));
break;
case ShaderPropertyType.FloatArray:
material.SetFloatArray(id, mpb.GetFloatArray(id));
break;
case ShaderPropertyType.VectorArray:
material.SetVectorArray(id, mpb.GetVectorArray(id));
break;
}
}
}
}