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lwgui's Introduction

LWGUI (Light Weight Shader GUI)

中文 | English

A Lightweight, Flexible, Powerful Unity Shader GUI system.

Having been validated through numerous large-scale commercial projects, employing a succinct Material Property Drawer syntax allows for the realization of powerful Shader GUIs, substantially reducing development time, fostering ease of use and extensibility, and elevating the user experience for artists effectively.

809c4a1c-ce80-48b1-b415-7e8d4bea716e

LWGUI

image-20240716183800118 image-20240716184045776
NEW: A more powerful Gradient editor than UE, with support for both Shader and C# NEW: Insert images directly into the ShaderGUI to support the display of complex documents without having to jump to the browser
image-20220926025611208 image-20230821205439889
The search bar can also filter for properties that have been modified Right-click to paste the attribute value by type
With your sponsorship, I will update more actively. 有你的赞助我会更加积极地更新
paypal.me/JasonMa0012 723ddce6-fb86-48ff-9683-a12cf6cff7a0

Installation

  1. Make sure your environment is compatible with LWGUI

    • LWGUI <1.17: Unity 2017.4+

    • LWGUI >=1.17: Unity 2021.3+

      • Recommended minimum version: Unity 2022.2+, lower versions can be used but may have bugs
  2. Open your project

  3. Window > Package Manager > Add > Add package from git URL , enter: https://github.com/JasonMa0012/LWGUI.git

    • You can also choose to manually download the Zip from Github,then: Package Manager > Add package from disk
    • For Unity 2017, please extract the Zip directly to the Assets directory

Usage

Getting Started

  1. Create a newer or use the existing Shader
  2. Open the Shader in the code editor
  3. At the bottom of the Shader, before the last large bracket, add line:CustomEditor "LWGUI.LWGUI"
  4. Completed! Start using the following powerful Drawer to easily draw your Shader GUI
    • MaterialPropertyDrawer is C#-like attribute syntax, it can be used in front of shader properties to change the drawing method, more information can be found in the official documentation: https://docs.unity3d.com/ScriptReference/MaterialPropertyDrawer.html
    • Each Property can only have one Drawer
    • Each Property can have multiple Decorators

LWGUI Drawers

Main & Sub

/// Create a Folding Group
/// group:group name (Default: Property Name)
/// keyword:keyword used for toggle, "_" = ignore, none or "__" = Property Name +  "_ON", always Upper (Default: none)
/// default Folding State: "on" or "off" (Default: off)
/// default Toggle Displayed: "on" or "off" (Default: on)
/// Target Property Type: FLoat, express Toggle value
public MainDrawer() : this(String.Empty) { }
public MainDrawer(string group) : this(group, String.Empty) { }
public MainDrawer(string group, string keyword) : this(group, keyword, "off") { }
public MainDrawer(string group, string keyword, string defaultFoldingState) : this(group, keyword, defaultFoldingState, "on") { }
public MainDrawer(string group, string keyword, string defaultFoldingState, string defaultToggleDisplayed)
/// Draw a property with default style in the folding group
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// Target Property Type: Any
public SubDrawer() { }
public SubDrawer(string group)

Example:

[Title(Main Samples)]
[Main(GroupName)]
_group ("Group", float) = 0
[Sub(GroupName)] _float ("Float", float) = 0


[Main(Group1, _KEYWORD, on)] _group1 ("Group - Default Open", float) = 1
[Sub(Group1)] _float1 ("Sub Float", float) = 0
[Sub(Group1)] _vector1 ("Sub Vector", vector) = (1, 1, 1, 1)
[Sub(Group1)] [HDR] _color1 ("Sub HDR Color", color) = (0.7, 0.7, 1, 1)

[Title(Group1, Conditional Display Samples       Enum)]
[KWEnum(Group1, Name 1, _KEY1, Name 2, _KEY2, Name 3, _KEY3)]
_enum ("KWEnum", float) = 0

// Display when the keyword ("group name + keyword") is activated
[Sub(Group1_KEY1)] _key1_Float1 ("Key1 Float", float) = 0
[Sub(Group1_KEY2)] _key2_Float2 ("Key2 Float", float) = 0
[Sub(Group1_KEY3)] _key3_Float3_Range ("Key3 Float Range", Range(0, 1)) = 0
[SubPowerSlider(Group1_KEY3, 10)] _key3_Float4_PowerSlider ("Key3 Power Slider", Range(0, 1)) = 0

[Title(Group1, Conditional Display Samples       Toggle)]
[SubToggle(Group1, _TOGGLE_KEYWORD)] _toggle ("SubToggle", float) = 0
[Tex(Group1_TOGGLE_KEYWORD)][Normal] _normal ("Normal Keyword", 2D) = "bump" { }
[Sub(Group1_TOGGLE_KEYWORD)] _float2 ("Float Keyword", float) = 0


[Main(Group2, _, off, off)] _group2 ("Group - Without Toggle", float) = 0
[Sub(Group2)] _float3 ("Float 2", float) = 0

Default result:

image-20220828003026556

Then change values:

image-20220828003129588

SubToggle

/// Similar to builtin Toggle()
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// keyword:keyword used for toggle, "_" = ignore, none or "__" = Property Name +  "_ON", always Upper (Default: none)
/// Target Property Type: FLoat
public SubToggleDrawer() { }
public SubToggleDrawer(string group) : this(group, String.Empty) { }
public SubToggleDrawer(string group, string keyWord)

SubPowerSlider

/// Similar to builtin PowerSlider()
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// power: power of slider (Default: 1)
/// Target Property Type: Range
public SubPowerSliderDrawer(float power) : this("_", power) { }
public SubPowerSliderDrawer(string group, float power)

SubIntRange

/// Similar to builtin IntRange()
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// Target Property Type: Range
public SubIntRangeDrawer(string group)

MinMaxSlider

/// Draw a min max slider 
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// minPropName: Output Min Property Name
/// maxPropName: Output Max Property Name
/// Target Property Type: Range, range limits express the MinMaxSlider value range
/// Output Min/Max Property Type: Range, it's value is limited by it's range
public MinMaxSliderDrawer(string minPropName, string maxPropName) : this("_", minPropName, maxPropName) { }
public MinMaxSliderDrawer(string group, string minPropName, string maxPropName)

Example:

[Title(MinMaxSlider Samples)]
[MinMaxSlider(_rangeStart, _rangeEnd)] _minMaxSlider("Min Max Slider (0 - 1)", Range(0.0, 1.0)) = 1.0
/*[HideInInspector]*/_rangeStart("Range Start", Range(0.0, 0.5)) = 0.0
/*[HideInInspector]*/[PowerSlider(10)] _rangeEnd("Range End PowerSlider", Range(0.5, 1.0)) = 1.0

Result:

image-20220828003810353

KWEnum

/// <summary>
/// Similar to builtin Enum() / KeywordEnum()
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// n(s): display name
/// k(s): keyword
/// v(s): value
/// Target Property Type: FLoat, express current keyword index
/// </summary>
public KWEnumDrawer(string n1, string k1)
public KWEnumDrawer(string n1, string k1, string n2, string k2)
public KWEnumDrawer(string n1, string k1, string n2, string k2, string n3, string k3)
public KWEnumDrawer(string n1, string k1, string n2, string k2, string n3, string k3, string n4, string k4)
public KWEnumDrawer(string n1, string k1, string n2, string k2, string n3, string k3, string n4, string k4, string n5, string k5)
    
public KWEnumDrawer(string group, string n1, string k1)
public KWEnumDrawer(string group, string n1, string k1, string n2, string k2)
public KWEnumDrawer(string group, string n1, string k1, string n2, string k2, string n3, string k3)
public KWEnumDrawer(string group, string n1, string k1, string n2, string k2, string n3, string k3, string n4, string k4)
public KWEnumDrawer(string group, string n1, string k1, string n2, string k2, string n3, string k3, string n4, string k4, string n5, string k5)

SubEnum & SubKeywordEnum

// enumName: like "UnityEngine.Rendering.BlendMode"
public SubEnumDrawer(string group, string enumName) : base(group, enumName)

public SubEnumDrawer(string group, string n1, float v1, string n2, float v2)
public SubEnumDrawer(string group, string n1, float v1, string n2, float v2, string n3, float v3)
public SubEnumDrawer(string group, string n1, float v1, string n2, float v2, string n3, float v3, string n4, float v4)
public SubEnumDrawer(string group, string n1, float v1, string n2, float v2, string n3, float v3, string n4, float v4, string n5, float v5)
public SubEnumDrawer(string group, string n1, float v1, string n2, float v2, string n3, float v3, string n4, float v4, string n5, float v5, string n6, float v6)
public SubEnumDrawer(string group, string n1, float v1, string n2, float v2, string n3, float v3, string n4, float v4, string n5, float v5, string n6, float v6, string n7, float v7)


public SubKeywordEnumDrawer(string group, string kw1, string kw2)
public SubKeywordEnumDrawer(string group, string kw1, string kw2, string kw3)
public SubKeywordEnumDrawer(string group, string kw1, string kw2, string kw3, string kw4)
public SubKeywordEnumDrawer(string group, string kw1, string kw2, string kw3, string kw4, string kw5)
public SubKeywordEnumDrawer(string group, string kw1, string kw2, string kw3, string kw4, string kw5, string kw6)
public SubKeywordEnumDrawer(string group, string kw1, string kw2, string kw3, string kw4, string kw5, string kw6, string kw7)
public SubKeywordEnumDrawer(string group, string kw1, string kw2, string kw3, string kw4, string kw5, string kw6, string kw7, string kw8)
public SubKeywordEnumDrawer(string group, string kw1, string kw2, string kw3, string kw4, string kw5, string kw6, string kw7, string kw8, string kw9)

Tex & Color

/// Draw a Texture property in single line with a extra property
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// extraPropName: extra property name  (Default: none)
/// Target Property Type: Texture
/// Extra Property Type: Color, Vector
public TexDrawer() { }
public TexDrawer(string group) : this(group, String.Empty) { }
public TexDrawer(string group, string extraPropName)
/// Display up to 4 colors in a single line
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// color2-4: extra color property name 
/// Target Property Type: Color
public ColorDrawer(string group, string color2) : this(group, color2, String.Empty, String.Empty) { }
public ColorDrawer(string group, string color2, string color3) : this(group, color2, color3, String.Empty) { }
public ColorDrawer(string group, string color2, string color3, string color4)

Example:

[Main(Group3, _, on)] _group3 ("Group - Tex and Color Samples", float) = 0
[Advanced][Tex(Group3, _color)] _tex_color ("Tex with Color", 2D) = "white" { }
[Advanced][HideInInspector] _color (" ", Color) = (1, 0, 0, 1)
[Advanced][Tex(Group3, _textureChannelMask1)] _tex_channel ("Tex with Channel", 2D) = "white" { }
[Advanced][HideInInspector] _textureChannelMask1 (" ", Vector) = (0, 0, 0, 1)

[Advanced][Color(Group3, _mColor1, _mColor2, _mColor3)] _mColor ("Multi Color", Color) = (1, 1, 1, 1)
[Advanced][HideInInspector] _mColor1 (" ", Color) = (1, 0, 0, 1)
[Advanced][HideInInspector] _mColor2 (" ", Color) = (0, 1, 0, 1)
[Advanced][HideInInspector] [HDR] _mColor3 (" ", Color) = (0, 0, 1, 1)

Result:

image-20220828003507825

Image

/// Draw a read only texture preview. Select the default texture to be displayed in the shader import settings.
/// Note: Selected default textures will always be excluded from the build!!!
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// Target Property Type: Texture
public ImageDrawer() { }
public ImageDrawer(string group)

Result:

image-20240416142736663

Channel

/// Draw a R/G/B/A drop menu:
/// 	R = (1, 0, 0, 0)
/// 	G = (0, 1, 0, 0)
/// 	B = (0, 0, 1, 0)
/// 	A = (0, 0, 0, 1)
/// 	RGB Average = (1f / 3f, 1f / 3f, 1f / 3f, 0)
/// 	RGB Luminance = (0.2126f, 0.7152f, 0.0722f, 0)
///		None = (0, 0, 0, 0)
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// Target Property Type: Vector, used to dot() with Texture Sample Value 
public ChannelDrawer() { }
public ChannelDrawer(string group)

Example:

[Title(_, Channel Samples)]
[Channel(_)]_textureChannelMask("Texture Channel Mask (Default G)", Vector) = (0,1,0,0)

......

float selectedChannelValue = dot(tex2D(_Tex, uv), _textureChannelMask);

image-20220822010511978

Ramp

ShaderLab
/// Draw an unreal style Ramp Map Editor (Default Ramp Map Resolution: 512 * 2)
/// NEW: The new LwguiGradient type has both the Gradient and Curve editors, and can be used in C# scripts and runtime, and is intended to replace UnityEngine.Gradient
/// group: father group name, support suffix keyword for conditional display (Default: none)
/// defaultFileName: default Ramp Map file name when create a new one (Default: RampMap)
/// rootPath: the path where ramp is stored, replace '/' with '.' (for example: Assets.Art.Ramps). when selecting ramp, it will also be filtered according to the path (Default: Assets)
/// colorSpace: switch sRGB / Linear in ramp texture import setting (Default: sRGB)
/// defaultWidth: default Ramp Width (Default: 512)
/// viewChannelMask: editable channels. (Default: RGBA)
/// timeRange: the abscissa display range (1/24/2400), is used to optimize the editing experience when the abscissa is time of day. (Default: 1)
/// Target Property Type: Texture2D
public RampDrawer() : this(String.Empty) { }
public RampDrawer(string group) : this(group, "RampMap") { }
public RampDrawer(string group, string defaultFileName) : this(group, defaultFileName, DefaultRootPath, 512) { }
public RampDrawer(string group, string defaultFileName, float defaultWidth) : this(group, defaultFileName, DefaultRootPath, defaultWidth) { }
public RampDrawer(string group, string defaultFileName, string rootPath, float defaultWidth) : this(group, defaultFileName, rootPath, "sRGB", defaultWidth) { }
public RampDrawer(string group, string defaultFileName, string rootPath, string colorSpace, float defaultWidth) : this(group, defaultFileName, rootPath, colorSpace, defaultWidth, "RGBA") { }
public RampDrawer(string group, string defaultFileName, string rootPath, string colorSpace, float defaultWidth, string viewChannelMask) : this(group, defaultFileName, rootPath, colorSpace, defaultWidth, viewChannelMask, 1) { }
public RampDrawer(string group, string defaultFileName, string rootPath, string colorSpace, float defaultWidth, string viewChannelMask, float timeRange)

Example:

[Ramp(_, RampMap, Assets.Art, 512)] _Ramp ("Ramp Map", 2D) = "white" { }

Result:

image-20230625185730363

You must manually Save the edit results, if there are unsaved changes, the Save button will display yellow.

When you move or copy the Ramp Map, remember to move together with the .meta file, otherwise you will not be able to edit it again!

C#

Example:

public class Test : MonoBehaviour
{
    public LwguiGradient lwguiGradientSrgb = new LwguiGradient();

    [LwguiGradientUsage(ColorSpace.Linear, LwguiGradient.ChannelMask.RGB, LwguiGradient.GradientTimeRange.TwentyFourHundred)]
    public LwguiGradient lwguiGradientLinear = new LwguiGradient();
}

Result:

image-20240717104144821image-20240717104206365

Default display settings can be set using the LwguiGradientUsage() Attribute.

Known issues:

  • Preview images below Unity 2022 have no difference between sRGB/Linear color spaces
  • Ctrl + Z results may be slightly different from expected when the editor frame rate is too low

Preset

/// Popping a menu, you can select the Shader Property Preset, the Preset values will replaces the default values
/// group:father group name, support suffix keyword for conditional display (Default: none)
///	presetFileName: "Shader Property Preset" asset name, you can create new Preset by
///		"Right Click > Create > LWGUI > Shader Property Preset" in Project window,
///		*any Preset in the entire project cannot have the same name*
public PresetDrawer(string presetFileName) : this("_", presetFileName) {}
public PresetDrawer(string group, string presetFileName)

Example:

[Title(Preset Samples)]
[Preset(LWGUI_BlendModePreset)] _BlendMode ("Blend Mode Preset", float) = 0 
[Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull", Float) = 2
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("SrcBlend", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("DstBlend", Float) = 0
[Toggle(_)]_ZWrite("ZWrite ", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest", Float) = 4 // 4 is LEqual
[Enum(RGBA,15,RGB,14)]_ColorMask("ColorMask", Float) = 15 // 15 is RGBA (binary 1111)
    
``````
    
Cull [_Cull]
ZWrite [_ZWrite]
Blend [_SrcBlend] [_DstBlend]
ColorMask [_ColorMask]

Result:

The Property Value in the selected Preset will be the default value

RenderQueue is a Hard-Coded Property Name, you need to manually add it to the preset

image-20221122231655378image-20221122231816714

Create Preset File

image-20221122232307362

Edit Preset

image-20221122232354623image-20221122232415972image-20221122232425194

LWGUI Decorator

Title & SubTitle

/// Similar to Header()
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// header: string to display, "SpaceLine" or "_" = none (Default: none)
/// height: line height (Default: 22)
public TitleDecorator(string header) : this("_", header, DefaultHeight) {}
public TitleDecorator(string header, float  height) : this("_", header, height) {}
public TitleDecorator(string group,  string header) : this(group, header, DefaultHeight) {}
public TitleDecorator(string group, string header, float height)


/// Similar to Title()
/// group:father group name, support suffix keyword for conditional display (Default: none)
/// header: string to display, "SpaceLine" or "_" = none (Default: none)
/// height: line height (Default: 22)
public SubTitleDecorator(string group,  string header) : base(group, header, DefaultHeight) {}
public SubTitleDecorator(string group, string header, float height) : base(group, header, height) {}

Tooltip & Helpbox

/// Tooltip, describes the details of the property. (Default: property.name and property default value)
/// You can also use "#Text" in DisplayName to add Tooltip that supports Multi-Language.
/// tooltip:a single-line string to display, support up to 4 ','. (Default: Newline)
public TooltipDecorator() : this(string.Empty) {}
public TooltipDecorator(string tooltip) { this._tooltip = tooltip; }
public TooltipDecorator(string s1, string s2) : this(s1 + ", " + s2) { }
public TooltipDecorator(string s1, string s2, string s3) : this(s1 + ", " + s2 + ", " + s3) { }
public TooltipDecorator(string s1, string s2, string s3, string s4) : this(s1 + ", " + s2 + ", " + s3 + ", " + s4) { }
public TooltipDecorator(string s1, string s2, string s3, string s4, string s5) : this(s1 + ", " + s2 + ", " + s3 + ", " + s4 + ", " + s5) { }
/// Display a Helpbox on the property
/// You can also use "%Text" in DisplayName to add Helpbox that supports Multi-Language.
/// message:a single-line string to display, support up to 4 ','. (Default: Newline)
public HelpboxDecorator() : this(string.Empty) {}
public HelpboxDecorator(string message) { this._message = message; }
public HelpboxDecorator(string s1, string s2) : this(s1 + ", " + s2) { }
public HelpboxDecorator(string s1, string s2, string s3) : this(s1 + ", " + s2 + ", " + s3) { }
public HelpboxDecorator(string s1, string s2, string s3, string s4) : this(s1 + ", " + s2 + ", " + s3 + ", " + s4) { }
public HelpboxDecorator(string s1, string s2, string s3, string s4, string s5) : this(s1 + ", " + s2 + ", " + s3 + ", " + s4 + ", " + s5) { }

Example:

[Title(Metadata Samples)]
[Tooltip(Test multiline Tooltip, a single line supports up to 4 commas)]
[Tooltip()]
[Tooltip(Line 3)]
[Tooltip(Line 4)]
_float_tooltip ("Float with Tooltips#这是中文Tooltip#これは日本語Tooltipです", float) = 1
[Helpbox(Test multiline Helpbox)]
[Helpbox(Line2)]
[Helpbox(Line3)]
_float_helpbox ("Float with Helpbox%这是中文Helpbox%これは日本語Helpboxです", float) = 1

image-20221231221240686

image-20221231221254101

Tips:

  • Tooltip may disappear when the Editor is running. This is a feature of Unity itself (or a bug)

PassSwitch

/// Cooperate with Toggle to switch certain Passes
/// lightModeName(s): Light Mode in Shader Pass (https://docs.unity3d.com/2017.4/Documentation/Manual/SL-PassTags.html)
public PassSwitchDecorator(string   lightModeName1) 
public PassSwitchDecorator(string   lightModeName1, string lightModeName2) 
public PassSwitchDecorator(string   lightModeName1, string lightModeName2, string lightModeName3) 
public PassSwitchDecorator(string   lightModeName1, string lightModeName2, string lightModeName3, string lightModeName4) 
public PassSwitchDecorator(string   lightModeName1, string lightModeName2, string lightModeName3, string lightModeName4, string lightModeName5) 
public PassSwitchDecorator(string   lightModeName1, string lightModeName2, string lightModeName3, string lightModeName4, string lightModeName5, string lightModeName6) 

Advanced & AdvancedHeaderProperty

/// Collapse the current Property into an Advanced Block. Specify the Header String to create a new Advanced Block. All Properties using Advanced() will be collapsed into the nearest Advanced Block.
/// headerString: The title of the Advanced Block. Default: "Advanced"
public AdvancedDecorator() : this(string.Empty) { }
public AdvancedDecorator(string headerString)
/// Create an Advanced Block using the current Property as the Header
public AdvancedHeaderPropertyDecorator()

Example:

[Main(Group2, _, off, off)] _group2 ("Group - Without Toggle", float) = 0
[Sub(Group2)] _float3 ("Float 2", float) = 0
[Advanced][Sub(Group2)] _Advancedfloat0 ("Advanced Float 0", float) = 0
[Advanced][Sub(Group2)] _Advancedfloat1 ("Advanced Float 1", float) = 0
[Advanced(Advanced Header Test)][Sub(Group2)] _Advancedfloat3 ("Advanced Float 3", float) = 0
[Advanced][Sub(Group2)] _Advancedfloat4 ("Advanced Float 4", float) = 0
[AdvancedHeaderProperty][Tex(Group2, _Advancedfloat7)] _AdvancedTex0 ("Advanced Header Property Test", 2D) = "white" { }
[Advanced][HideInInspector] _Advancedfloat7 ("Advanced Float 7", float) = 0
[Advanced][Tex(Group2, _AdvancedRange0)] _AdvancedTex1 ("Advanced Tex 1", 2D) = "white" { }
[Advanced][HideInInspector] _AdvancedRange0 ("Advanced Range 0", Range(0, 1)) = 0

image-20231007163044176

Tips:

  • LWGUI uses a tree data structure to store the relationship between Group, Advanced Block and their children. In theory, it can store unlimited multi-level parent-child relationships, but currently LWGUI only manually handles 3-level parent-child relationships, which means you can put an Advanced Block in a Group, but a Group cannot be placed in an Advanced Block.

Hidden

/// Similar to HideInInspector(), the difference is that Hidden() can be unhidden through the Display Mode button.
public HiddenDecorator()

ReadOnly

/// Set the property to read-only.
public ReadOnlyDecorator()

ShowIf

/// Control the show or hide of a single or a group of properties based on multiple conditions.
/// logicalOperator: And | Or (Default: And).
/// propName: Target Property Name used for comparison.
/// compareFunction: Less (L) | Equal (E) | LessEqual (LEqual / LE) | Greater (G) | NotEqual (NEqual / NE) | GreaterEqual (GEqual / GE).
/// value: Target Property Value used for comparison.
public ShowIfDecorator(string propName, string comparisonMethod, float value) : this("And", propName, comparisonMethod, value) { }
public ShowIfDecorator(string logicalOperator, string propName, string compareFunction, float value)

Example:

[ShowIf(_enum, Equal, 1)]
[Title(ShowIf Main Samples)]
[Main(GroupName)] _group ("Group", float) = 0
[Sub(GroupName)] _float ("Float", float) = 0
[Sub(GroupName)] _Tex ("Tex", 2D) = "white" { }

...

[SubTitle(Group1, Conditional Display Samples       Enum)]
[KWEnum(Group1, Name 1, _KEY1, Name 2, _KEY2, Name 3, _KEY3)] _enum ("KWEnum", float) = 0
[Sub(Group1)][ShowIf(_enum, Equal, 0)] _key1_Float1 ("Key1 Float", float) = 0
[Sub(Group1)][ShowIf(_enum, Equal, 1)] _key2_Float2 ("Key2 Float", float) = 0
[SubIntRange(Group1)][ShowIf(_enum, Equal, 2)] _key3_Int_Range ("Key3 Int Range", Range(0, 10)) = 0
[ShowIf(_enum, Equal, 0)][ShowIf(Or, _enum, Equal, 2)]
[SubPowerSlider(Group1, 3)] _key13_PowerSlider ("Key1 or Key3 Power Slider", Range(0, 1)) = 0

image-20231023010137495

image-20231023010153213

image-20231023010204399

Unity Builtin Drawers

Space

MaterialSpaceDecorator(float height)

Header

MaterialHeaderDecorator(string header)

Enum

MaterialEnumDrawer(string n1, float v1, string n2, float v2, string n3, float v3, string n4, float v4, string n5, float v5, string n6, float v6, string n7, float v7)

IntRange

MaterialIntRangeDrawer()

KeywordEnum

MaterialKeywordEnumDrawer(string kw1, string kw2, string kw3, string kw4, string kw5, string kw6, string kw7, string kw8, string kw9)

PowerSlider

MaterialPowerSliderDrawer(float power)

Toggle

MaterialToggleUIDrawer(string keyword)

Custom Shader GUI

Custom Header and Footer

image-20230821211652918

  1. Custom Headers and Footers enable you to integrate bespoke modules at the top or bottom of the ShaderGUI without altering LWGUI plugin code.

  2. Depending on the desired location for the custom GUI, duplicate the following script into an Editor folder within your project:

    • Top: Packages/com.jasonma.lwgui/Editor/CustomGUISample/CustomHeader.cs
    • Bottom: Packages/com.jasonma.lwgui/Editor/CustomGUISample/CustomFooter.cs
  3. Modify the file name and class name accordingly.

  4. Implement your custom GUI code within the DoCustomHeader() / DoCustomFooter() functions.

  5. It is advisable to examine the lwgui object definition to obtain any requisite data.

Custom Drawer

TODO

Contribution

  1. Create multiple empty projects using different versions of Unity
  2. Pull this repo
  3. Use symbolic links to place this repo in the Assets or Packages directory of all projects
  4. Inherit the Subdrawer in shadeerdrawer.cs to start developing your custom Drawer
  5. Check whether the functionality works in different Unity versions
  6. Pull requests

lwgui's People

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lwgui's Issues

globalIlluminationFlags

目前是否支持材质的globalIlluminationFlags切换,自发光需要设置这个为MaterialGlobalIlluminationFlags.BakedEmissive才能烘焙。

Preset支持_QueueOffset

material.renderQueue += material.HasProperty("_QueueOffset") ? (int) material.GetFloat("_QueueOffset") : 0;

[Tex] not displaying the associated text

I'm not able to display the associated text with a texture when there's no extra property.

[Main(gProperties, _, on, off)] _gProperties ("Properties", float) = 0
[Tex(gProperties)] _baseMap ("Albedo", 2D) = "white" { }

Screenshots
image

Unity Version

  • 2022.3.12

Thanks

Support for float2 / float3 UI

Hello, would it be possible to add support for float2/float3 UI as it is confusing for the final user to have unused extra values ?
e.g.
[Sub(g)] _Offset ("Offset", vector) = (0, 0)
or
[Sub(g)][float2] _Offset ("Offset", vector) = (0, 0, 0, 0)
...

image

image

Thanks a lot for your work !

Enum() fails to display the drop-down selection of Enums when it is a Sub() of a group

When an Enum() property is the child of a drawer, the enum values do not display as expected.

For example, the following property properly nests under Main(GroupAdv):
[Enum(Off,0,On,1)] [Sub(GroupAdv)] _ZWrite ("ZWrite Mode", Float) = 1
But the Enum property does not show the drop-down selection of enums.
Unity_BrokenEnum_Grouped

If I instead use the following property setup:
[Enum(Off,0,On,1)] _ZWrite ("ZWrite Mode", Float) = 1
The ZWrite property behaves as expected and is no longer nested within the group.
Unity_WorkingEnum_NotGrouped

I am using the latest release of LWGUI (v1.4.0) with Unity v2019.4.31f1.

Second and subsequent Groups do not work , when two or more groups with partially identical names exist.

Describe the bug / 描述你遇到的Bug
If two or more groups with partially identical names exist, the second and subsequent groups do not work.

To Reproduce / 复现步骤

  1. Declare following ShaderProperties in the shader.
Properties
{
    [Main(Group_Color, _, off, off)] _groupColor ("カラー設定", float) = 1
    [Sub(Group_Color)] _Stencil ("Stencil", Int) = 0
 
    [Main(Group_ColorSettings, _, off, off)] _groupColorVariation ("カラバリ設定", float) = 1
    [Sub(Group_ColorSettings)] _MainTex ("Texture", 2D) = "white" {}
}
  1. When I click on the second fold, the SubDrawer does not appear.

Here is the bug reproducing movie.

bandicam.2024-02-15.00-11-28-178.mp4

This bug has been reproduced since version 1.12.0 .

Unity Version / Unity版本

  • 2020.3.32f1

[建议]对Group关键字支持与或非

希望能够支持根据一个或多个判断条件(Group)显示/隐藏参数的功能

比如某个参数(如Intensity)希望能够在不同的KeyEnum条件下复用(||或逻辑),或通某个参数的显示需要满足过多个条件(&&并逻辑)

痛点在于,切换KeyEnum之后,在上一KeyEnum下Check但已不渲染的subtoggle仍然会使仅适用于上一KeyEnum的参数被渲染

Title在2022.3.8失效了

Ttitle无法显示,可能和引擎默认属性冲突了。调试无法断点,应该是反射失败了。
改成MyTitle即可显示。

Unity Version / Unity版本

  • 2022.3.8

Support for ShaderGraph or ASE

hello
this is David from Amplify support. aka Dawie
in ASE discord someone suggested you are looking to intergrade more into ASE
drawer files and GUI are very easy to add using ASE

if you have any issues or trouble, feel free to contact me in the official ASE discord.
keep up the good work.

RampTexture缺少alpha通道

  • unity2019.4.34f1

  • 默认ramp创建出来没有alpha,编辑alpha关键帧后保存也没有
    image

  • 修改创建texture时的默认关键帧,使alpha不全为1就有alpha通道了,编辑后的alpha也能保存
    image
    image

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