Version: 1.3
LanguageEnglish
  • C#

MaterialPropertyDrawer

class in UnityEditor

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Description

Base class to derive custom material property drawers from.

Use this to create custom UI drawers for your material properties, without having to write custom MaterialEditor classes. This is similar to how PropertyDrawer enables custom UI without writing custom inspectors.

In shader code, C#-like attribute syntax can be used in front of shader properties to add drawers to them. Unity has several built-in drawers, and you can write your own. Here's a shader code snippet demonstrating the syntax:

          Shader "Custom/Example"
{
    Properties
    {
        _MainTex("Base (RGB)", 2D) = "white" {}

// Display a popup with None,Add,Multiply choices, // and setup corresponding shader keywords. [KeywordEnum(None, Add, Multiply)] _Overlay("Overlay mode", Float) = 0

_OverlayTex("Overlay", 2D) = "black" {}

// Display as a toggle. [Toggle] _Invert("Invert color?", Float) = 0 }

// rest of shader code... }

When implementing your own drawers, you should override OnGUI function. You can also optionally override GetPropertyHeight and Apply functions. Here's an example of a property drawer that displays a checkbox for a float property, with the value set to 0 or 1 depending on the state:

using UnityEngine;
using UnityEditor;
using System;

// The property drawer class should be placed in an editor script, inside a folder called Editor. // Use with "[MyToggle]" before a float shader property.

public class MyToggleDrawer : MaterialPropertyDrawer { // Draw the property inside the given rect public override void OnGUI (Rect position, MaterialProperty prop, String label, MaterialEditor editor) { // Setup bool value = (prop.floatValue != 0.0f);

EditorGUI.BeginChangeCheck(); EditorGUI.showMixedValue = prop.hasMixedValue;

// Show the toggle control value = EditorGUI.Toggle(position, label, value);

EditorGUI.showMixedValue = false; if (EditorGUI.EndChangeCheck()) { // Set the new value if it has changed prop.floatValue = value ? 1.0f : 0.0f; } } }

The built-in MaterialPropertyDrawers are: ToggleDrawer, ToggleOffDrawer, KeywordEnumDrawer, EnumDrawer, PowerSliderDrawer, IntRangeDrawer. In shader code, the "Drawer" suffix of the class name is not written; when Unity searches for the drawer class it adds "Drawer" automatically.

Toggle allows you to enable or disable a single shader keyword. It uses a float to store the state of the shader keyword, and displays it as a toggle. When the toggle is enabled, Unity enables the shader keyword; when the toggle is disabled, Unity disables the shader keyword.

If you specify a keyword name, the toggle affects a shader keyword with that name. If you don't specify a shader keyword name, the toggle affects a shader keyword with the name (uppercase property name)_ON.

// This version specifies a keyword name.
// The material property name is not important.
// When the toggle is enabled, Unity enables a shader keyword with the name "ENABLE_EXAMPLE_FEATURE".
// When the toggle is disabled, Unity disables a shader keyword with the name "ENABLE_EXAMPLE_FEATURE".
[Toggle(ENABLE_EXAMPLE_FEATURE)] _ExampleFeatureEnabled ("Enable example feature", Float) = 0

// This version does not specify a keyword name. // The material property name determines the shader keyword it affects. // When this toggle is enabled, Unity enables a shader keyword with the name "_ANOTHER_FEATURE_ON". // When this toggle is disabled, Unity disables a shader keyword with the name "_ANOTHER_FEATURE_ON". [Toggle] _Another_Feature ("Enable another feature", Float) = 0

// ...Later, in the HLSL code: #pragma multi_compile __ ENABLE_EXAMPLE_FEATURE #pragma multi_compile __ _ANOTHER_FEATURE_ON

ToggleOff is similar to Toggle, but when the toggle is enabled, Unity disables the shader keyword; when the toggle is disabled, Unity enables the shader keyword. Additionally, the default name when you don't specify a shader keyword name is (uppercase property name)_OFF.

ToggleOff can be useful for adding functionality and toggles to existing shaders, while maintaining backwards compatibility.

// This version specifies a keyword name.
// The material property name is not important.
// When the toggle is enabled, Unity disables a shader keyword with the name "DISABLE_EXAMPLE_FEATURE".
// When the toggle is disabled, Unity enables a shader keyword with the name "DISABLE_EXAMPLE_FEATURE".
[ToggleOff(DISABLE_EXAMPLE_FEATURE)] _ExampleFeatureEnabled ("Enable example feature", Float) = 0

// This version does not specify a keyword name. // The material property name determines the shader keyword it affects. // When this toggle is enabled, Unity disables a shader keyword with the name "_ANOTHER_FEATURE_OFF". // When this toggle is disabled, Unity enables a shader keyword with the name "_ANOTHER_FEATURE_OFF". [ToggleOff] _Another_Feature ("Enable another feature", Float) = 0

// ...Later, in the HLSL code: #pragma multi_compile __ DISABLE_EXAMPLE_FEATURE #pragma multi_compile __ _ANOTHER_FEATURE_OFF

KeywordEnum allows you to choose which of a set of shader keywords to enable. It displays a float as a popup menu, and the value of the float determines which shader keyword Unity enables. Unity enables a shader keyword with the name (uppercase property name)_(uppercase enum value name). Up to 9 names can be provided.

// Display a popup with None, Add, Multiply choices.
// Each option will set _OVERLAY_NONE, _OVERLAY_ADD, _OVERLAY_MULTIPLY shader keywords.
[KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0

// ...Later, in the HLSL code: #pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY

Enum displays a popup menu for a float property. You can supply either an enum type name (preferably fully qualified with namespaces, in case there are multiple types), or explicit name/value pairs to display. Up to 7 name/value pairs can be specified.

// Blend mode values
[Enum(UnityEngine.Rendering.BlendMode)] _Blend ("Blend mode", Float) = 1

// A subset of blend mode values, just "One" (value 1) and "SrcAlpha" (value 5). [Enum(One,1,SrcAlpha,5)] _Blend2 ("Blend mode subset", Float) = 1

PowerSlider displays a slider with a non-linear response for a Range shader property.

// A slider with 3.0 response curve
[PowerSlider(3.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.08

IntRange displays an integer slider for a Range shader property.

// An integer slider for specified range (0 to 255)
[IntRange] _Alpha ("Alpha", Range (0, 255)) = 100

When a property drawer class name ends with "Decorator", that is a property decorator, similar to DecoratorDrawer. They are used to create headings and dividers between properties that don't affect the property itself. A single property can have multiple decorators on it. The built-in decorator drawers are: SpaceDecorator, HeaderDecorator.

Space creates vertical space before the shader property.

// Default small amount of space.
[Space] _Prop1 ("Prop1", Float) = 0

// Large amount of space. [Space(50)] _Prop2 ("Prop2", Float) = 0

Header creates a header text before the shader property.

[Header(A group of things)] _Prop1 ("Prop1", Float) = 0

Note that for performance reasons, EditorGUILayout functions are not usable with MaterialPropertyDrawers.

Additional resources: MaterialProperty class.

Public Methods

ApplyApply extra initial values to the material.
GetPropertyHeightOverride this method to specify how tall the GUI for this property is in pixels.
OnGUIOverride this method to make your own GUI for the property.