Shader "Hidden" { Properties { [Title(Main Samples)] [Main(GroupName)] _group ("Group", float) = 0 [Sub(GroupName)] _float ("Float", float) = 0 [Sub(GroupName)] _Tex ("Tex", 2D) = "white" { } [Main(Group1, _KEYWORD, on)] _group1 ("Group - Default Open", float) = 1 [Preset(Group1, LWGUI_ShaderPropertyPreset)] _preset ("Preset Sample", float) = 0 [Preset(Group1, LWGUI_ShaderPropertyPreset1)] _preset1 ("Preset Sample 1", float) = 0 [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 [SubIntRange(Group1_KEY3)] _key3_Int_Range ("Key3 Int Range", Range(0, 10)) = 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 [Title(Channel Samples)] [Channel] _textureChannelMask ("Texture Channel Mask (Default G)", Vector) = (0, 1, 0, 0) [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 [Main(Group3, _, on)] _group3 ("Group - Tex and Color Samples", float) = 0 [Tex(Group3, _color)] _tex_color ("Tex with Color", 2D) = "white" { } [HideInInspector] _color (" ", Color) = (1, 0, 0, 1) [Tex(Group3, _float4)] _tex_float ("Tex with Float", 2D) = "white" { } [HideInInspector] _float4 (" ", float) = 0 [Tex(Group3, _range)] _tex_range ("Tex with Range", 2D) = "white" { } [HideInInspector] _range (" ", Range(0, 1)) = 0 [Tex(Group3, _textureChannelMask1)] _tex_channel ("Tex with Channel", 2D) = "white" { } [HideInInspector] _textureChannelMask1 (" ", Vector) = (0, 0, 0, 1) // Display up to 4 colors in a single line (Unity 2019.2+) [Color(Group3, _mColor1, _mColor2, _mColor3)] _mColor ("Multi Color", Color) = (1, 1, 1, 1) [HideInInspector] _mColor1 (" ", Color) = (1, 0, 0, 1) [HideInInspector] _mColor2 (" ", Color) = (0, 1, 0, 1) [HideInInspector] [HDR] _mColor3 (" ", Color) = (0, 0, 1, 1) [Title(Ramp Samples)] [Ramp] _Ramp ("Ramp Map", 2D) = "white" { } [Title(MinMaxSlider Samples)] [MinMaxSlider(_rangeStart, _rangeEnd)] _minMaxSlider ("Min Max Slider (0 - 1)", Range(0.0, 1.0)) = 1.0 _rangeStart ("Range Start", Range(0.0, 0.5)) = 0.0 [PowerSlider(10)] _rangeEnd ("Range End PowerSlider", Range(0.5, 1.0)) = 1.0 } HLSLINCLUDE ENDHLSL SubShader { Pass { } } CustomEditor "LWGUI.LWGUI" }