study/first_study/Library/PackageCache/com.unity.render-pipelines.universal@d10049dfa479/Editor/VFXGraph/VFXShaderGraphGUI.cs
jh04010421 739d49f1a0 Unity | 2026.01.20
수업 실습 파일
2026-01-20 11:01:57 +09:00

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C#

#if HAS_VFX_GRAPH
using UnityEditor.ShaderGraph;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Rendering.Universal
{
internal class VFXShaderGraphLitGUI : ShaderGraphLitGUI
{
protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceInputs;
}
internal class VFXShaderGraphUnlitGUI : ShaderGraphUnlitGUI
{
protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceInputs;
}
internal class VFXSixWayGUI : SixWayGUI
{
protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceInputs;
}
internal class VFXGenericShaderGraphMaterialGUI : GenericShaderGraphMaterialGUI
{
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
//When material used in VFX, all properties are converted to input slots.
//This fallback is used with sprite output.
}
}
}
#endif