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Is it possible to add unity shader information inspector back?

starportx il y a 9 ans mis à jour par Andy Buchanan il y a 9 ans 13
When doing some shader deep analysis, we need to see the final compiled code by unity, it's an important feature.
We don't want to copy the shader to another project without Shader Forge to investigate them every time, so can you add them back?

Add shader forge inspector
Image 428

with this original information panel
Image 429
À l'étude
I'll look into this tonight :)
This has now been added in 1.18
So fast? can't wait to see! :)
I've just upgraded to v1.18.

This feature doesn't seem to work.

Am I missing a step?

(FWIW We're still running Unity 5.0.2 at the moment due to breakages in 5.1 and 5.2. )
ArgumentException: Illegal characters in path.
System.IO.Path.GetFileName (System.String path) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.IO/Path.cs:273)
UnityEditor.EditorGUIUtility.LoadIconForSkin (System.String name, Int32 skinIndex) (at E:/Wish/Perforce/CrossProject/USrc/X/2_Mods/artifacts/generated/common/editor/EditorGUIUtility.gen.cs:180)
UnityEditor.EditorGUIUtility.TextContent (System.String name) (at E:/Wish/Perforce/CrossProject/USrc/X/2_Mods/artifacts/generated/common/editor/EditorGUIUtility.gen.cs:82)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.ShaderForgeInspector.InitStyles ()
UnityEditor.ShaderForgeInspector.DrawUnitysInspector ()
UnityEditor.ShaderForgeInspector.OnInspectorGUI ()
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at E:/Wish/Perforce/CrossProject/USrc/X/2_Mods/Editor/Mono/Inspector/InspectorWindow.cs:1150)
UnityEditor.DockArea:OnGUI()


"Illegal characters in path." sounds as if the shader is in a folder with special characters
No happens to all shaders anywhere in the project. Nothing has changed here except the Shader Forge version, from 1.7 to 1.8. :-(
You're not using icons that aren't in Unity 5.0 are you?
It should be fine in 5.2 now, if you're able to upgrade!
Currently no. :-(

Maybe next week, or the week after.
Hi, I've just been previewing this (v1.19) in 5.2 and it looks like it works, but it's missing the drop down box to configure the platform target selection, which is the bit we wanted :-)