中文 | إنجليزي
نظام خفيف الوزن ، مرن وقوي للتظليل .
بعد التحقق من صحة العديد من المشاريع التجارية واسعة النطاق ، يتيح استخدام بناء جملة درج العقار المادي المستقيمة تحقيقًا لعمليات GUIs القوية ، وتقليل وقت التطوير بشكل كبير ، وتعزيز سهولة الاستخدام والتوسيع ، ورفع تجربة المستخدم للفنانين بشكل فعال.


![]() | ![]() |
|---|---|
| جديد: محرر تدرج أقوى من UE ، مع دعم لكل من Shader و C# | جديد: أدخل الصور مباشرة في Shadergui لدعم عرض المستندات المعقدة دون الحاجة إلى القفز إلى المتصفح |
![]() | ![]() |
| يمكن أيضًا تصفية شريط البحث عن الخصائص التي تم تعديلها | انقر بزر الماوس الأيمن على لصق قيمة السمة حسب النوع |
| مع رعايتك ، سأقوم بتحديث أكثر نشاطًا. | 有你的赞助我会更加积极地更新 |
|---|---|
| paypal.me/jasonma0012 | ![]() |
تأكد من أن بيئتك متوافقة مع LWGUI
lwgui <1.17: الوحدة 2017.4+
lwgui> = 1.17: الوحدة 2021.3+
افتح مشروعك
Window > Package Manager > Add > Add package from git URL ، أدخل: https://github.com/JasonMa0012/LWGUI.git
Package Manager > Add package from diskCustomEditor "LWGUI.LWGUI" /// 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 )مثال:
[ 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 ) = 0النتيجة الافتراضية:

ثم تغيير القيم:

/// 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 ) /// 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 ) /// Similar to builtin IntRange()
/// group: father group name, support suffix keyword for conditional display (Default: none)
/// Target Property Type: Range
public SubIntRangeDrawer ( string group ) /// 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 )مثال:
[ 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 ) ) = 1.0نتيجة:

/// <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 ) // 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 ) /// 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 )مثال:
[ 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 )نتيجة:

/// Draw an image preview.
/// display name: The path of the image file relative to the Unity project, such as: "Assets/test.png", "Doc/test.png", "../test.png"
/// group: father group name, support suffix keyword for conditional display (Default: none)
public ImageDrawer ( ) { }
public ImageDrawer ( string group )نتيجة:

/// 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 )مثال:
[ Title ( _ , Channel Samples ) ]
[ Channel ( _ ) ] _textureChannelMask ( "Texture Channel Mask (Default G)" , Vector ) = ( 0 , 1 , 0 , 0 )
......
float selectedChannelValue = dot ( tex2D ( _Tex , uv ) , _textureChannelMask ) ; 
/// 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 )مثال:
[ Ramp ( _ , RampMap , Assets . Art , 512 ) ] _Ramp ( "Ramp Map" , 2D ) = "white" { }نتيجة:

يجب عليك حفظ نتائج التحرير يدويًا ، إذا كانت هناك تغييرات غير محفوظة ، فسوف يعرض زر حفظ اللون الأصفر.
عندما تنقل أو نسخ خريطة المنحدر ، تذكر أن تتحرك مع ملف .meta ، وإلا فلن تتمكن من تحريرها مرة أخرى!
مثال:
public class Test : MonoBehaviour
{
public LwguiGradient lwguiGradientSrgb = new LwguiGradient ( ) ;
[ LwguiGradientUsage ( ColorSpace . Linear , LwguiGradient . ChannelMask . RGB , LwguiGradient . GradientTimeRange . TwentyFourHundred ) ]
public LwguiGradient lwguiGradientLinear = new LwguiGradient ( ) ;
}نتيجة:


يمكن تعيين إعدادات العرض الافتراضية باستخدام سمة LWGuigradientUsage ().
يتكامل محرر LWGUI التدريجي الجديد مع محرر التدرج المدمج في Unity ومحرر Curve ، مما يتيح ميزات أكثر قوة من محرر التدرج في UE.

| محرر | وصف |
|---|---|
| نطاق الوقت | يعد نطاق عرض المحور الأفقي ، القابل للتحديد من 0-1 / 0-24 / 0-2400 ، مفيدًا جدًا عندما يكون الوقت المحور الأفقي. لاحظ أن الشاشة فقط تتأثر ، القيمة الفعلية المخزنة في المحور الأفقي هي دائمًا 0-1. |
| القنوات | القنوات المعروضة. يمكن عرضها بشكل فردي. |
| معاينة SRGB | يجب فحصه عندما تكون قيمة التدرج لونًا لمعاينة اللون الصحيح ، وإلا فإنه لا يلزم التحقق منه. لا تؤثر إلا على العرض ، يتم تخزين خريطة التدرج والمنحدر دائمًا على أنها خطية. |
| القيمة / r / g / b / a | تستخدم لتحرير قيمة المفتاح المحدد ، يمكنك تحرير قيمة المفاتيح المتعددة في نفس الوقت. |
| وقت | تستخدم لتحرير وقت المفتاح المحدد ، يمكنك تحرير وقت المفاتيح المتعددة في نفس الوقت. إذا قمت بإدخال رقم يدويًا ، فيجب عليك الضغط على Enter لإنهاء التحرير. |
| محرر التدرج | هذا مشابه لمحرر التدرج المدمج في Unity ، ولكن يتم فصل قنوات Alpha إلى أبيض وأسود. لاحظ أن إضافة مفاتيح من محرر التدرج تقتصر على 8 مفاتيح كحد أقصى ، فإن إضافة مفاتيح من محرر المنحنى غير محدود . إن تجاوز الحد الرئيسي لن يؤثر على المعاينة أو الاستخدام. |
| محرر المنحنى | على غرار محرر المنحنى المدمج في Unity ، يعرض نطاق XY 0-1 بشكل افتراضي ، ويمكنك استخدام عجلة التمرير لتكبير أو نقل نطاق العرض. كما ترون في الصورة أدناه ، تحتوي قائمة السياق على عدد من الوظائف للتحكم في شكل المنحنى ، ويمكنك استشارة وثائق الوحدة للحصول على أقصى استفادة من هذه الوظائف. |
| الإعدادات المسبقة | يمكنك حفظ التدرج الحالي LWGUI كمناسبة مسبقًا وتطبيقه في أي وقت. هذه الإعدادات المسبقة شائعة بين إصدارات المحرك المختلفة على الكمبيوتر المحلي ، ولكن لا يتم حفظها في المشروع. |


القضايا المعروفة:
/// 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 )مثال:
[ 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 ]نتيجة:
ستكون قيمة الخاصية في الإعداد المسبق المحدد هي القيمة الافتراضية
Renderqueue هو اسم خاصية مرمز ، تحتاج إلى إضافتها يدويًا إلى الإعداد المسبق






/// Draw one or more Buttons within the same row, using the Display Name to control the appearance and behavior of the buttons
///
/// Declaring a set of Button Name and Button Command in Display Name generates a Button, separated by '@':
/// ButtonName0@ButtonCommand0@ButtonName1@ButtonCommand1
///
/// Button Name can be any other string, the format of Button Command is:
/// TYPE:Argument
///
/// The following TYPEs are currently supported:
/// - URL: Open the URL, Argument is the URL
/// - C#: Call the public static C# function, Argument is NameSpace.Class.Method(arg0, arg1, ...),
/// for target function signatures, see: LWGUI.ButtonDrawer.TestMethod().
///
/// The full example:
/// [Button(_)] _button0 ("URL Button@URL:https://github.com/JasonMa0012/LWGUI@C#:LWGUI.ButtonDrawer.TestMethod(1234, abcd)", Float) = 0
///
/// group: father group name, support suffix keyword for conditional display (Default: none)
public ButtonDrawer ( ) { }
public ButtonDrawer ( string group )مثال:
[ Title ( Button Samples ) ]
[ Button ( _ ) ] _button0 ( "URL Button@URL:https://github.com/JasonMa0012/LWGUI@C# Button@C#:LWGUI.ButtonDrawer.TestMethod(1234, abcd)" , Float ) = 0 
/// 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, 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 ) { }
مثال:
[ 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 

نصائح:
/// 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 ) /// 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 ( )مثال:
[ 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 
نصائح:
/// Similar to HideInInspector(), the difference is that Hidden() can be unhidden through the Display Mode button.
public HiddenDecorator ( ) /// Set the property to read-only.
public ReadOnlyDecorator ( ) /// 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 )مثال:
[ 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 


MaterialSpaceDecorator ( float height ) MaterialHeaderDecorator ( string header ) 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 ) MaterialIntRangeDrawer ( ) MaterialKeywordEnumDrawer ( string kw1 , string kw2 , string kw3 , string kw4 , string kw5 , string kw6 , string kw7 , string kw8 , string kw9 ) MaterialPowerSliderDrawer ( float power ) MaterialToggleUIDrawer ( string keyword ) 
تمكنك الرؤوس المخصصة وتذييلات من دمج وحدات مخصصة في الجزء العلوي أو أسفل Shadergui دون تغيير رمز البرنامج المساعد LWGUI.
اعتمادًا على الموقع المطلوب لـ GUI المخصص ، قم بتكرار البرنامج النصي التالي في مجلد محرر داخل مشروعك:
تعديل اسم الملف واسم الفئة وفقًا لذلك.
قم بتنفيذ رمز واجهة المستخدم الرسومية المخصصة داخل وظائف DocustomHeader () / docustomfooter ().
يُنصح بفحص تعريف كائن LWGUI للحصول على أي بيانات مطلوبة.
تودو
Subdrawer في shadeerdrawer.cs لبدء تطوير درجك المخصص