Repository: FreyaHolmer/Render-Queue
Branch: master
Commit: c05cd9efcfad
Files: 19
Total size: 16.7 KB
Directory structure:
gitextract_0fgj1vd6/
├── .gitignore
├── LICENSE
├── README.md
├── Render Queue/
│ ├── Editor/
│ │ ├── AssetList.cs
│ │ ├── AssetList.cs.meta
│ │ ├── Entry.cs
│ │ ├── Entry.cs.meta
│ │ ├── EntryState.cs
│ │ ├── EntryState.cs.meta
│ │ ├── Filter.cs
│ │ ├── Filter.cs.meta
│ │ ├── Filters.cs
│ │ ├── Filters.cs.meta
│ │ ├── RenderQueueGUI.cs
│ │ ├── RenderQueueGUI.cs.meta
│ │ ├── RenderQueueWindow.cs
│ │ └── RenderQueueWindow.cs.meta
│ └── Editor.meta
└── Render Queue.meta
================================================
FILE CONTENTS
================================================
================================================
FILE: .gitignore
================================================
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
Assets/AssetStoreTools*
LICENSE.meta
README.md.meta
# Visual Studio cache directory
.vs/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.opendb
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
================================================
FILE: LICENSE
================================================
MIT License
Copyright (c) 2019 Freya Holmér
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
================================================
FILE: README.md
================================================
# Render-Queue
Render Queue Unity Extension
Make sure your project is using .NET 4.x in Player Settings!
================================================
FILE: Render Queue/Editor/AssetList.cs
================================================
// Copyright © 2019 Freya Holmér • freya@acegikmo.com • https://github.com/FreyaHolmer/Render-Queue
namespace RenderQueuePlugin {
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
[System.Serializable]
public class AssetList {
[SerializeField] Vector2 scrollPosition = Vector2.zero;
[SerializeField] List<Entry> entries;
public bool HasPendingChanges => entries.Any( e => e.ModifiedState == EntryState.Modified );
public void ApplyAllChanges() => entries.ForEach( e => e.ApplyIfModified() );
public void RevertAllChanges() => entries.ForEach( e => e.RevertIfModified() );
public void UpdateList( Filter filter, System.Type type ) {
if( entries == null )
entries = new List<Entry>();
// Collect any pending modifications before refreshing
IEnumerable<(Object,int)> modifications = entries
.Where( x => x.ModifiedState == EntryState.Modified )
.Select( x => (x.asset, x.renderQueueInput) );
// Get all assets from the project filtered by the selected filter
string assetSearch = $"t:{type.Name}";
entries = AssetDatabase.FindAssets( assetSearch )
.Select( guid => AssetDatabase.GUIDToAssetPath( guid ) )
.Where( filter.filter )
.Select( path => new Entry( AssetDatabase.LoadAssetAtPath( path, type ) ) )
.ToList();
// Re-add the pending changes to corresponding entries if they still exist
foreach( var (modMat, modValue) in modifications ) {
Entry entry = entries.FirstOrDefault( e => e.asset == modMat );
if( entry != null )
entry.renderQueueInput = modValue;
}
// Order by Render Queue input
entries.Sort( ( a, b ) => b.renderQueueInput.CompareTo( a.renderQueueInput ) );
}
public void Draw() {
scrollPosition = GUILayout.BeginScrollView( scrollPosition );
{
GUILayout.BeginVertical( RenderQueueGUI.PanelStyle );
for( int i = 0; i < entries.Count; i++ ) {
// Entry
entries[i].Draw();
// Spacing between groups
if( i < entries.Count - 1 ) {
bool validEntries = entries[i].ModifiedState != EntryState.Missing && entries[i+1].ModifiedState != EntryState.Missing;
if( validEntries ) {
int delta = entries[i].RenderQueue - entries[i + 1].RenderQueue;
if( delta > 1 ) {
GUILayout.EndVertical();
RenderQueueGUI.Fade( 0.4f, () => {
RenderQueueGUI.LabelSmallRight( delta.ToString() );
} );
GUILayout.BeginVertical( RenderQueueGUI.PanelStyle );
}
}
}
}
GUILayout.EndVertical();
}
GUILayout.EndScrollView();
}
}
}
================================================
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================================================
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================================================
FILE: Render Queue/Editor/Entry.cs
================================================
// Copyright © 2019 Freya Holmér • freya@acegikmo.com • https://github.com/FreyaHolmer/Render-Queue
namespace RenderQueuePlugin {
using UnityEngine;
using UnityEditor;
[System.Serializable]
public class Entry {
public enum EntryType {
Material,
Shader
}
public Object asset;
public int renderQueueInput;
public EntryType entryType;
Material AssetMaterial => asset as Material;
Shader AssetShader => asset as Shader;
public int RenderQueue {
get {
switch( entryType ) {
case EntryType.Material:
return AssetMaterial.renderQueue;
case EntryType.Shader:
return AssetShader.renderQueue;
}
return default;
}
set {
if( entryType == EntryType.Material ) {
AssetMaterial.renderQueue = value;
return;
}
// Note: Shader render queue is read only
}
}
public EntryState ModifiedState {
get {
if( asset == null )
return EntryState.Missing;
if( renderQueueInput != RenderQueue )
return EntryState.Modified;
return EntryState.Unchanged;
}
}
public Entry( Object asset ) {
this.asset = asset;
if( asset is Material )
entryType = EntryType.Material;
else if( asset is Shader )
entryType = EntryType.Shader;
this.renderQueueInput = RenderQueue;
}
public string GetOffsetLabelString( EntryState state ) {
if( state == EntryState.Missing )
return "?";
int offset = renderQueueInput - 3000;
return RenderQueueGUI.ToSignedString( offset );
}
public string GetRenderTag( EntryState state ) {
if( state == EntryState.Missing )
return "?";
if( entryType == EntryType.Material )
return AssetMaterial.GetTag( "RenderType", true, "-" );
return string.Empty;
}
public void Draw() {
EntryState state = ModifiedState;
GUI.color = state.GetColor();
string offsetLabel = GetOffsetLabelString( state );
string renderTagLabel = GetRenderTag( state );
GUILayout.BeginHorizontal();
{
RenderQueueGUI.Disabled( () => {
GUILayout.Label( offsetLabel, GUILayout.Width( 40 ) );
} );
RenderQueueGUI.EnabledStateGroup( state != EntryState.Missing, () => {
if(entryType == EntryType.Material ) {
renderQueueInput = EditorGUILayout.IntField( renderQueueInput, GUILayout.Width( 40 ) );
} else {
GUILayout.Space( 1 ); // To make the label align with the textbox when viewing things you can edit
GUILayout.Label( renderQueueInput.ToString(), GUILayout.Width( 40 ) ); // Read only
}
EditorGUILayout.ObjectField( asset, typeof( Material ), allowSceneObjects: false, GUILayout.ExpandWidth( true ) );
} );
if( entryType == EntryType.Material ) {
RenderQueueGUI.Fade( 0.4f, () => {
GUILayout.Label( renderTagLabel, EditorStyles.miniLabel, GUILayout.Width( 100 ) );
} );
}
}
GUILayout.EndHorizontal();
GUI.color = Color.white;
}
public void ApplyIfModified() {
if( ModifiedState == EntryState.Modified ) {
UnityEditor.Undo.RecordObject( asset, "change asset render queque" );
RenderQueue = renderQueueInput;
renderQueueInput = RenderQueue; // Make sure it matches asset afterwards after
}
}
public void RevertIfModified() {
if( ModifiedState == EntryState.Modified )
renderQueueInput = RenderQueue;
}
}
}
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================================================
FILE: Render Queue/Editor/EntryState.cs
================================================
// Copyright © 2019 Freya Holmér • freya@acegikmo.com • https://github.com/FreyaHolmer/Render-Queue
namespace RenderQueuePlugin {
using UnityEngine;
using UnityEditor;
public enum EntryState {
Unchanged,
Modified,
Missing
}
[System.Serializable]
public static class EntryStateExtensions {
static readonly Color[] stateColors = {
Color.white,
Color.cyan,
Color.red
};
public static Color GetColor( this EntryState state ) => stateColors[(int)state];
}
}
================================================
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================================================
FILE: Render Queue/Editor/Filter.cs
================================================
// Copyright © 2019 Freya Holmér • freya@acegikmo.com • https://github.com/FreyaHolmer/Render-Queue
namespace RenderQueuePlugin {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
public class Filter {
public string name;
public Func<string, bool> filter;
public Filter( string name, Func<string, bool> filter ) {
this.name = name;
this.filter = filter;
}
}
}
================================================
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================================================
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================================================
FILE: Render Queue/Editor/Filters.cs
================================================
// Copyright © 2019 Freya Holmér • freya@acegikmo.com • https://github.com/FreyaHolmer/Render-Queue
namespace RenderQueuePlugin {
using System.Collections.Generic;
public static class Filters {
public static List<Filter> filters = new List<Filter>(){
// Add new filters here
// Do not use these symbols in filter names: &/^%
// (They completely mess up formatting in the picker menu)
new Filter( "All",
(path) => true
),
new Filter( "Materials + Shaders",
(path) => path.StartsWith("Assets/Materials/") || path.StartsWith("Assets/Shaders/")
),
};
}
}
================================================
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================================================
FILE: Render Queue/Editor/RenderQueueGUI.cs
================================================
// Copyright © 2019 Freya Holmér • freya@acegikmo.com • https://github.com/FreyaHolmer/Render-Queue
namespace RenderQueuePlugin {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
public static class RenderQueueGUI {
static GUIStyle panelStyle;
public static GUIStyle PanelStyle {
get {
if( panelStyle == null ) {
panelStyle = new GUIStyle( EditorStyles.helpBox ) {
padding = new RectOffset( 2, 2, 4, 4 ),
margin = new RectOffset( 0, 0, 0, 0 )
};
}
return panelStyle;
}
}
static GUIContent iconMaterial;
public static GUIContent IconMaterial {
get {
if( iconMaterial == null )
iconMaterial = EditorGUIUtility.IconContent( "Material Icon" );
return iconMaterial;
}
}
static GUIContent iconShader;
public static GUIContent IconShader {
get {
if( iconShader == null )
iconShader = EditorGUIUtility.IconContent( "Shader Icon" );
return iconShader;
}
}
static Color cachedPrevColor;
public static void Fade( float opacity, System.Action content ) {
cachedPrevColor = GUI.color;
Color c = cachedPrevColor;
c.a *= opacity;
GUI.color = c;
content();
GUI.color = cachedPrevColor;
}
public static void Disabled( System.Action content ) {
EditorGUI.BeginDisabledGroup( true );
content();
EditorGUI.EndDisabledGroup();
}
public static void EnabledStateGroup( bool enabled, System.Action content ) {
EditorGUI.BeginDisabledGroup( enabled == false );
content();
EditorGUI.EndDisabledGroup();
}
public static string ToSignedString( int value ) {
if( value == 0 )
return "±" + value;
if( value > 0 )
return "+" + value;
return value.ToString(); // Negative symbol is already included
}
public static void LabelSmallRight( string str ) {
GUILayout.BeginHorizontal();
GUILayout.Label( string.Empty, GUILayout.ExpandWidth( true ) );
GUILayout.Label( str, EditorStyles.centeredGreyMiniLabel, GUILayout.ExpandWidth( false ) );
GUILayout.EndHorizontal();
}
public static void Deselect() => GUI.FocusControl( "" );
}
}
================================================
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================================================
FILE: Render Queue/Editor/RenderQueueWindow.cs
================================================
// Copyright © 2019 Freya Holmér • freya@acegikmo.com • https://github.com/FreyaHolmer/Render-Queue
namespace RenderQueuePlugin {
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections.Generic;
using System;
public class RenderQueueWindow : EditorWindow {
// Constants
const string EDITOR_PREF_PREFIX = "render_queue_window_";
const string EDITOR_PREF_KEY_FILTER_INDEX = EDITOR_PREF_PREFIX + "filter_index";
const string EDITOR_PREF_KEY_LIST_INDEX = EDITOR_PREF_PREFIX + "list_index";
// Asset types & icons
static (Type type, Func<GUIContent> getIcon )[] typesAndIcons = {
(typeof(Material), () => RenderQueueGUI.IconMaterial),
(typeof(Shader), () => RenderQueueGUI.IconShader)
};
[SerializeField] int listIndex = 0;
[SerializeField] AssetList[] lists = new AssetList[typesAndIcons.Length];
[SerializeField] int filterIndex = 0;
[SerializeField] string[] filterNames;
[SerializeField] int[] filterIndices;
AssetList CurrentList {
get => lists[listIndex];
set => lists[listIndex] = value;
}
Type CurrentType => typesAndIcons[listIndex].type;
[MenuItem( "Tools/Render Queue" )]
public static void Intialize() => GetWindow<RenderQueueWindow>( "Render Queue" );
private void OnEnable() {
LoadPrefs();
RefreshFilters();
RefreshList();
Undo.undoRedoPerformed += OnUndoRedo;
}
private void OnDisable() {
SavePrefs();
Undo.undoRedoPerformed -= OnUndoRedo;
}
public void OnGUI() {
DrawHeader();
CurrentList.Draw();
DeselectIfClickedNothing();
}
void SavePrefs() {
EditorPrefs.SetInt( EDITOR_PREF_KEY_FILTER_INDEX, filterIndex );
EditorPrefs.SetInt( EDITOR_PREF_KEY_LIST_INDEX, listIndex );
}
void LoadPrefs() {
filterIndex = EditorPrefs.GetInt( EDITOR_PREF_KEY_FILTER_INDEX, 0 );
listIndex = EditorPrefs.GetInt( EDITOR_PREF_KEY_LIST_INDEX, 0 );
}
void OnUndoRedo() {
RefreshList();
Repaint();
}
void RefreshFilters() {
filterNames = Filters.filters.Select( f => f.name ).ToArray();
filterIndices = new int[filterNames.Length];
for( int i = 0; i < filterIndices.Length; i++ )
filterIndices[i] = i;
filterIndex = Mathf.Clamp( filterIndex, 0, Filters.filters.Count - 1 );
}
void RefreshList() {
if( CurrentList == null )
CurrentList = new AssetList();
CurrentList.UpdateList( Filters.filters[filterIndex], CurrentType );
RenderQueueGUI.Deselect();
}
void DrawHeader() {
bool hasChanges = CurrentList.HasPendingChanges;
GUILayout.BeginHorizontal( EditorStyles.toolbar );
{
if( GUILayout.Button( typesAndIcons[listIndex].getIcon(), EditorStyles.toolbarButton, GUILayout.Width( 24 ), GUILayout.Height(16) ) ) {
listIndex = 1 - listIndex;
RefreshList();
}
if( GUILayout.Button( "Refresh", EditorStyles.miniButtonLeft, GUILayout.Width( 66 ) ) ) {
RefreshList();
}
EditorGUI.BeginDisabledGroup( hasChanges == false );
if( GUILayout.Button( "Revert", EditorStyles.miniButtonMid, GUILayout.Width( 60 ) ) ) {
CurrentList.RevertAllChanges();
RefreshList();
}
if( GUILayout.Button( "Apply", EditorStyles.miniButtonRight, GUILayout.Width( 50 ) ) ) {
CurrentList.ApplyAllChanges();
RefreshList();
}
EditorGUI.EndDisabledGroup();
GUILayout.Space( 5 );
EditorGUI.BeginChangeCheck();
GUILayout.Label( "Folder Filter", EditorStyles.miniLabel, GUILayout.ExpandWidth( false ) );
filterIndex = EditorGUILayout.IntPopup( filterIndex, filterNames, filterIndices );
if( EditorGUI.EndChangeCheck() ) {
RefreshList();
}
}
GUILayout.EndHorizontal();
}
void DeselectIfClickedNothing() {
if( Event.current.type == EventType.MouseDown && Event.current.button == 0 ) {
RenderQueueGUI.Deselect();
Repaint();
}
}
}
}
================================================
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gitextract_0fgj1vd6/ ├── .gitignore ├── LICENSE ├── README.md ├── Render Queue/ │ ├── Editor/ │ │ ├── AssetList.cs │ │ ├── AssetList.cs.meta │ │ ├── Entry.cs │ │ ├── Entry.cs.meta │ │ ├── EntryState.cs │ │ ├── EntryState.cs.meta │ │ ├── Filter.cs │ │ ├── Filter.cs.meta │ │ ├── Filters.cs │ │ ├── Filters.cs.meta │ │ ├── RenderQueueGUI.cs │ │ ├── RenderQueueGUI.cs.meta │ │ ├── RenderQueueWindow.cs │ │ └── RenderQueueWindow.cs.meta │ └── Editor.meta └── Render Queue.meta
SYMBOL INDEX (38 symbols across 7 files)
FILE: Render Queue/Editor/AssetList.cs
class AssetList (line 9) | [System.Serializable]
method ApplyAllChanges (line 16) | public void ApplyAllChanges() => entries.ForEach( e => e.ApplyIfModif...
method RevertAllChanges (line 17) | public void RevertAllChanges() => entries.ForEach( e => e.RevertIfModi...
method UpdateList (line 19) | public void UpdateList( Filter filter, System.Type type ) {
method Draw (line 48) | public void Draw() {
FILE: Render Queue/Editor/Entry.cs
class Entry (line 7) | [System.Serializable]
type EntryType (line 10) | public enum EntryType {
method Entry (line 50) | public Entry( Object asset ) {
method GetOffsetLabelString (line 59) | public string GetOffsetLabelString( EntryState state ) {
method GetRenderTag (line 66) | public string GetRenderTag( EntryState state ) {
method Draw (line 74) | public void Draw() {
method ApplyIfModified (line 111) | public void ApplyIfModified() {
method RevertIfModified (line 119) | public void RevertIfModified() {
FILE: Render Queue/Editor/EntryState.cs
type EntryState (line 7) | public enum EntryState {
class EntryStateExtensions (line 13) | [System.Serializable]
method GetColor (line 20) | public static Color GetColor( this EntryState state ) => stateColors[(...
FILE: Render Queue/Editor/Filter.cs
class Filter (line 10) | public class Filter {
method Filter (line 15) | public Filter( string name, Func<string, bool> filter ) {
FILE: Render Queue/Editor/Filters.cs
class Filters (line 6) | public static class Filters {
FILE: Render Queue/Editor/RenderQueueGUI.cs
class RenderQueueGUI (line 10) | public static class RenderQueueGUI {
method Fade (line 45) | public static void Fade( float opacity, System.Action content ) {
method Disabled (line 54) | public static void Disabled( System.Action content ) {
method EnabledStateGroup (line 60) | public static void EnabledStateGroup( bool enabled, System.Action cont...
method ToSignedString (line 66) | public static string ToSignedString( int value ) {
method LabelSmallRight (line 74) | public static void LabelSmallRight( string str ) {
method Deselect (line 81) | public static void Deselect() => GUI.FocusControl( "" );
FILE: Render Queue/Editor/RenderQueueWindow.cs
class RenderQueueWindow (line 10) | public class RenderQueueWindow : EditorWindow {
method Intialize (line 35) | [MenuItem( "Tools/Render Queue" )]
method OnEnable (line 38) | private void OnEnable() {
method OnDisable (line 45) | private void OnDisable() {
method OnGUI (line 50) | public void OnGUI() {
method SavePrefs (line 56) | void SavePrefs() {
method LoadPrefs (line 60) | void LoadPrefs() {
method OnUndoRedo (line 65) | void OnUndoRedo() {
method RefreshFilters (line 70) | void RefreshFilters() {
method RefreshList (line 78) | void RefreshList() {
method DrawHeader (line 86) | void DrawHeader() {
method DeselectIfClickedNothing (line 122) | void DeselectIfClickedNothing() {
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About this extraction
This page contains the full source code of the FreyaHolmer/Render-Queue GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 19 files (16.7 KB), approximately 5.1k tokens, and a symbol index with 38 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.