using System; using UnityEngine; using UnityEngine.Rendering; using UnityEditor; using UnityEngine.Experimental.Rendering; namespace UnityEditor.Rendering.Universal { internal class TerrainLitShaderGUI : UnityEditor.ShaderGUI, ITerrainLayerCustomUI { private class StylesLayer { public readonly GUIContent enableHeightBlend = new GUIContent("Enable Height-based Blend", "Blend terrain layers based on height values."); public readonly GUIContent heightTransition = new GUIContent("Height Transition", "Size in world units of the smooth transition between layers."); public readonly GUIContent enableInstancedPerPixelNormal = new GUIContent("Enable Per-pixel Normal", "Enable per-pixel normal when the terrain uses instanced rendering."); public readonly GUIContent diffuseTexture = new GUIContent("Diffuse"); public readonly GUIContent colorTint = new GUIContent("Color Tint"); public readonly GUIContent opacityAsDensity = new GUIContent("Opacity as Density", "Enable Density Blend (if unchecked, opacity is used as Smoothness)"); public readonly GUIContent normalMapTexture = new GUIContent("Normal Map"); public readonly GUIContent normalScale = new GUIContent("Normal Scale"); public readonly GUIContent maskMapTexture = new GUIContent("Mask", "R: Metallic\nG: AO\nB: Height\nA: Smoothness"); public readonly GUIContent maskMapTextureWithoutHeight = new GUIContent("Mask Map", "R: Metallic\nG: AO\nA: Smoothness"); public readonly GUIContent channelRemapping = new GUIContent("Channel Remapping"); public readonly GUIContent defaultValues = new GUIContent("Channel Default Values"); public readonly GUIContent metallic = new GUIContent("R: Metallic"); public readonly GUIContent ao = new GUIContent("G: AO"); public readonly GUIContent height = new GUIContent("B: Height"); public readonly GUIContent heightParametrization = new GUIContent("Parametrization"); public readonly GUIContent heightAmplitude = new GUIContent("Amplitude (cm)"); public readonly GUIContent heightBase = new GUIContent("Base (cm)"); public readonly GUIContent heightMin = new GUIContent("Min (cm)"); public readonly GUIContent heightMax = new GUIContent("Max (cm)"); public readonly GUIContent heightCm = new GUIContent("B: Height (cm)"); public readonly GUIContent smoothness = new GUIContent("A: Smoothness"); } static StylesLayer s_Styles = null; private static StylesLayer styles { get { if (s_Styles == null) s_Styles = new StylesLayer(); return s_Styles; } } public TerrainLitShaderGUI() { } // Height blend params MaterialProperty enableHeightBlend = null; const string kEnableHeightBlend = "_EnableHeightBlend"; MaterialProperty heightTransition = null; const string kHeightTransition = "_HeightTransition"; MaterialProperty numLayers = null; const string kNumLayerCount = "_NumLayersCount"; // Per-pixel Normal (while instancing) MaterialProperty enableInstancedPerPixelNormal = null; const string kEnableInstancedPerPixelNormal = "_EnableInstancedPerPixelNormal"; private bool m_ShowChannelRemapping = false; enum HeightParametrization { Amplitude, MinMax }; private HeightParametrization m_HeightParametrization = HeightParametrization.Amplitude; private static bool DoesTerrainUseMaskMaps(TerrainLayer[] terrainLayers) { for (int i = 0; i < terrainLayers.Length; ++i) { if (terrainLayers[i].maskMapTexture != null) return true; } return false; } protected void FindMaterialProperties(MaterialProperty[] props) { enableHeightBlend = FindProperty(kEnableHeightBlend, props, false); heightTransition = FindProperty(kHeightTransition, props, false); enableInstancedPerPixelNormal = FindProperty(kEnableInstancedPerPixelNormal, props, false); numLayers = FindProperty(kNumLayerCount, props, false); } static public void SetupMaterialKeywords(Material material) { bool shouldDisableHeightBlend = material.HasProperty(kNumLayerCount) && material.GetFloat(kNumLayerCount) > 4; bool enableHeightBlend = !shouldDisableHeightBlend && (material.HasProperty(kEnableHeightBlend) && material.GetFloat(kEnableHeightBlend) > 0); CoreUtils.SetKeyword(material, "_TERRAIN_BLEND_HEIGHT", enableHeightBlend); bool enableInstancedPerPixelNormal = material.GetFloat(kEnableInstancedPerPixelNormal) > 0.0f; CoreUtils.SetKeyword(material, "_TERRAIN_INSTANCED_PERPIXEL_NORMAL", enableInstancedPerPixelNormal); } static public bool TextureHasAlpha(Texture2D inTex) { if (inTex != null) { return GraphicsFormatUtility.HasAlphaChannel(GraphicsFormatUtility.GetGraphicsFormat(inTex.format, true)); } return false; } public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties) { if (materialEditorIn == null) throw new ArgumentNullException("materialEditorIn"); FindMaterialProperties(properties); bool optionsChanged = false; EditorGUI.BeginChangeCheck(); { bool canUseHeightBlend = true; if (numLayers != null) { canUseHeightBlend = (numLayers.floatValue <= 4); } if (enableHeightBlend != null && canUseHeightBlend) { EditorGUI.indentLevel++; materialEditorIn.ShaderProperty(enableHeightBlend, styles.enableHeightBlend); if (enableHeightBlend.floatValue > 0) { EditorGUI.indentLevel++; materialEditorIn.ShaderProperty(heightTransition, styles.heightTransition); EditorGUI.indentLevel--; } EditorGUI.indentLevel--; } else if (enableHeightBlend != null && !canUseHeightBlend) { // Setting to zero will ensure that it's disabled in the shader // Make sure we update the shader state to reflect this (though that's // only necessary if we started out with it enabled). GUIStyle warnStyle = new GUIStyle(GUI.skin.label); warnStyle.fontStyle = FontStyle.BoldAndItalic; warnStyle.wordWrap = true; GUILayout.Label("WARNING : Height-based blending will not work properly with high layer counts!", warnStyle); } EditorGUILayout.Space(); } if (EditorGUI.EndChangeCheck()) { optionsChanged = true; } bool enablePerPixelNormalChanged = false; // Since Instanced Per-pixel normal is actually dependent on instancing enabled or not, it is not // important to check it in the GUI. The shader will make sure it is enabled/disabled properly.s if (enableInstancedPerPixelNormal != null) { EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); materialEditorIn.ShaderProperty(enableInstancedPerPixelNormal, styles.enableInstancedPerPixelNormal); enablePerPixelNormalChanged = EditorGUI.EndChangeCheck(); EditorGUI.indentLevel--; } if (optionsChanged || enablePerPixelNormalChanged) { foreach (var obj in materialEditorIn.targets) { SetupMaterialKeywords((Material)obj); } } // We should always do this call at the end materialEditorIn.serializedObject.ApplyModifiedProperties(); } bool ITerrainLayerCustomUI.OnTerrainLayerGUI(TerrainLayer terrainLayer, Terrain terrain) { var terrainLayers = terrain.terrainData.terrainLayers; // Don't use the member field enableHeightBlend as ShaderGUI.OnGUI might not be called if the material UI is folded. // heightblend shouldn't be available if we are in multi-pass mode, because it is guaranteed to be broken. bool heightBlendAvailable = (terrainLayers.Length <= 4); bool heightBlend = heightBlendAvailable && terrain.materialTemplate.HasProperty(kEnableHeightBlend) && (terrain.materialTemplate.GetFloat(kEnableHeightBlend) > 0); terrainLayer.diffuseTexture = EditorGUILayout.ObjectField(styles.diffuseTexture, terrainLayer.diffuseTexture, typeof(Texture2D), false) as Texture2D; TerrainLayerUtility.ValidateDiffuseTextureUI(terrainLayer.diffuseTexture); var diffuseRemapMin = terrainLayer.diffuseRemapMin; var diffuseRemapMax = terrainLayer.diffuseRemapMax; EditorGUI.BeginChangeCheck(); bool enableDensity = false; if (terrainLayer.diffuseTexture != null) { var rect = GUILayoutUtility.GetLastRect(); rect.y += 16 + 4; rect.width = EditorGUIUtility.labelWidth + 64; rect.height = 16; ++EditorGUI.indentLevel; var diffuseTint = new Color(diffuseRemapMax.x, diffuseRemapMax.y, diffuseRemapMax.z); diffuseTint = EditorGUI.ColorField(rect, styles.colorTint, diffuseTint, true, false, false); diffuseRemapMax.x = diffuseTint.r; diffuseRemapMax.y = diffuseTint.g; diffuseRemapMax.z = diffuseTint.b; diffuseRemapMin.x = diffuseRemapMin.y = diffuseRemapMin.z = 0; if (!heightBlend) { rect.y = rect.yMax + 2; enableDensity = EditorGUI.Toggle(rect, styles.opacityAsDensity, diffuseRemapMin.w > 0); } --EditorGUI.indentLevel; } diffuseRemapMax.w = 1; diffuseRemapMin.w = enableDensity ? 1 : 0; if (EditorGUI.EndChangeCheck()) { terrainLayer.diffuseRemapMin = diffuseRemapMin; terrainLayer.diffuseRemapMax = diffuseRemapMax; } // Display normal map UI terrainLayer.normalMapTexture = EditorGUILayout.ObjectField(styles.normalMapTexture, terrainLayer.normalMapTexture, typeof(Texture2D), false) as Texture2D; TerrainLayerUtility.ValidateNormalMapTextureUI(terrainLayer.normalMapTexture, TerrainLayerUtility.CheckNormalMapTextureType(terrainLayer.normalMapTexture)); if (terrainLayer.normalMapTexture != null) { var rect = GUILayoutUtility.GetLastRect(); rect.y += 16 + 4; rect.width = EditorGUIUtility.labelWidth + 64; rect.height = 16; ++EditorGUI.indentLevel; terrainLayer.normalScale = EditorGUI.FloatField(rect, styles.normalScale, terrainLayer.normalScale); --EditorGUI.indentLevel; } // Display the mask map UI and the remap controls terrainLayer.maskMapTexture = EditorGUILayout.ObjectField(heightBlend ? styles.maskMapTexture : styles.maskMapTextureWithoutHeight, terrainLayer.maskMapTexture, typeof(Texture2D), false) as Texture2D; TerrainLayerUtility.ValidateMaskMapTextureUI(terrainLayer.maskMapTexture); var maskMapRemapMin = terrainLayer.maskMapRemapMin; var maskMapRemapMax = terrainLayer.maskMapRemapMax; var smoothness = terrainLayer.smoothness; var metallic = terrainLayer.metallic; ++EditorGUI.indentLevel; EditorGUI.BeginChangeCheck(); m_ShowChannelRemapping = EditorGUILayout.Foldout(m_ShowChannelRemapping, terrainLayer.maskMapTexture != null ? s_Styles.channelRemapping : s_Styles.defaultValues); if (m_ShowChannelRemapping) { if (terrainLayer.maskMapTexture != null) { float min, max; min = maskMapRemapMin.x; max = maskMapRemapMax.x; EditorGUILayout.MinMaxSlider(s_Styles.metallic, ref min, ref max, 0, 1); maskMapRemapMin.x = min; maskMapRemapMax.x = max; min = maskMapRemapMin.y; max = maskMapRemapMax.y; EditorGUILayout.MinMaxSlider(s_Styles.ao, ref min, ref max, 0, 1); maskMapRemapMin.y = min; maskMapRemapMax.y = max; if (heightBlend) { EditorGUILayout.LabelField(styles.height); ++EditorGUI.indentLevel; m_HeightParametrization = (HeightParametrization)EditorGUILayout.EnumPopup(styles.heightParametrization, m_HeightParametrization); if (m_HeightParametrization == HeightParametrization.Amplitude) { // (height - heightBase) * amplitude float amplitude = Mathf.Max(maskMapRemapMax.z - maskMapRemapMin.z, Mathf.Epsilon); // to avoid divide by zero float heightBase = maskMapRemapMin.z / amplitude; amplitude = EditorGUILayout.FloatField(styles.heightAmplitude, amplitude * 100) / 100; heightBase = EditorGUILayout.FloatField(styles.heightBase, heightBase * 100) / 100; maskMapRemapMin.z = heightBase * amplitude; maskMapRemapMax.z = (1.0f - heightBase) * amplitude; } else { maskMapRemapMin.z = EditorGUILayout.FloatField(styles.heightMin, maskMapRemapMin.z * 100) / 100; maskMapRemapMax.z = EditorGUILayout.FloatField(styles.heightMax, maskMapRemapMax.z * 100) / 100; } --EditorGUI.indentLevel; } min = maskMapRemapMin.w; max = maskMapRemapMax.w; EditorGUILayout.MinMaxSlider(s_Styles.smoothness, ref min, ref max, 0, 1); maskMapRemapMin.w = min; maskMapRemapMax.w = max; } else { metallic = EditorGUILayout.Slider(s_Styles.metallic, metallic, 0, 1); // AO and Height are still exclusively controlled via the maskRemap controls // metallic and smoothness have their own values as fields within the LayerData. maskMapRemapMax.y = EditorGUILayout.Slider(s_Styles.ao, maskMapRemapMax.y, 0, 1); if (heightBlend) { maskMapRemapMax.z = EditorGUILayout.FloatField(s_Styles.heightCm, maskMapRemapMax.z * 100) / 100; } // There's a possibility that someone could slide max below the existing min value // so we'll just protect against that by locking the min value down a little bit. // In the case of height (Z), we are trying to set min to no lower than zero value unless // max goes negative. Zero is a good sensible value for the minimum. For AO (Y), we // don't need this extra protection step because the UI blocks us from going negative // anyway. In both cases, pushing the slider below the min value will lock them together, // but min will be "left behind" if you go back up. maskMapRemapMin.y = Mathf.Min(maskMapRemapMin.y, maskMapRemapMax.y); maskMapRemapMin.z = Mathf.Min(Mathf.Max(0, maskMapRemapMin.z), maskMapRemapMax.z); if (TextureHasAlpha(terrainLayer.diffuseTexture)) { GUIStyle warnStyle = new GUIStyle(GUI.skin.label); warnStyle.wordWrap = true; GUILayout.Label("Smoothness is controlled by diffuse alpha channel", warnStyle); } else smoothness = EditorGUILayout.Slider(s_Styles.smoothness, smoothness, 0, 1); } } if (EditorGUI.EndChangeCheck()) { terrainLayer.maskMapRemapMin = maskMapRemapMin; terrainLayer.maskMapRemapMax = maskMapRemapMax; terrainLayer.smoothness = smoothness; terrainLayer.metallic = metallic; } --EditorGUI.indentLevel; EditorGUILayout.Space(); TerrainLayerUtility.TilingSettingsUI(terrainLayer); return true; } } }