Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

215 行
10 KiB

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
[MovedFrom("UnityEditor.Rendering.LWRP.ShaderGUI")] public static class LitGUI
{
public enum WorkflowMode
{
Specular = 0,
Metallic
}
public enum SmoothnessMapChannel
{
SpecularMetallicAlpha,
AlbedoAlpha,
}
public static class Styles
{
public static GUIContent workflowModeText = new GUIContent("Workflow Mode",
"Select a workflow that fits your textures. Choose between Metallic or Specular.");
public static GUIContent specularMapText =
new GUIContent("Specular Map", "Sets and configures the map and color for the Specular workflow.");
public static GUIContent metallicMapText =
new GUIContent("Metallic Map", "Sets and configures the map for the Metallic workflow.");
public static GUIContent smoothnessText = new GUIContent("Smoothness",
"Controls the spread of highlights and reflections on the surface.");
public static GUIContent smoothnessMapChannelText =
new GUIContent("Source",
"Specifies where to sample a smoothness map from. By default, uses the alpha channel for your map.");
public static GUIContent highlightsText = new GUIContent("Specular Highlights",
"When enabled, the Material reflects the shine from direct lighting.");
public static GUIContent reflectionsText =
new GUIContent("Environment Reflections",
"When enabled, the Material samples reflections from the nearest Reflection Probes or Lighting Probe.");
public static GUIContent occlusionText = new GUIContent("Occlusion Map",
"Sets an occlusion map to simulate shadowing from ambient lighting.");
public static readonly string[] metallicSmoothnessChannelNames = {"Metallic Alpha", "Albedo Alpha"};
public static readonly string[] specularSmoothnessChannelNames = {"Specular Alpha", "Albedo Alpha"};
}
public struct LitProperties
{
// Surface Option Props
public MaterialProperty workflowMode;
// Surface Input Props
public MaterialProperty metallic;
public MaterialProperty specColor;
public MaterialProperty metallicGlossMap;
public MaterialProperty specGlossMap;
public MaterialProperty smoothness;
public MaterialProperty smoothnessMapChannel;
public MaterialProperty bumpMapProp;
public MaterialProperty bumpScaleProp;
public MaterialProperty occlusionStrength;
public MaterialProperty occlusionMap;
// Advanced Props
public MaterialProperty highlights;
public MaterialProperty reflections;
public LitProperties(MaterialProperty[] properties)
{
// Surface Option Props
workflowMode = BaseShaderGUI.FindProperty("_WorkflowMode", properties, false);
// Surface Input Props
metallic = BaseShaderGUI.FindProperty("_Metallic", properties);
specColor = BaseShaderGUI.FindProperty("_SpecColor", properties, false);
metallicGlossMap = BaseShaderGUI.FindProperty("_MetallicGlossMap", properties);
specGlossMap = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false);
smoothness = BaseShaderGUI.FindProperty("_Smoothness", properties, false);
smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessTextureChannel", properties, false);
bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false);
bumpScaleProp = BaseShaderGUI.FindProperty("_BumpScale", properties, false);
occlusionStrength = BaseShaderGUI.FindProperty("_OcclusionStrength", properties, false);
occlusionMap = BaseShaderGUI.FindProperty("_OcclusionMap", properties, false);
// Advanced Props
highlights = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false);
reflections = BaseShaderGUI.FindProperty("_EnvironmentReflections", properties, false);
}
}
public static void Inputs(LitProperties properties, MaterialEditor materialEditor, Material material)
{
DoMetallicSpecularArea(properties, materialEditor, material);
BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp, properties.bumpScaleProp);
if (properties.occlusionMap != null)
{
materialEditor.TexturePropertySingleLine(Styles.occlusionText, properties.occlusionMap,
properties.occlusionMap.textureValue != null ? properties.occlusionStrength : null);
}
}
public static void DoMetallicSpecularArea(LitProperties properties, MaterialEditor materialEditor, Material material)
{
string[] smoothnessChannelNames;
bool hasGlossMap = false;
if (properties.workflowMode == null ||
(WorkflowMode) properties.workflowMode.floatValue == WorkflowMode.Metallic)
{
hasGlossMap = properties.metallicGlossMap.textureValue != null;
smoothnessChannelNames = Styles.metallicSmoothnessChannelNames;
materialEditor.TexturePropertySingleLine(Styles.metallicMapText, properties.metallicGlossMap,
hasGlossMap ? null : properties.metallic);
}
else
{
hasGlossMap = properties.specGlossMap.textureValue != null;
smoothnessChannelNames = Styles.specularSmoothnessChannelNames;
BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap,
hasGlossMap ? null : properties.specColor);
}
EditorGUI.indentLevel++;
DoSmoothness(properties, material, smoothnessChannelNames);
EditorGUI.indentLevel--;
}
public static void DoSmoothness(LitProperties properties, Material material, string[] smoothnessChannelNames)
{
var opaque = ((BaseShaderGUI.SurfaceType) material.GetFloat("_Surface") ==
BaseShaderGUI.SurfaceType.Opaque);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = properties.smoothness.hasMixedValue;
var smoothness = EditorGUILayout.Slider(Styles.smoothnessText, properties.smoothness.floatValue, 0f, 1f);
if (EditorGUI.EndChangeCheck())
properties.smoothness.floatValue = smoothness;
EditorGUI.showMixedValue = false;
if (properties.smoothnessMapChannel != null) // smoothness channel
{
EditorGUI.indentLevel++;
EditorGUI.BeginDisabledGroup(!opaque);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = properties.smoothnessMapChannel.hasMixedValue;
var smoothnessSource = (int) properties.smoothnessMapChannel.floatValue;
if (opaque)
smoothnessSource = EditorGUILayout.Popup(Styles.smoothnessMapChannelText, smoothnessSource,
smoothnessChannelNames);
else
EditorGUILayout.Popup(Styles.smoothnessMapChannelText, 0, smoothnessChannelNames);
if (EditorGUI.EndChangeCheck())
properties.smoothnessMapChannel.floatValue = smoothnessSource;
EditorGUI.showMixedValue = false;
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}
public static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
{
int ch = (int) material.GetFloat("_SmoothnessTextureChannel");
if (ch == (int) SmoothnessMapChannel.AlbedoAlpha)
return SmoothnessMapChannel.AlbedoAlpha;
return SmoothnessMapChannel.SpecularMetallicAlpha;
}
public static void SetMaterialKeywords(Material material)
{
// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
// (MaterialProperty value might come from renderer material property block)
var hasGlossMap = false;
var isSpecularWorkFlow = false;
var opaque = ((BaseShaderGUI.SurfaceType) material.GetFloat("_Surface") ==
BaseShaderGUI.SurfaceType.Opaque);
if (material.HasProperty("_WorkflowMode"))
{
isSpecularWorkFlow = (WorkflowMode) material.GetFloat("_WorkflowMode") == WorkflowMode.Specular;
if (isSpecularWorkFlow)
hasGlossMap = material.GetTexture("_SpecGlossMap") != null;
else
hasGlossMap = material.GetTexture("_MetallicGlossMap") != null;
}
else
{
hasGlossMap = material.GetTexture("_MetallicGlossMap") != null;
}
CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", isSpecularWorkFlow);
CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", hasGlossMap);
if (material.HasProperty("_SpecularHighlights"))
CoreUtils.SetKeyword(material, "_SPECULARHIGHLIGHTS_OFF",
material.GetFloat("_SpecularHighlights") == 0.0f);
if (material.HasProperty("_EnvironmentReflections"))
CoreUtils.SetKeyword(material, "_ENVIRONMENTREFLECTIONS_OFF",
material.GetFloat("_EnvironmentReflections") == 0.0f);
if (material.HasProperty("_OcclusionMap"))
CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
if (material.HasProperty("_SmoothnessTextureChannel"))
{
CoreUtils.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A",
GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha && opaque);
}
}
}
}