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。
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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;
}
}
}