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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107 行
3.6 KiB

using System;
using UnityEngine;
using UnityEditor.Rendering.Universal;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class BakedLitShader : BaseShaderGUI
{
// Properties
private BakedLitGUI.BakedLitProperties shadingModelProperties;
// collect properties from the material properties
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
shadingModelProperties = new BakedLitGUI.BakedLitProperties(properties);
}
// material changed check
public override void MaterialChanged(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
SetMaterialKeywords(material);
}
// material main surface options
public override void DrawSurfaceOptions(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
EditorGUI.BeginChangeCheck();
{
base.DrawSurfaceOptions(material);
}
if (EditorGUI.EndChangeCheck())
{
foreach (var obj in blendModeProp.targets)
MaterialChanged((Material)obj);
}
}
// material main surface inputs
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
BakedLitGUI.Inputs(shadingModelProperties, materialEditor);
DrawTileOffset(materialEditor, baseMapProp);
}
public override void DrawAdvancedOptions(Material material)
{
EditorGUI.BeginChangeCheck();
base.DrawAdvancedOptions(material);
if (EditorGUI.EndChangeCheck())
{
foreach (var obj in blendModeProp.targets)
MaterialChanged((Material)obj);
}
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
if (material == null)
throw new ArgumentNullException("material");
// _Emission property is lost after assigning Standard shader to the material
// thus transfer it before assigning the new shader
if (material.HasProperty("_Emission"))
{
material.SetColor("_EmissionColor", material.GetColor("_Emission"));
}
base.AssignNewShaderToMaterial(material, oldShader, newShader);
if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
{
SetupMaterialBlendMode(material);
return;
}
SurfaceType surfaceType = SurfaceType.Opaque;
BlendMode blendMode = BlendMode.Alpha;
if (oldShader.name.Contains("/Transparent/Cutout/"))
{
surfaceType = SurfaceType.Opaque;
material.SetFloat("_AlphaClip", 1);
}
else if (oldShader.name.Contains("/Transparent/"))
{
// NOTE: legacy shaders did not provide physically based transparency
// therefore Fade mode
surfaceType = SurfaceType.Transparent;
blendMode = BlendMode.Alpha;
}
material.SetFloat("_Surface", (float)surfaceType);
material.SetFloat("_Blend", (float)blendMode);
MaterialChanged(material);
}
}
}