浏览代码

Fixed some missing keywords for LayeredLit shader.

/main
Julien Ignace 8 年前
当前提交
31325bbd
共有 1 个文件被更改,包括 50 次插入45 次删除
  1. 95
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs

95
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs


override protected void FindMaterialProperties(MaterialProperty[] props)
{
FindMaterialOptionProperties(props);
FindMaterialOptionProperties(props);
layerMaskMap = FindProperty(kLayerMaskMap, props);
layerMaskVertexColor = FindProperty(kLayerMaskVertexColor, props);

void SynchronizeLayerProperties(int layerIndex)
{
string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVDetailsMappingMask };
string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVDetailsMappingMask };
Material material = m_MaterialEditor.target as Material;
Material layerMaterial = m_MaterialLayers[layerIndex];

string propertyName = ShaderUtil.GetPropertyName(layerShader, i);
string layerPropertyName = propertyName + layerIndex;
if(!exclusionList.Contains(propertyName))
{
if (material.HasProperty(layerPropertyName))
{
ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
switch (type)
{
case ShaderUtil.ShaderPropertyType.Color:
{
material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Float:
case ShaderUtil.ShaderPropertyType.Range:
{
material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Vector:
{
material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.TexEnv:
{
material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName));
material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName));
break;
}
}
}
}
}
}
if(!exclusionList.Contains(propertyName))
{
if (material.HasProperty(layerPropertyName))
{
ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
switch (type)
{
case ShaderUtil.ShaderPropertyType.Color:
{
material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Float:
case ShaderUtil.ShaderPropertyType.Range:
{
material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Vector:
{
material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.TexEnv:
{
material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName));
material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName));
break;
}
}
}
}
}
}
}
void InitializeMaterialLayers(AssetImporter materialImporter)

m_MaterialEditor.ShaderProperty(layerUVBase[layerIndex], styles.UVBaseText);
if (EditorGUI.EndChangeCheck())
{
SynchronizeLayerProperties(layerIndex);
SynchronizeLayerProperties(layerIndex);
result = true;
}
if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar) ||

m_MaterialEditor.ShaderProperty(layerUVDetail[layerIndex], styles.UVDetailText);
if (EditorGUI.EndChangeCheck())
{
SynchronizeLayerProperties(layerIndex);
SynchronizeLayerProperties(layerIndex);
result = true;
}
}

return layerChanged;
}
protected override void SetupMaterialKeywords(Material material)
protected override void SetupMaterialKeywords(Material material)
SetupCommonOptionsKeywords(material);
SetupLayersKeywords(material);
SetupCommonOptionsKeywords(material);
SetupLayersKeywords(material);
// Find first non null layer
int i = 0;

SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap + i));
SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kSpecularOcclusionMap + i));
SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap + i));
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap + i));
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap + i));
SetKeyword(material, "_DETAIL_MAP_WITH_NORMAL", ((DetailMapMode)material.GetFloat(kDetailMapMode)) == DetailMapMode.DetailWithNormal);
SetKeyword(material, "_HEIGHTMAP_AS_DISPLACEMENT", ((HeightmapMode)material.GetFloat(kHeightMapMode)) == HeightmapMode.Displacement);
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", ((NormalMapSpace)material.GetFloat(kNormalMapSpace)) == NormalMapSpace.TangentSpace);
SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", ((SmoothnessMapChannel)material.GetFloat(kSmoothnessTextureChannel)) == SmoothnessMapChannel.AlbedoAlpha);
}
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));

SetKeyword(material, "_REQUIRE_UV2_OR_UV3", UV2orUV3needed);
}
void SetupLayersKeywords(Material material)
void SetupLayersKeywords(Material material)
{
if (numLayer == 4)
{

foreach (var obj in m_MaterialEditor.targets)
{
SetupMaterialKeywords((Material)obj);
SetupMaterialKeywords((Material)obj);
}
SaveMaterialLayers(materialImporter);

正在加载...
取消
保存