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Removed vertex color mode which was intended to alter the blend mask.

/main
Yao Xiaoling 7 年前
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37aae303
共有 2 个文件被更改,包括 0 次插入25 次删除
  1. 22
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/TerrainUI.cs
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/Terrain.shader

22
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/TerrainUI.cs


const string kLayerMaskMap = "_LayerMaskMap";
MaterialProperty layerInfluenceMaskMap = null;
const string kLayerInfluenceMaskMap = "_LayerInfluenceMaskMap";
MaterialProperty vertexColorMode = null;
const string kVertexColorMode = "_VertexColorMode";
MaterialProperty objectScaleAffectTile = null;
const string kObjectScaleAffectTile = "_ObjectScaleAffectTile";
MaterialProperty UVBlendMask = null;

layerCount = FindProperty(kLayerCount, props);
layerMaskMap = FindProperty(kLayerMaskMap, props);
layerInfluenceMaskMap = FindProperty(kLayerInfluenceMaskMap, props);
vertexColorMode = FindProperty(kVertexColorMode, props);
objectScaleAffectTile = FindProperty(kObjectScaleAffectTile, props);
UVBlendMask = FindProperty(kUVBlendMask, props);
UVMappingMaskBlendMask = FindProperty(kUVMappingMaskBlendMask, props);

m_MaterialEditor.TextureScaleOffsetProperty(layerMaskMap);
EditorGUI.indentLevel--;
m_MaterialEditor.ShaderProperty(vertexColorMode, styles.vertexColorModeText);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useMainLayerInfluence.hasMixedValue;
bool mainLayerModeInfluenceEnable = EditorGUILayout.Toggle(styles.useMainLayerInfluenceModeText, useMainLayerInfluence.floatValue > 0.0f);

CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
CoreUtils.SetKeyword(material, "_MAIN_LAYER_INFLUENCE_MODE", material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
VertexColorMode VCMode = (VertexColorMode)material.GetFloat(kVertexColorMode);
if (VCMode == VertexColorMode.Multiply)
{
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", true);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
}
else if (VCMode == VertexColorMode.Add)
{
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", true);
}
else
{
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
}
bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f;
CoreUtils.SetKeyword(material, "_HEIGHT_BASED_BLEND", useHeightBasedBlend);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/Terrain.shader


[HideInInspector] _LayerCount("_LayerCount", Float) = 2.0
[Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0
[ToggleUI] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0)

#pragma shader_feature _THICKNESSMAP2
#pragma shader_feature _THICKNESSMAP3
#pragma shader_feature _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD
#pragma shader_feature _MAIN_LAYER_INFLUENCE_MODE
#pragma shader_feature _INFLUENCEMASK_MAP
#pragma shader_feature _DENSITY_MODE

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