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Merge pull request #628 from Unity-Technologies/update-SetKeyword-to-UnityEngine.Experimental.RenderingCoreUtils.SetKeyword

Replace SetKeyword by CoreUtils.SetKeyword
/main
GitHub 7 年前
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bb9d2f89
共有 5 个文件被更改,包括 87 次插入92 次删除
  1. 71
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
  2. 19
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  3. 54
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  4. 32
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  5. 3
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs

71
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using System.Linq;

static public void SetupLayersMappingKeywords(Material material)
{
// object scale affect tile
SetKeyword(material, "_LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE", material.GetFloat(kObjectScaleAffectTile) > 0.0f);
CoreUtils.SetKeyword(material, "_LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE", material.GetFloat(kObjectScaleAffectTile) > 0.0f);
SetKeyword(material, "_LAYER_MAPPING_PLANAR_BLENDMASK", UVBlendMaskMapping == UVBaseMapping.Planar);
SetKeyword(material, "_LAYER_MAPPING_TRIPLANAR_BLENDMASK", UVBlendMaskMapping == UVBaseMapping.Triplanar);
CoreUtils.SetKeyword(material, "_LAYER_MAPPING_PLANAR_BLENDMASK", UVBlendMaskMapping == UVBaseMapping.Planar);
CoreUtils.SetKeyword(material, "_LAYER_MAPPING_TRIPLANAR_BLENDMASK", UVBlendMaskMapping == UVBaseMapping.Triplanar);
int numLayer = (int)material.GetFloat(kLayerCount);

SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
CoreUtils.SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true);
CoreUtils.SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true);
CoreUtils.SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
CoreUtils.SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true);
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
CoreUtils.SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
CoreUtils.SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
}
const string kLayerMappingPlanar = "_LAYER_MAPPING_PLANAR";

string layerUVBaseParam = string.Format("{0}{1}", kUVBase, i);
UVBaseMapping layerUVBaseMapping = (UVBaseMapping)material.GetFloat(layerUVBaseParam);
string currentLayerMappingPlanar = string.Format("{0}{1}", kLayerMappingPlanar, i);
SetKeyword(material, currentLayerMappingPlanar, layerUVBaseMapping == UVBaseMapping.Planar);
CoreUtils.SetKeyword(material, currentLayerMappingPlanar, layerUVBaseMapping == UVBaseMapping.Planar);
SetKeyword(material, currentLayerMappingTriplanar, layerUVBaseMapping == UVBaseMapping.Triplanar);
CoreUtils.SetKeyword(material, currentLayerMappingTriplanar, layerUVBaseMapping == UVBaseMapping.Triplanar);
string uvBase = string.Format("{0}{1}", kUVBase, i);
string uvDetail = string.Format("{0}{1}", kUVDetail, i);

{
NormalMapSpace normalMapSpace = ((NormalMapSpace)material.GetFloat(kNormalMapSpace + i));
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE" + i, normalMapSpace == NormalMapSpace.TangentSpace);
CoreUtils.SetKeyword(material, "_NORMALMAP_TANGENT_SPACE" + i, normalMapSpace == NormalMapSpace.TangentSpace);
SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i) || material.GetTexture(kDetailMap + i));
SetKeyword(material, "_BENTNORMALMAP" + i, material.GetTexture(kBentNormalMap + i));
CoreUtils.SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i) || material.GetTexture(kDetailMap + i));
CoreUtils.SetKeyword(material, "_BENTNORMALMAP" + i, material.GetTexture(kBentNormalMap + i));
SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMapOS + i) || material.GetTexture(kDetailMap + i));
SetKeyword(material, "_BENTNORMALMAP" + i, material.GetTexture(kBentNormalMapOS + i));
CoreUtils.SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMapOS + i) || material.GetTexture(kDetailMap + i));
CoreUtils.SetKeyword(material, "_BENTNORMALMAP" + i, material.GetTexture(kBentNormalMapOS + i));
SetKeyword(material, "_MASKMAP" + i, material.GetTexture(kMaskMap + i));
CoreUtils.SetKeyword(material, "_MASKMAP" + i, material.GetTexture(kMaskMap + i));
SetKeyword(material, "_DETAIL_MAP" + i, material.GetTexture(kDetailMap + i));
CoreUtils.SetKeyword(material, "_DETAIL_MAP" + i, material.GetTexture(kDetailMap + i));
SetKeyword(material, "_HEIGHTMAP" + i, material.GetTexture(kHeightMap + i));
CoreUtils.SetKeyword(material, "_HEIGHTMAP" + i, material.GetTexture(kHeightMap + i));
SetKeyword(material, "_SUBSURFACE_RADIUS_MAP" + i, material.GetTexture(kSubsurfaceRadiusMap + i));
SetKeyword(material, "_THICKNESSMAP" + i, material.GetTexture(kThicknessMap + i));
CoreUtils.SetKeyword(material, "_SUBSURFACE_RADIUS_MAP" + i, material.GetTexture(kSubsurfaceRadiusMap + i));
CoreUtils.SetKeyword(material, "_THICKNESSMAP" + i, material.GetTexture(kThicknessMap + i));
SetKeyword(material, "_INFLUENCEMASK_MAP", material.GetTexture(kLayerInfluenceMaskMap) && material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
CoreUtils.SetKeyword(material, "_INFLUENCEMASK_MAP", material.GetTexture(kLayerInfluenceMaskMap) && material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
SetKeyword(material, "_MAIN_LAYER_INFLUENCE_MODE", material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
CoreUtils.SetKeyword(material, "_MAIN_LAYER_INFLUENCE_MODE", material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", true);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", true);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", true);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", true);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
SetKeyword(material, "_HEIGHT_BASED_BLEND", useHeightBasedBlend);
CoreUtils.SetKeyword(material, "_HEIGHT_BASED_BLEND", useHeightBasedBlend);
bool useDensityModeEnable = false;
for (int i = 0; i < material.GetInt(kLayerCount); ++i )

SetKeyword(material, "_DENSITY_MODE", useDensityModeEnable);
CoreUtils.SetKeyword(material, "_DENSITY_MODE", useDensityModeEnable);
SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS);
//SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
CoreUtils.SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS);
//CoreUtils.SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
}
private void DoEmissiveGUI(Material material)
{

19
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline

bool enablePixelDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Pixel;
bool enableTessellationDisplacement = ((DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Tessellation) && material.HasProperty(kTessellationMode);
SetKeyword(material, "_VERTEX_DISPLACEMENT", enableVertexDisplacement);
SetKeyword(material, "_PIXEL_DISPLACEMENT", enablePixelDisplacement);
CoreUtils.SetKeyword(material, "_VERTEX_DISPLACEMENT", enableVertexDisplacement);
CoreUtils.SetKeyword(material, "_PIXEL_DISPLACEMENT", enablePixelDisplacement);
SetKeyword(material, "_TESSELLATION_DISPLACEMENT", enableTessellationDisplacement);
CoreUtils.SetKeyword(material, "_TESSELLATION_DISPLACEMENT", enableTessellationDisplacement);
SetKeyword(material, "_VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && (enableVertexDisplacement || enableTessellationDisplacement));
SetKeyword(material, "_PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && enablePixelDisplacement);
SetKeyword(material, "_DISPLACEMENT_LOCK_TILING_SCALE", displacementLockTilingScale && enableDisplacement);
CoreUtils.SetKeyword(material, "_VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && (enableVertexDisplacement || enableTessellationDisplacement));
CoreUtils.SetKeyword(material, "_PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && enablePixelDisplacement);
CoreUtils.SetKeyword(material, "_DISPLACEMENT_LOCK_TILING_SCALE", displacementLockTilingScale && enableDisplacement);
SetKeyword(material, "_VERTEX_WIND", windEnabled);
CoreUtils.SetKeyword(material, "_VERTEX_WIND", windEnabled);
SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable);
CoreUtils.SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable);
SetKeyword(material, "_TESSELLATION_PHONG", tessMode == TessellationMode.Phong);
CoreUtils.SetKeyword(material, "_TESSELLATION_PHONG", tessMode == TessellationMode.Phong);
}
SetupMainTexForAlphaTestGI("_BaseColorMap", "_BaseColor", material);

54
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent smoothnessRemappingText = new GUIContent("Smoothness Remapping", "Smoothness remapping");
public static GUIContent aoRemappingText = new GUIContent("AmbientOcclusion Remapping", "AmbientOcclusion remapping");
public static GUIContent maskMapSText = new GUIContent("Mask Map - M(R), AO(G), D(B), S(A)", "Mask map");
public static GUIContent maskMapSpecularText = new GUIContent("Mask Map - AO(G), D(B), S(A)", "Mask map");
public static GUIContent maskMapSpecularText = new GUIContent("Mask Map - AO(G), D(B), S(A)", "Mask map");
public static GUIContent normalMapSpaceText = new GUIContent("Normal Map space", "");
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");

// 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)
SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar);
SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar);
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace));
CoreUtils.SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar);
CoreUtils.SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar);
CoreUtils.SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace));
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMap));
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMap));
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS) || material.GetTexture(kDetailMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS));
SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS));
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS) || material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS));
CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS));
SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
SetKeyword(material, "_SUBSURFACE_RADIUS_MAP", material.GetTexture(kSubsurfaceRadiusMap));
SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap));
SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap));
CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
CoreUtils.SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
CoreUtils.SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
CoreUtils.SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_SUBSURFACE_RADIUS_MAP", material.GetTexture(kSubsurfaceRadiusMap));
CoreUtils.SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap));
CoreUtils.SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap));
bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;
bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;

Lit.MaterialId materialId = (Lit.MaterialId)material.GetFloat(kMaterialID);
SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS);
//SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat);
CoreUtils.SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS);
//CoreUtils.SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
CoreUtils.SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
CoreUtils.SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
CoreUtils.SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat);
SetKeyword(material, "_REFRACTION_PLANE", (refractionModeValue == Lit.RefractionMode.Plane) && canHaveRefraction);
SetKeyword(material, "_REFRACTION_SPHERE", (refractionModeValue == Lit.RefractionMode.Sphere) && canHaveRefraction);
SetKeyword(material, "_TRANSMITTANCECOLORMAP", material.GetTexture(kTransmittanceColorMap) && canHaveRefraction);
CoreUtils.SetKeyword(material, "_REFRACTION_PLANE", (refractionModeValue == Lit.RefractionMode.Plane) && canHaveRefraction);
CoreUtils.SetKeyword(material, "_REFRACTION_SPHERE", (refractionModeValue == Lit.RefractionMode.Sphere) && canHaveRefraction);
CoreUtils.SetKeyword(material, "_TRANSMITTANCECOLORMAP", material.GetTexture(kTransmittanceColorMap) && canHaveRefraction);
}
}
} // namespace UnityEditor

32
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

}
}
static public void SetKeyword(Material m, string keyword, bool state)
{
if (state)
m.EnableKeyword(keyword);
else
m.DisableKeyword(keyword);
}
SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
CoreUtils.SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
SetKeyword(material, "_SURFACE_TYPE_TRANSPARENT", surfaceType == SurfaceType.Transparent);
CoreUtils.SetKeyword(material, "_SURFACE_TYPE_TRANSPARENT", surfaceType == SurfaceType.Transparent);
SetKeyword(material, "_BLENDMODE_PRESERVE_SPECULAR_LIGHTING", enableBlendModePreserveSpecularLighting);
CoreUtils.SetKeyword(material, "_BLENDMODE_PRESERVE_SPECULAR_LIGHTING", enableBlendModePreserveSpecularLighting);
SetKeyword(material, "_BLENDMODE_ALPHA", false);
SetKeyword(material, "_BLENDMODE_ADD", false);
SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false);
CoreUtils.SetKeyword(material, "_BLENDMODE_ALPHA", false);
CoreUtils.SetKeyword(material, "_BLENDMODE_ADD", false);
CoreUtils.SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false);
if (surfaceType == SurfaceType.Opaque)
{

{
BlendMode blendMode = (BlendMode)material.GetFloat(kBlendMode);
SetKeyword(material, "_BLENDMODE_ALPHA", BlendMode.Alpha == blendMode);
SetKeyword(material, "_BLENDMODE_ADD", BlendMode.Additive == blendMode);
SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", BlendMode.PremultipliedAlpha == blendMode);
CoreUtils.SetKeyword(material, "_BLENDMODE_ALPHA", BlendMode.Alpha == blendMode);
CoreUtils.SetKeyword(material, "_BLENDMODE_ADD", BlendMode.Additive == blendMode);
CoreUtils.SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", BlendMode.PremultipliedAlpha == blendMode);
switch (blendMode)
{

}
bool fogEnabled = material.HasProperty(kEnableFogOnTransparent) && material.GetFloat(kEnableFogOnTransparent) > 0.0f && surfaceType == SurfaceType.Transparent;
SetKeyword(material, "_ENABLE_FOG_ON_TRANSPARENT", fogEnabled);
CoreUtils.SetKeyword(material, "_ENABLE_FOG_ON_TRANSPARENT", fogEnabled);
if (material.HasProperty(kDistortionEnable))
{

{
material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Back);
}
SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
CoreUtils.SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.

3
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

SetupBaseUnlitKeywords(material);
SetupBaseUnlitMaterialPass(material);
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
}
}
} // namespace UnityEditor
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