John Parsaie
7 年前
当前提交
ec03c7ab
共有 4 个文件被更改,包括 397 次插入 和 1 次删除
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Hair/Lighting.hlsl
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7ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Hair/LightweightHair.shader
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376ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightHairGUI.cs
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11ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightHairGUI.cs.meta
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using System; |
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using UnityEngine; |
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using UnityEngine.Experimental.Rendering; |
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namespace UnityEditor |
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{ |
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internal class LightweightHairGUI : LightweightShaderGUI |
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{ |
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public enum WorkflowMode |
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{ |
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Specular = 0, |
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Metallic |
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} |
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public enum SmoothnessMapChannel |
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{ |
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SpecularMetallicAlpha, |
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AlbedoAlpha, |
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} |
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private static class Styles |
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{ |
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public static GUIContent twoSidedText = new GUIContent("Two Sided", "Render front and back faces"); |
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public static GUIContent alphaClipText = new GUIContent("Alpha Clip", "Enable Alpha Clip"); |
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public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)"); |
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public static GUIContent clipThresholdText = new GUIContent("Clip Threshold", "Threshold for alpha clip"); |
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public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)"); |
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public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)"); |
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public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value"); |
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public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor"); |
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public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel"); |
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public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights"); |
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public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections"); |
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public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); |
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public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); |
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public static GUIContent emissionText = new GUIContent("Color", "Emission (RGB)"); |
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public static GUIContent bumpScaleNotSupported = new GUIContent("Bump scale is not supported on mobile platforms"); |
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public static GUIContent fixNow = new GUIContent("Fix now"); |
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//Hair Properties
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public static GUIContent hairAreaText = new GUIContent("Hair", ""); |
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public static GUIContent hairShadows = new GUIContent("Shadows", "TODO"); |
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public static string primaryMapsText = "Main Maps"; |
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public static string secondaryMapsText = "Secondary Maps"; |
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public static string forwardText = "Forward Rendering Options"; |
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public static string workflowModeText = "Workflow Mode"; |
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public static string surfaceType = "Surface Type"; |
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public static string blendingMode = "Blending Mode"; |
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public static string advancedText = "Advanced Options"; |
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public static readonly string[] workflowNames = Enum.GetNames(typeof(WorkflowMode)); |
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public static readonly string[] surfaceNames = Enum.GetNames(typeof(SurfaceType)); |
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public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode)); |
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public static readonly string[] metallicSmoothnessChannelNames = {"Metallic Alpha", "Albedo Alpha"}; |
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public static readonly string[] specularSmoothnessChannelNames = {"Specular Alpha", "Albedo Alpha"}; |
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} |
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private MaterialProperty workflowMode; |
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private MaterialProperty surfaceType; |
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private MaterialProperty blendMode; |
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private MaterialProperty culling; |
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private MaterialProperty alphaClip; |
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private MaterialProperty albedoColor; |
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private MaterialProperty albedoMap; |
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private MaterialProperty alphaThreshold; |
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private MaterialProperty smoothness; |
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private MaterialProperty smoothnessScale; |
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private MaterialProperty smoothnessMapChannel; |
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private MaterialProperty metallic; |
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private MaterialProperty specColor; |
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private MaterialProperty metallicGlossMap; |
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private MaterialProperty specGlossMap; |
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private MaterialProperty highlights; |
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private MaterialProperty reflections; |
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private MaterialProperty bumpScale; |
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private MaterialProperty bumpMap; |
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private MaterialProperty occlusionStrength; |
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private MaterialProperty occlusionMap; |
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private MaterialProperty emissionColorForRendering; |
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private MaterialProperty emissionMap; |
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//Hair Properties
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private MaterialProperty recieveShadows; |
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public override void FindProperties(MaterialProperty[] properties) |
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{ |
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workflowMode = FindProperty("_WorkflowMode", properties); |
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surfaceType = FindProperty("_Surface", properties); |
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blendMode = FindProperty("_Blend", properties); |
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culling = FindProperty("_Cull", properties); |
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alphaClip = FindProperty("_AlphaClip", properties); |
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albedoColor = FindProperty("_Color", properties); |
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albedoMap = FindProperty("_MainTex", properties); |
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alphaThreshold = FindProperty("_Cutoff", properties); |
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smoothness = FindProperty("_Glossiness", properties); |
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smoothnessScale = FindProperty("_GlossMapScale", properties, false); |
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smoothnessMapChannel = FindProperty("_SmoothnessTextureChannel", properties, false); |
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metallic = FindProperty("_Metallic", properties); |
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specColor = FindProperty("_SpecColor", properties); |
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metallicGlossMap = FindProperty("_MetallicGlossMap", properties); |
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specGlossMap = FindProperty("_SpecGlossMap", properties); |
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highlights = FindProperty("_SpecularHighlights", properties); |
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reflections = FindProperty("_GlossyReflections", properties); |
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bumpScale = FindProperty("_BumpScale", properties); |
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bumpMap = FindProperty("_BumpMap", properties); |
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occlusionStrength = FindProperty("_OcclusionStrength", properties); |
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occlusionMap = FindProperty("_OcclusionMap", properties); |
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emissionColorForRendering = FindProperty("_EmissionColor", properties); |
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emissionMap = FindProperty("_EmissionMap", properties); |
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//Hair Properties
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recieveShadows = FindProperty("_RecieveShadows", properties); |
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} |
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public override void MaterialChanged(Material material) |
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{ |
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material.shaderKeywords = null; |
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SetupMaterialBlendMode(material); |
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SetMaterialKeywords(material); |
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} |
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public override void ShaderPropertiesGUI(Material material) |
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{ |
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// Use default labelWidth
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EditorGUIUtility.labelWidth = 0f; |
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// Detect any changes to the material
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EditorGUI.BeginChangeCheck(); |
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{ |
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DoPopup(Styles.workflowModeText, workflowMode, Styles.workflowNames); |
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DoPopup(Styles.surfaceType, surfaceType, Styles.surfaceNames); |
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if ((SurfaceType)material.GetFloat("_Surface") == SurfaceType.Transparent) |
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DoPopup(Styles.blendingMode, blendMode, Styles.blendNames); |
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EditorGUI.BeginChangeCheck(); |
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bool twoSidedEnabled = EditorGUILayout.Toggle(Styles.twoSidedText, culling.floatValue == 0); |
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if (EditorGUI.EndChangeCheck()) |
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culling.floatValue = twoSidedEnabled ? 0 : 2; |
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EditorGUI.BeginChangeCheck(); |
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bool alphaClipEnabled = EditorGUILayout.Toggle(Styles.alphaClipText, alphaClip.floatValue == 1); |
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if (EditorGUI.EndChangeCheck()) |
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alphaClip.floatValue = alphaClipEnabled ? 1 : 0; |
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// Primary properties
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GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel); |
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DoAlbedoArea(material); |
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DoMetallicSpecularArea(); |
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DoNormalArea(); |
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m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null); |
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DoEmissionArea(material); |
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EditorGUI.BeginChangeCheck(); |
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m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); |
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if (EditorGUI.EndChangeCheck()) |
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emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
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EditorGUILayout.Space(); |
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m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText); |
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m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText); |
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EditorGUILayout.Space(); |
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DoHairArea(); |
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} |
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if (EditorGUI.EndChangeCheck()) |
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{ |
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foreach (var obj in blendMode.targets) |
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MaterialChanged((Material)obj); |
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} |
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EditorGUILayout.Space(); |
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// NB renderqueue editor is not shown on purpose: we want to override it based on blend mode
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GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel); |
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m_MaterialEditor.EnableInstancingField(); |
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m_MaterialEditor.DoubleSidedGIField(); |
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} |
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public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) |
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{ |
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// _Emission property is lost after assigning Standard shader to the material
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// thus transfer it before assigning the new shader
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if (material.HasProperty("_Emission")) |
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{ |
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material.SetColor("_EmissionColor", material.GetColor("_Emission")); |
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} |
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base.AssignNewShaderToMaterial(material, oldShader, newShader); |
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if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) |
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{ |
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SetupMaterialBlendMode(material); |
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return; |
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} |
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SurfaceType surfaceType = SurfaceType.Opaque; |
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BlendMode blendMode = BlendMode.Alpha; |
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if (oldShader.name.Contains("/Transparent/Cutout/")) |
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{ |
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surfaceType = SurfaceType.Opaque; |
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material.SetFloat("_AlphaClip", 1); |
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} |
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else if (oldShader.name.Contains("/Transparent/")) |
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{ |
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// NOTE: legacy shaders did not provide physically based transparency
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// therefore Fade mode
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surfaceType = SurfaceType.Transparent; |
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blendMode = BlendMode.Alpha; |
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} |
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material.SetFloat("_Surface", (float)surfaceType); |
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material.SetFloat("_Blend", (float)blendMode); |
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if (oldShader.name.Equals("Standard (Specular setup)")) |
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{ |
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material.SetFloat("_WorkflowMode", (float)WorkflowMode.Specular); |
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Texture texture = material.GetTexture("_SpecGlossMap"); |
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if (texture != null) |
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material.SetTexture("_MetallicSpecGlossMap", texture); |
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} |
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else |
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{ |
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material.SetFloat("_WorkflowMode", (float)WorkflowMode.Metallic); |
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Texture texture = material.GetTexture("_MetallicGlossMap"); |
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if (texture != null) |
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material.SetTexture("_MetallicSpecGlossMap", texture); |
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} |
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MaterialChanged(material); |
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} |
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void DoAlbedoArea(Material material) |
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{ |
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m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); |
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if (material.GetFloat("_AlphaClip") == 1) |
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{ |
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m_MaterialEditor.ShaderProperty(alphaThreshold, Styles.clipThresholdText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); |
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} |
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} |
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void DoNormalArea() |
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{ |
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m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); |
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if (bumpScale.floatValue != 1 && UnityEditorInternal.InternalEditorUtility.IsMobilePlatform(EditorUserBuildSettings.activeBuildTarget)) |
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if (m_MaterialEditor.HelpBoxWithButton(Styles.bumpScaleNotSupported, Styles.fixNow)) |
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bumpScale.floatValue = 1; |
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} |
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void DoEmissionArea(Material material) |
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{ |
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// Emission for GI?
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if (m_MaterialEditor.EmissionEnabledProperty()) |
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{ |
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bool hadEmissionTexture = emissionMap.textureValue != null; |
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// Texture and HDR color controls
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m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, false); |
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// If texture was assigned and color was black set color to white
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float brightness = emissionColorForRendering.colorValue.maxColorComponent; |
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if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) |
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emissionColorForRendering.colorValue = Color.white; |
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// LW does not support RealtimeEmissive. We set it to bake emissive and handle the emissive is black right.
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material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive; |
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if (brightness <= 0f) |
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material.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; |
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} |
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} |
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void DoMetallicSpecularArea() |
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{ |
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string[] metallicSpecSmoothnessChannelName; |
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bool hasGlossMap = false; |
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if ((WorkflowMode)workflowMode.floatValue == WorkflowMode.Metallic) |
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{ |
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hasGlossMap = metallicGlossMap.textureValue != null; |
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metallicSpecSmoothnessChannelName = Styles.metallicSmoothnessChannelNames; |
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m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicGlossMap, |
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hasGlossMap ? null : metallic); |
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} |
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else |
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{ |
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hasGlossMap = specGlossMap.textureValue != null; |
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metallicSpecSmoothnessChannelName = Styles.specularSmoothnessChannelNames; |
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m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specGlossMap, |
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hasGlossMap ? null : specColor); |
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} |
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bool showSmoothnessScale = hasGlossMap; |
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if (smoothnessMapChannel != null) |
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{ |
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int smoothnessChannel = (int)smoothnessMapChannel.floatValue; |
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if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha) |
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showSmoothnessScale = true; |
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} |
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int indentation = 2; // align with labels of texture properties
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m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); |
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int prevIndentLevel = EditorGUI.indentLevel; |
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EditorGUI.indentLevel = 3; |
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if (smoothnessMapChannel != null) |
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DoPopup(Styles.smoothnessMapChannelText.text, smoothnessMapChannel, metallicSpecSmoothnessChannelName); |
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EditorGUI.indentLevel = prevIndentLevel; |
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} |
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void DoHairArea() |
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{ |
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GUILayout.Label(Styles.hairAreaText, EditorStyles.boldLabel); |
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EditorGUI.BeginChangeCheck(); |
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bool shadows = EditorGUILayout.Toggle(Styles.hairShadows, recieveShadows.floatValue == 1); |
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if(EditorGUI.EndChangeCheck()) |
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recieveShadows.floatValue = shadows ? 1 : 0; |
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} |
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static SmoothnessMapChannel GetSmoothnessMapChannel(Material material) |
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{ |
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int ch = (int)material.GetFloat("_SmoothnessTextureChannel"); |
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if (ch == (int)SmoothnessMapChannel.AlbedoAlpha) |
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return SmoothnessMapChannel.AlbedoAlpha; |
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return SmoothnessMapChannel.SpecularMetallicAlpha; |
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} |
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static void SetMaterialKeywords(Material material) |
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{ |
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// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
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// (MaterialProperty value might come from renderer material property block)
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bool isSpecularWorkFlow = (WorkflowMode)material.GetFloat("_WorkflowMode") == WorkflowMode.Specular; |
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bool hasGlossMap = false; |
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if (isSpecularWorkFlow) |
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hasGlossMap = material.GetTexture("_SpecGlossMap"); |
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else |
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hasGlossMap = material.GetTexture("_MetallicGlossMap"); |
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CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", isSpecularWorkFlow); |
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CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", hasGlossMap); |
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CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap && isSpecularWorkFlow); |
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CoreUtils.SetKeyword(material, "_METALLICGLOSSMAP", hasGlossMap && !isSpecularWorkFlow); |
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CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); |
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CoreUtils.SetKeyword(material, "_SPECULARHIGHLIGHTS_OFF", material.GetFloat("_SpecularHighlights") == 0.0f); |
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CoreUtils.SetKeyword(material, "_GLOSSYREFLECTIONS_OFF", material.GetFloat("_GlossyReflections") == 0.0f); |
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CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap")); |
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CoreUtils.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap")); |
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CoreUtils.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap")); |
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//Hair Keywords
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CoreUtils.SetKeyword(material, "_HAIR_RECEIVE_SHADOWS", material.GetFloat("_RecieveShadows") == 1); |
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// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
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// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
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// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
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MaterialEditor.FixupEmissiveFlag(material); |
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bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; |
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CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); |
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if (material.HasProperty("_SmoothnessTextureChannel")) |
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{ |
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CoreUtils.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha); |
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} |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: af677b43dea6ffc41a30ed5ba7afbdf5 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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