using System; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; using UnityEngine.Rendering; namespace UnityEditor.Experimental.Rendering.HDPipeline { public class DecalUI : ShaderGUI { protected static class Styles { public static string InputsText = "Inputs"; public static GUIContent baseColorText = new GUIContent("BaseColor (RGB) and Opacity (A)", "BaseColor (RGB) and Opacity (A)"); public static GUIContent baseColorText2 = new GUIContent("Opacity(A)", "Opacity (A)"); public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))"); public static GUIContent decalBlendText = new GUIContent("Global Opacity", "Whole decal Opacity"); public static GUIContent AlbedoModeText = new GUIContent("Affect BaseColor", "Base color + Opacity, Opacity only"); public static GUIContent MeshDecalDepthBiasText = new GUIContent("Mesh decal depth bias", "prevents z-fighting"); public static GUIContent DrawOrderText = new GUIContent("Draw order", "Controls draw order of decal projectors"); public static GUIContent[] maskMapText = { new GUIContent("Error", "Mask map"), // Not possible new GUIContent("Mask Map - M(R), Opacity(B)", "Mask map - Metal(R), Opacity(B)"), // Decal.MaskBlendFlags.Metal: new GUIContent("Mask Map - AO(G), Opacity(B)", "Mask map - Ambient Occlusion(G), Opacity(B)"), // Decal.MaskBlendFlags.AO: new GUIContent("Mask Map - M(R), AO(G), Opacity(B)", "Mask map - Metal(R), Ambient Occlusion(G), Opacity(B)"), // Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.AO: new GUIContent("Mask Map - Opacity(B), S(A)", "Mask map - Opacity(B), Smoothness(A)"), // Decal.MaskBlendFlags.Smoothness: new GUIContent("Mask Map - M(R), Opacity(B), S(A)", "Mask map - Metal(R), Opacity(B), Smoothness(A)"), // Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.Smoothness: new GUIContent("Mask Map - AO(G), Opacity(B), S(A)", "Mask map - Ambient Occlusion(G), Opacity(B), Smoothness(A)"), // Decal.MaskBlendFlags.AO | Decal.MaskBlendFlags.Smoothness: new GUIContent("Mask Map - M(R), AO(G), Opacity(B), S(A)", "Mask map - Metal(R), Ambient Occlusion(G), Opacity(B), Smoothness(A)") // Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.AO | Decal.MaskBlendFlags.Smoothness: }; } enum BlendSource { BaseColorMapAlpha, MaskMapBlue } protected string[] blendSourceNames = Enum.GetNames(typeof(BlendSource)); protected string[] blendModeNames = Enum.GetNames(typeof(BlendMode)); protected MaterialProperty baseColorMap = new MaterialProperty(); protected const string kBaseColorMap = "_BaseColorMap"; protected MaterialProperty baseColor = new MaterialProperty(); protected const string kBaseColor = "_BaseColor"; protected MaterialProperty normalMap = new MaterialProperty(); protected const string kNormalMap = "_NormalMap"; protected MaterialProperty maskMap = new MaterialProperty(); protected const string kMaskMap = "_MaskMap"; protected MaterialProperty decalBlend = new MaterialProperty(); protected const string kDecalBlend = "_DecalBlend"; protected MaterialProperty albedoMode = new MaterialProperty(); protected const string kAlbedoMode = "_AlbedoMode"; protected MaterialProperty normalBlendSrc = new MaterialProperty(); protected const string kNormalBlendSrc = "_NormalBlendSrc"; protected MaterialProperty maskBlendSrc = new MaterialProperty(); protected const string kMaskBlendSrc = "_MaskBlendSrc"; protected MaterialProperty maskBlendMode = new MaterialProperty(); protected const string kMaskBlendMode = "_MaskBlendMode"; protected MaterialProperty maskmapMetal = new MaterialProperty(); protected const string kMaskmapMetal = "_MaskmapMetal"; protected MaterialProperty maskmapAO = new MaterialProperty(); protected const string kMaskmapAO = "_MaskmapAO"; protected MaterialProperty maskmapSmoothness = new MaterialProperty(); protected const string kMaskmapSmoothness = "_MaskmapSmoothness"; protected MaterialProperty decalMeshDepthBias = new MaterialProperty(); protected const string kDecalMeshDepthBias = "_DecalMeshDepthBias"; protected MaterialProperty drawOrder = new MaterialProperty(); protected const string kDrawOrder = "_DrawOrder"; protected MaterialEditor m_MaterialEditor; // This is call by the inspector void FindMaterialProperties(MaterialProperty[] props) { baseColor = FindProperty(kBaseColor, props); baseColorMap = FindProperty(kBaseColorMap, props); normalMap = FindProperty(kNormalMap, props); maskMap = FindProperty(kMaskMap, props); decalBlend = FindProperty(kDecalBlend, props); albedoMode = FindProperty(kAlbedoMode, props); normalBlendSrc = FindProperty(kNormalBlendSrc, props); maskBlendSrc = FindProperty(kMaskBlendSrc, props); maskBlendMode = FindProperty(kMaskBlendMode, props); maskmapMetal = FindProperty(kMaskmapMetal, props); maskmapAO = FindProperty(kMaskmapAO, props); maskmapSmoothness = FindProperty(kMaskmapSmoothness, props); decalMeshDepthBias = FindProperty(kDecalMeshDepthBias, props); drawOrder = FindProperty(kDrawOrder, props); // always instanced SerializedProperty instancing = m_MaterialEditor.serializedObject.FindProperty("m_EnableInstancingVariants"); instancing.boolValue = true; } // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change static public void SetupMaterialKeywordsAndPass(Material material) { Decal.MaskBlendFlags blendMode = (Decal.MaskBlendFlags)material.GetFloat(kMaskBlendMode); CoreUtils.SetKeyword(material, "_ALBEDOCONTRIBUTION", material.GetFloat(kAlbedoMode) == 1.0f); CoreUtils.SetKeyword(material, "_COLORMAP", material.GetTexture(kBaseColorMap)); CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap)); CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap)); material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMStr, false); material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsAOStr, false); material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMAOStr, false); material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsSStr, false); material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMSStr, false); material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsAOSStr, false); material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMAOSStr, false); material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecals3RTStr, true); switch (blendMode) { case Decal.MaskBlendFlags.Metal: material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMStr, true); break; case Decal.MaskBlendFlags.AO: material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsAOStr, true); break; case Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.AO: material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMAOStr, true); break; case Decal.MaskBlendFlags.Smoothness: material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsSStr, true); break; case Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.Smoothness: material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMSStr, true); break; case Decal.MaskBlendFlags.AO | Decal.MaskBlendFlags.Smoothness: material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsAOSStr, true); break; case Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.AO | Decal.MaskBlendFlags.Smoothness: material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMAOSStr, true); break; } } protected void SetupMaterialKeywordsAndPassInternal(Material material) { SetupMaterialKeywordsAndPass(material); } public void ShaderPropertiesGUI(Material material) { // Use default labelWidth EditorGUIUtility.labelWidth = 0f; float normalBlendSrcValue = normalBlendSrc.floatValue; float maskBlendSrcValue = maskBlendSrc.floatValue; Decal.MaskBlendFlags maskBlendFlags = (Decal.MaskBlendFlags)maskBlendMode.floatValue; HDRenderPipelineAsset hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset; bool perChannelMask = hdrp.renderPipelineSettings.decalSettings.perChannelMask; // Detect any changes to the material EditorGUI.BeginChangeCheck(); { EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel); EditorGUI.indentLevel++; m_MaterialEditor.TexturePropertySingleLine((material.GetFloat(kAlbedoMode) == 1.0f) ? Styles.baseColorText : Styles.baseColorText2, baseColorMap, baseColor); // Currently always display Albedo contribution as we have an albedo tint that apply EditorGUI.indentLevel++; m_MaterialEditor.ShaderProperty(albedoMode, Styles.AlbedoModeText); EditorGUI.indentLevel--; m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap); if (material.GetTexture(kNormalMap)) { EditorGUI.indentLevel++; normalBlendSrcValue = EditorGUILayout.Popup("Normal Opacity channel", (int)normalBlendSrcValue, blendSourceNames); EditorGUI.indentLevel--; } m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapText[(int)maskBlendFlags], maskMap); if (material.GetTexture(kMaskMap)) { EditorGUI.indentLevel++; maskBlendSrcValue = EditorGUILayout.Popup("Mask Opacity channel", (int) maskBlendSrcValue, blendSourceNames); if (perChannelMask) { // Following condition force users to always have at least one attribute enabled m_MaterialEditor.ShaderProperty(maskmapMetal, "Affect Metal"); if ((maskmapMetal.floatValue == 0.0f) && (maskmapAO.floatValue == 0.0f) && (maskmapSmoothness.floatValue == 0.0f)) maskmapMetal.floatValue = 1.0f; m_MaterialEditor.ShaderProperty(maskmapAO, "Affect AO"); if ((maskmapMetal.floatValue == 0.0f) && (maskmapAO.floatValue == 0.0f) && (maskmapSmoothness.floatValue == 0.0f)) maskmapAO.floatValue = 1.0f; m_MaterialEditor.ShaderProperty(maskmapSmoothness, "Affect Smoothness"); if ((maskmapMetal.floatValue == 0.0f) && (maskmapAO.floatValue == 0.0f) && (maskmapSmoothness.floatValue == 0.0f)) maskmapSmoothness.floatValue = 1.0f; maskBlendFlags = 0; // Re-init the mask if (maskmapMetal.floatValue == 1.0f) maskBlendFlags |= Decal.MaskBlendFlags.Metal; if (maskmapAO.floatValue == 1.0f) maskBlendFlags |= Decal.MaskBlendFlags.AO; if (maskmapSmoothness.floatValue == 1.0f) maskBlendFlags |= Decal.MaskBlendFlags.Smoothness; } else // if perChannelMask is not enabled, force to have smoothness { maskBlendFlags = Decal.MaskBlendFlags.Smoothness; } EditorGUI.indentLevel--; } m_MaterialEditor.ShaderProperty(drawOrder, Styles.DrawOrderText); m_MaterialEditor.ShaderProperty(decalMeshDepthBias, Styles.MeshDecalDepthBiasText); m_MaterialEditor.ShaderProperty(decalBlend, Styles.decalBlendText); EditorGUI.indentLevel--; EditorGUILayout.HelpBox( "Control of AO and Metal is based on option 'Enable Metal and AO properties' in HDRP Asset.\nThere is a performance cost of enabling this option.", MessageType.Info); } if (EditorGUI.EndChangeCheck()) { normalBlendSrc.floatValue = normalBlendSrcValue; maskBlendSrc.floatValue = maskBlendSrcValue; maskBlendMode.floatValue = (float) maskBlendFlags; foreach (var obj in m_MaterialEditor.targets) SetupMaterialKeywordsAndPassInternal((Material)obj); } } public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) { m_MaterialEditor = materialEditor; // We should always do this call at the beginning m_MaterialEditor.serializedObject.Update(); FindMaterialProperties(props); Material material = materialEditor.target as Material; ShaderPropertiesGUI(material); // We should always do this call at the end m_MaterialEditor.serializedObject.ApplyModifiedProperties(); } } }