using System; using UnityEngine; using UnityEngine.Rendering; namespace UnityEditor.Experimental.ScriptableRenderLoop { internal class LayeredLitGUI : LitGUI { public enum LayerUVBaseMapping { UV0, UV1, UV3, Planar, Triplanar, } public enum LayerUVDetailMapping { UV0, UV1, UV3 } private class StylesLayer { public readonly GUIContent[] layerLabels = { new GUIContent("Layer 0"), new GUIContent("Layer 1"), new GUIContent("Layer 2"), new GUIContent("Layer 3"), }; public readonly GUIContent materialLayerText = new GUIContent("Material"); public readonly GUIContent syncButtonText = new GUIContent("Re-Synchronize Layers", "Re-synchronize all layers's properties with the referenced Material"); public readonly GUIContent layersText = new GUIContent("Layers"); public readonly GUIContent emissiveText = new GUIContent("Emissive"); public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color if enabled)"); public readonly GUIContent layerMapVertexColorText = new GUIContent("Use Vertex Color", "Layer mask (multiplied by layer mask if enabled)"); public readonly GUIContent layerCountText = new GUIContent("Layer Count", "Number of layers."); public readonly GUIContent layerTexWorldScaleText = new GUIContent("Tex world scale", "Scale to apply to world position for Planar/Trilinear"); public readonly GUIContent UVBaseText = new GUIContent("Base UV Mapping", "Base UV Mapping mode of the layer."); public readonly GUIContent UVDetailText = new GUIContent("Detail UV Mapping", "Detail UV Mapping mode of the layer."); } static StylesLayer s_Styles = null; private static StylesLayer styles { get { if (s_Styles == null) s_Styles = new StylesLayer(); return s_Styles; } } // Needed for json serialization to work [Serializable] internal struct SerializeableGUIDs { public string[] GUIDArray; } const int kMaxLayerCount = 4; const int kSyncButtonWidth = 58; Material[] m_MaterialLayers = new Material[kMaxLayerCount]; MaterialProperty layerMaskMap = null; const string kLayerMaskMap = "_LayerMaskMap"; MaterialProperty layerMaskVertexColor = null; const string kLayerMaskVertexColor = "_LayerMaskVertexColor"; MaterialProperty layerCount = null; const string kLayerCount = "_LayerCount"; MaterialProperty[] layerTexWorldScale = new MaterialProperty[kMaxLayerCount]; const string kLayerTexWorldScale = "_TexWorldScale"; MaterialProperty[] layerUVBase = new MaterialProperty[kMaxLayerCount]; const string kLayerUVBase = "_UVBase"; MaterialProperty[] layerUVMappingMask = new MaterialProperty[kMaxLayerCount]; const string kLayerUVMappingMask = "_UVMappingMask"; MaterialProperty[] layerUVDetail = new MaterialProperty[kMaxLayerCount]; const string kLayerUVDetail = "_UVDetail"; MaterialProperty[] layerUVDetailsMappingMask = new MaterialProperty[kMaxLayerCount]; const string kLayerUVDetailsMappingMask = "_UVDetailsMappingMask"; MaterialProperty layerEmissiveColor = null; const string kLayerEmissiveColor = "_EmissiveColor"; MaterialProperty layerEmissiveColorMap = null; const string kLayerEmissiveColorMap = "_EmissiveColorMap"; MaterialProperty layerEmissiveIntensity = null; const string kLayerEmissiveIntensity = "_EmissiveIntensity"; private void FindLayerProperties(MaterialProperty[] props) { layerMaskMap = FindProperty(kLayerMaskMap, props); layerMaskVertexColor = FindProperty(kLayerMaskVertexColor, props); layerCount = FindProperty(kLayerCount, props); for (int i = 0; i < numLayer; ++i) { layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kLayerTexWorldScale, i), props); layerUVBase[i] = FindProperty(string.Format("{0}{1}", kLayerUVBase, i), props); layerUVMappingMask[i] = FindProperty(string.Format("{0}{1}", kLayerUVMappingMask, i), props); layerUVDetail[i] = FindProperty(string.Format("{0}{1}", kLayerUVDetail, i), props); layerUVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kLayerUVDetailsMappingMask, i), props); } layerEmissiveColor = FindProperty(kLayerEmissiveColor, props); layerEmissiveColorMap = FindProperty(kLayerEmissiveColorMap, props); layerEmissiveIntensity = FindProperty(kLayerEmissiveIntensity, props); } int numLayer { set { layerCount.floatValue = (float)value; } get { return (int)layerCount.floatValue; } } void SynchronizeAllLayersProperties() { for (int i = 0; i < numLayer; ++i) { SynchronizeLayerProperties(i); } } void SynchronizeLayerProperties(int layerIndex) { Material material = m_MaterialEditor.target as Material; Material layerMaterial = m_MaterialLayers[layerIndex]; if (layerMaterial != null) { Shader layerShader = layerMaterial.shader; int propertyCount = ShaderUtil.GetPropertyCount(layerShader); for (int i = 0; i < propertyCount; ++i) { string propertyName = ShaderUtil.GetPropertyName(layerShader, i); string layerPropertyName = propertyName + layerIndex; 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)); break; } } } } } } void InitializeMaterialLayers(AssetImporter materialImporter) { if (materialImporter.userData != string.Empty) { SerializeableGUIDs layersGUID = JsonUtility.FromJson(materialImporter.userData); if (layersGUID.GUIDArray.Length > 0) { m_MaterialLayers = new Material[layersGUID.GUIDArray.Length]; for (int i = 0; i < layersGUID.GUIDArray.Length; ++i) { m_MaterialLayers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material; } } } } void SaveMaterialLayers(AssetImporter materialImporter) { SerializeableGUIDs layersGUID; layersGUID.GUIDArray = new string[m_MaterialLayers.Length]; for (int i = 0; i < m_MaterialLayers.Length; ++i) { if (m_MaterialLayers[i] != null) layersGUID.GUIDArray[i] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(m_MaterialLayers[i].GetInstanceID())); } materialImporter.userData = JsonUtility.ToJson(layersGUID); } bool CheckInputOptionConsistency(string optionName, string[] shortNames, ref string outValueNames) { bool result = true; outValueNames = ""; for (int i = 0; i < numLayer; ++i) { Material layer = m_MaterialLayers[i]; if (layer != null) { int currentValue = (int)layer.GetFloat(optionName); // All options are in fact enums Debug.Assert(currentValue < shortNames.Length); outValueNames += shortNames[currentValue] + " "; for (int j = i + 1; j < numLayer; ++j) { Material otherLayer = m_MaterialLayers[j]; if (otherLayer != null) { if (currentValue != (int)otherLayer.GetFloat(optionName)) { result = false; } } } } else { outValueNames += "X "; } } return result; } bool CheckInputMapConsistency(string mapName, ref string outValueNames) { bool result = true; outValueNames = ""; for (int i = 0; i < numLayer; ++i) { Material layer = m_MaterialLayers[i]; if (layer != null) { bool currentValue = layer.GetTexture(mapName) != null; outValueNames += (currentValue ? "Y" : "N") + " "; for (int j = i + 1; j < numLayer; ++j) { Material otherLayer = m_MaterialLayers[j]; if (otherLayer != null) { bool otherValue = otherLayer.GetTexture(mapName) != null; if (currentValue != otherValue) { result = false; } } } } else { outValueNames += "N "; } } return result; } void CheckLayerConsistency() { string optionValueNames = ""; // We need to check consistency between all layers. // Each input options and each input maps can result in different #defines in the shader so all of them need to be consistent // otherwise the result will be undetermined // Input options consistency string[] smoothnessSourceShortNames = { "Mask", "Albedo" }; string[] normalMapShortNames = { "Tan", "Obj" }; string[] heightMapShortNames = { "Parallax", "Disp" }; string[] detailModeShortNames = { "DNormal", "DAOHeight" }; string warningInputOptions = ""; if (!CheckInputOptionConsistency(kSmoothnessTextureChannel, smoothnessSourceShortNames, ref optionValueNames)) { warningInputOptions += "Smoothness Source: " + optionValueNames + "\n"; } if (!CheckInputOptionConsistency(kNormalMapSpace, normalMapShortNames, ref optionValueNames)) { warningInputOptions += "Normal Map Space: " + optionValueNames + "\n"; } if (!CheckInputOptionConsistency(kHeightMapMode, heightMapShortNames, ref optionValueNames)) { warningInputOptions += "Height Map Mode: " + optionValueNames + "\n"; } if (!CheckInputOptionConsistency(kDetailMapMode, detailModeShortNames, ref optionValueNames)) { warningInputOptions += "Detail Map Mode: " + optionValueNames + "\n"; } if (warningInputOptions != string.Empty) { warningInputOptions = "Input Option Consistency Error:\n" + warningInputOptions; } // Check input maps consistency string warningInputMaps = ""; if (!CheckInputMapConsistency(kNormalMap, ref optionValueNames)) { warningInputMaps += "Normal Map: " + optionValueNames + "\n"; } if (!CheckInputMapConsistency(kDetailMap, ref optionValueNames)) { warningInputMaps += "Detail Map: " + optionValueNames + "\n"; } if (!CheckInputMapConsistency(kMaskMap, ref optionValueNames)) { warningInputMaps += "Mask Map: " + optionValueNames + "\n"; } if (!CheckInputMapConsistency(kSpecularOcclusionMap, ref optionValueNames)) { warningInputMaps += "Specular Occlusion Map: " + optionValueNames + "\n"; } if (!CheckInputMapConsistency(kHeightMap, ref optionValueNames)) { warningInputMaps += "Height Map: " + optionValueNames + "\n"; } if (warningInputMaps != string.Empty) { warningInputMaps = "Input Maps Consistency Error:\n" + warningInputMaps; if (warningInputOptions != string.Empty) warningInputMaps = "\n" + warningInputMaps; } string warning = warningInputOptions + warningInputMaps; if (warning != string.Empty) { EditorGUILayout.HelpBox(warning, MessageType.Error); } } void SynchronizeInputOptions() { Material material = m_MaterialEditor.target as Material; // We synchronize input options with the firsts non null Layer (all layers should have consistent options) Material firstLayer = null; int i = 0; while (i < numLayer && !(firstLayer = m_MaterialLayers[i])) ++i; if (firstLayer != null) { material.SetFloat(kSmoothnessTextureChannel, firstLayer.GetFloat(kSmoothnessTextureChannel)); material.SetFloat(kNormalMapSpace, firstLayer.GetFloat(kNormalMapSpace)); material.SetFloat(kHeightMapMode, firstLayer.GetFloat(kHeightMapMode)); // Force emissive to be emissive color material.SetFloat(kEmissiveColorMode, (float)EmissiveColorMode.UseEmissiveColor); } } bool DoLayerGUI(AssetImporter materialImporter, int layerIndex) { bool result = false; EditorGUILayout.LabelField(styles.layerLabels[layerIndex]); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); m_MaterialLayers[layerIndex] = EditorGUILayout.ObjectField(styles.materialLayerText, m_MaterialLayers[layerIndex], typeof(Material), true) as Material; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(materialImporter, "Change layer material"); SynchronizeLayerProperties(layerIndex); result = true; } EditorGUI.BeginChangeCheck(); m_MaterialEditor.ShaderProperty(layerUVBase[layerIndex], styles.UVBaseText); if (EditorGUI.EndChangeCheck()) { result = true; } if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar) || ((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Triplanar)) { EditorGUI.indentLevel++; m_MaterialEditor.ShaderProperty(layerTexWorldScale[layerIndex], styles.layerTexWorldScaleText); EditorGUI.indentLevel--; } else { EditorGUI.BeginChangeCheck(); m_MaterialEditor.ShaderProperty(layerUVDetail[layerIndex], styles.UVDetailText); if (EditorGUI.EndChangeCheck()) { result = true; } } EditorGUI.indentLevel--; return result; } bool DoLayersGUI(AssetImporter materialImporter) { Material material = m_MaterialEditor.target as Material; bool layerChanged = false; GUI.changed = false; EditorGUI.indentLevel++; GUILayout.Label(styles.layersText, EditorStyles.boldLabel); EditorGUI.BeginChangeCheck(); int newLayerCount = EditorGUILayout.IntSlider(styles.layerCountText, (int)layerCount.floatValue, 2, 4); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(material, "Change layer count"); layerCount.floatValue = (float)newLayerCount; SynchronizeAllLayersProperties(); layerChanged = true; } m_MaterialEditor.ShaderProperty(layerMaskVertexColor, styles.layerMapVertexColorText); m_MaterialEditor.TexturePropertySingleLine(styles.layerMapMaskText, layerMaskMap); EditorGUILayout.Space(); for (int i = 0; i < numLayer; i++) { layerChanged |= DoLayerGUI(materialImporter, i); } EditorGUILayout.Space(); GUILayout.BeginHorizontal(); { GUILayout.FlexibleSpace(); if (GUILayout.Button(styles.syncButtonText)) { SynchronizeAllLayersProperties(); layerChanged = true; } } GUILayout.EndHorizontal(); EditorGUI.indentLevel--; layerChanged |= GUI.changed; GUI.changed = false; return layerChanged; } protected override void SetupKeywordsForInputMaps(Material material) { // Find first non null layer int i = 0; while (i < numLayer && (m_MaterialLayers[i] == null)) ++i; if (i < numLayer) { SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap + i)); SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap + i)); SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kSpecularOcclusionMap + i)); SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap + i)); SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap + i)); } SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", material.GetFloat(kLayerMaskVertexColor) != 0.0f); } void SetupMaterialForLayers(Material material) { if (numLayer == 4) { SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true); SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false); } else if (numLayer == 3) { SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false); SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true); } else { SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false); SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false); } const string kLayerMappingTriplanar = "_LAYER_MAPPING_TRIPLANAR_"; for (int i = 0 ; i < numLayer; ++i) { // We setup the masking map based on the enum for each layer. // using mapping mask allow to reduce the number of generated combination for a very small increase in ALU string layerUVBaseParam = string.Format("{0}{1}", kLayerUVBase, i); LayerUVBaseMapping layerUVBaseMapping = (LayerUVBaseMapping)material.GetFloat(layerUVBaseParam); string layerUVDetailParam = string.Format("{0}{1}", kLayerUVDetail, i); LayerUVDetailMapping layerUVDetailMapping = (LayerUVDetailMapping)material.GetFloat(layerUVDetailParam); string currentLayerMappingTriplanar = string.Format("{0}{1}", kLayerMappingTriplanar, i); float X, Y, Z, W; X = (layerUVBaseMapping == LayerUVBaseMapping.UV0) ? 1.0f : 0.0f; Y = (layerUVBaseMapping == LayerUVBaseMapping.UV1) ? 1.0f : 0.0f; Z = (layerUVBaseMapping == LayerUVBaseMapping.UV3) ? 1.0f : 0.0f; W = (layerUVBaseMapping == LayerUVBaseMapping.Planar) ? 1.0f : 0.0f; layerUVMappingMask[i].colorValue = new Color(X, Y, Z, W); if (layerUVBaseMapping == LayerUVBaseMapping.Triplanar) { SetKeyword(material, currentLayerMappingTriplanar, true); } // If base is planar mode, detail is planar too if (W > 0.0f) { X = Y = Z = 0.0f; } else { X = (layerUVDetailMapping == LayerUVDetailMapping.UV0) ? 1.0f : 0.0f; Y = (layerUVDetailMapping == LayerUVDetailMapping.UV1) ? 1.0f : 0.0f; Z = (layerUVDetailMapping == LayerUVDetailMapping.UV3) ? 1.0f : 0.0f; } layerUVDetailsMappingMask[i].colorValue = new Color(X, Y, Z, 0.0f); // W Reuse planar mode from base } } public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) { FindOptionProperties(props); FindLayerProperties(props); m_MaterialEditor = materialEditor; m_MaterialEditor.serializedObject.Update(); Material material = m_MaterialEditor.target as Material; AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID())); InitializeMaterialLayers(materialImporter); bool optionsChanged = false; EditorGUI.BeginChangeCheck(); { ShaderOptionsGUI(); EditorGUILayout.Space(); } if (EditorGUI.EndChangeCheck()) { optionsChanged = true; } bool layerChanged = DoLayersGUI(materialImporter); EditorGUILayout.Space(); GUILayout.Label(Styles.emissiveText, EditorStyles.boldLabel); EditorGUI.indentLevel++; m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, layerEmissiveColorMap, layerEmissiveColor); m_MaterialEditor.ShaderProperty(layerEmissiveIntensity, Styles.emissiveIntensityText); m_MaterialEditor.LightmapEmissionProperty(1); EditorGUI.indentLevel--; CheckLayerConsistency(); if (layerChanged || optionsChanged) { SynchronizeInputOptions(); foreach (var obj in m_MaterialEditor.targets) { SetupMaterial((Material)obj); SetupMaterialForLayers((Material)obj); } SaveMaterialLayers(materialImporter); } m_MaterialEditor.serializedObject.ApplyModifiedProperties(); if (layerChanged) { materialImporter.SaveAndReimport(); } } } } // namespace UnityEditor