using System; using System.Collections.Generic; using System.Linq; using UnityEngine; namespace UnityEditor { internal class LightweightStandardParticlesShaderGUI : ShaderGUI { public enum BlendMode { Opaque, Cutout, Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency Transparent, // Physically plausible transparency mode, implemented as alpha pre-multiply Additive, Subtractive, Modulate } public enum FlipbookMode { Simple, Blended } public enum ColorMode { Multiply, Additive, Subtractive, Overlay, Color, Difference } private static class Styles { public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)."); public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff."); public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)."); public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value."); public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor."); public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map."); public static GUIContent emissionText = new GUIContent("Color", "Emission (RGB)."); public static GUIContent renderingMode = new GUIContent("Rendering Mode", "Determines the transparency and blending method for drawing the object to the screen."); public static GUIContent[] blendNames = Array.ConvertAll(Enum.GetNames(typeof(BlendMode)), item => new GUIContent(item)); public static GUIContent colorMode = new GUIContent("Color Mode", "Determines the blending mode between the particle color and the texture albedo."); public static GUIContent[] colorNames = Array.ConvertAll(Enum.GetNames(typeof(ColorMode)), item => new GUIContent(item)); public static GUIContent flipbookMode = new GUIContent("Flip-Book Mode", "Determines the blending mode used for animated texture sheets."); public static GUIContent[] flipbookNames = Array.ConvertAll(Enum.GetNames(typeof(FlipbookMode)), item => new GUIContent(item)); public static GUIContent twoSidedEnabled = new GUIContent("Two Sided", "Render both front and back faces of the particle geometry."); public static GUIContent softParticlesEnabled = new GUIContent("Enable Soft Particles", "Fade out particle geometry when it gets close to the surface of objects written into the depth buffer."); public static GUIContent softParticlesNearFadeDistanceText = new GUIContent("Near fade", "Soft Particles near fade distance."); public static GUIContent softParticlesFarFadeDistanceText = new GUIContent("Far fade", "Soft Particles far fade distance."); public static GUIContent cameraFadingEnabled = new GUIContent("Enable Camera Fading", "Fade out particle geometry when it gets close to the camera."); public static GUIContent cameraNearFadeDistanceText = new GUIContent("Near fade", "Camera near fade distance."); public static GUIContent cameraFarFadeDistanceText = new GUIContent("Far fade", "Camera far fade distance."); public static GUIContent emissionEnabled = new GUIContent("Emission"); public static string blendingOptionsText = "Blending Options"; public static string mainOptionsText = "Main Options"; public static string mapsOptionsText = "Maps"; public static string advancedOptionsText = "Advanced Options"; public static string requiredVertexStreamsText = "Required Vertex Streams"; public static string streamPositionText = "Position (POSITION.xyz)"; public static string streamNormalText = "Normal (NORMAL.xyz)"; public static string streamColorText = "Color (COLOR.xyzw)"; public static string streamUVText = "UV (TEXCOORD0.xy)"; public static string streamUV2Text = "UV2 (TEXCOORD0.zw)"; public static string streamAnimBlendText = "AnimBlend (TEXCOORD1.x)"; public static string streamTangentText = "Tangent (TANGENT.xyzw)"; public static GUIContent streamApplyToAllSystemsText = new GUIContent("Apply to Systems", "Apply the vertex stream layout to all Particle Systems using this material"); } MaterialProperty blendMode; MaterialProperty colorMode; MaterialProperty flipbookMode; MaterialProperty cullMode; MaterialProperty albedoMap; MaterialProperty albedoColor; MaterialProperty alphaCutoff; MaterialProperty metallicMap; MaterialProperty metallic; MaterialProperty smoothness; MaterialProperty bumpScale; MaterialProperty bumpMap; MaterialProperty emissionEnabled; MaterialProperty emissionColorForRendering; MaterialProperty emissionMap; MaterialProperty softParticlesEnabled; MaterialProperty cameraFadingEnabled; MaterialProperty softParticlesNearFadeDistance; MaterialProperty softParticlesFarFadeDistance; MaterialProperty cameraNearFadeDistance; MaterialProperty cameraFarFadeDistance; MaterialEditor m_MaterialEditor; List m_RenderersUsingThisMaterial = new List(); bool m_FirstTimeApply = true; public void FindProperties(MaterialProperty[] props) { blendMode = FindProperty("_Mode", props); colorMode = FindProperty("_ColorMode", props, false); flipbookMode = FindProperty("_FlipbookMode", props); cullMode = FindProperty("_Cull", props); albedoMap = FindProperty("_MainTex", props); albedoColor = FindProperty("_Color", props); alphaCutoff = FindProperty("_Cutoff", props); metallicMap = FindProperty("_MetallicGlossMap", props, false); metallic = FindProperty("_Metallic", props, false); smoothness = FindProperty("_Glossiness", props, false); bumpScale = FindProperty("_BumpScale", props); bumpMap = FindProperty("_BumpMap", props); emissionEnabled = FindProperty("_EmissionEnabled", props); emissionColorForRendering = FindProperty("_EmissionColor", props); emissionMap = FindProperty("_EmissionMap", props); softParticlesEnabled = FindProperty("_SoftParticlesEnabled", props); cameraFadingEnabled = FindProperty("_CameraFadingEnabled", props); softParticlesNearFadeDistance = FindProperty("_SoftParticlesNearFadeDistance", props); softParticlesFarFadeDistance = FindProperty("_SoftParticlesFarFadeDistance", props); cameraNearFadeDistance = FindProperty("_CameraNearFadeDistance", props); cameraFarFadeDistance = FindProperty("_CameraFarFadeDistance", props); } public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) { FindProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly m_MaterialEditor = materialEditor; Material material = materialEditor.target as Material; if (m_FirstTimeApply) { MaterialChanged(material); CacheRenderersUsingThisMaterial(material); m_FirstTimeApply = false; } ShaderPropertiesGUI(material); } public void ShaderPropertiesGUI(Material material) { // Use default labelWidth EditorGUIUtility.labelWidth = 0f; // Detect any changes to the material EditorGUI.BeginChangeCheck(); { GUILayout.Label(Styles.blendingOptionsText, EditorStyles.boldLabel); BlendModePopup(); ColorModePopup(); EditorGUILayout.Space(); GUILayout.Label(Styles.mainOptionsText, EditorStyles.boldLabel); FlipbookModePopup(); TwoSidedPopup(material); FadingPopup(material); EditorGUILayout.Space(); GUILayout.Label(Styles.mapsOptionsText, EditorStyles.boldLabel); DoAlbedoArea(material); DoSpecularMetallicArea(material); DoNormalMapArea(material); DoEmissionArea(material); if (!flipbookMode.hasMixedValue && (FlipbookMode)flipbookMode.floatValue != FlipbookMode.Blended) { EditorGUI.BeginChangeCheck(); m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); if (EditorGUI.EndChangeCheck()) emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake } } if (EditorGUI.EndChangeCheck()) { foreach (var obj in blendMode.targets) MaterialChanged((Material)obj); } EditorGUILayout.Space(); GUILayout.Label(Styles.advancedOptionsText, EditorStyles.boldLabel); m_MaterialEditor.RenderQueueField(); EditorGUILayout.Space(); GUILayout.Label(Styles.requiredVertexStreamsText, EditorStyles.boldLabel); DoVertexStreamsArea(material); } public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) { // Sync the lighting flag for the unlit shader if (newShader.name.Contains("Unlit")) material.SetFloat("_LightingEnabled", 0.0f); else material.SetFloat("_LightingEnabled", 1.0f); // _Emission property is lost after assigning Standard shader to the material // thus transfer it before assigning the new shader if (material.HasProperty("_Emission")) { material.SetColor("_EmissionColor", material.GetColor("_Emission")); } base.AssignNewShaderToMaterial(material, oldShader, newShader); if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) { SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); return; } BlendMode blendMode = BlendMode.Opaque; if (oldShader.name.Contains("/Transparent/Cutout/")) { blendMode = BlendMode.Cutout; } else if (oldShader.name.Contains("/Transparent/")) { // NOTE: legacy shaders did not provide physically based transparency // therefore Fade mode blendMode = BlendMode.Fade; } material.SetFloat("_Mode", (float)blendMode); MaterialChanged(material); } void BlendModePopup() { EditorGUI.showMixedValue = blendMode.hasMixedValue; var mode = (BlendMode)blendMode.floatValue; EditorGUI.BeginChangeCheck(); mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames); if (EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); blendMode.floatValue = (float)mode; } EditorGUI.showMixedValue = false; } void ColorModePopup() { if (colorMode != null) { EditorGUI.showMixedValue = colorMode.hasMixedValue; var mode = (ColorMode)colorMode.floatValue; EditorGUI.BeginChangeCheck(); mode = (ColorMode)EditorGUILayout.Popup(Styles.colorMode, (int)mode, Styles.colorNames); if (EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Color Mode"); colorMode.floatValue = (float)mode; } EditorGUI.showMixedValue = false; } } void FlipbookModePopup() { EditorGUI.showMixedValue = flipbookMode.hasMixedValue; var mode = (FlipbookMode)flipbookMode.floatValue; EditorGUI.BeginChangeCheck(); mode = (FlipbookMode)EditorGUILayout.Popup(Styles.flipbookMode, (int)mode, Styles.flipbookNames); if (EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Flip-Book Mode"); flipbookMode.floatValue = (float)mode; } EditorGUI.showMixedValue = false; } void TwoSidedPopup(Material material) { EditorGUI.showMixedValue = cullMode.hasMixedValue; var enabled = (cullMode.floatValue == (float)UnityEngine.Rendering.CullMode.Off); EditorGUI.BeginChangeCheck(); enabled = EditorGUILayout.Toggle(Styles.twoSidedEnabled, enabled); if (EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Two Sided Enabled"); cullMode.floatValue = enabled ? (float)UnityEngine.Rendering.CullMode.Off : (float)UnityEngine.Rendering.CullMode.Back; } EditorGUI.showMixedValue = false; } void FadingPopup(Material material) { // Z write doesn't work with fading bool hasZWrite = (material.GetInt("_ZWrite") != 0); if (!hasZWrite) { // Soft Particles { EditorGUI.showMixedValue = softParticlesEnabled.hasMixedValue; var enabled = softParticlesEnabled.floatValue; EditorGUI.BeginChangeCheck(); enabled = EditorGUILayout.Toggle(Styles.softParticlesEnabled, enabled != 0.0f) ? 1.0f : 0.0f; if (EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Soft Particles Enabled"); softParticlesEnabled.floatValue = enabled; } if (enabled != 0.0f) { int indentation = 2; m_MaterialEditor.ShaderProperty(softParticlesNearFadeDistance, Styles.softParticlesNearFadeDistanceText, indentation); m_MaterialEditor.ShaderProperty(softParticlesFarFadeDistance, Styles.softParticlesFarFadeDistanceText, indentation); } } // Camera Fading { EditorGUI.showMixedValue = cameraFadingEnabled.hasMixedValue; var enabled = cameraFadingEnabled.floatValue; EditorGUI.BeginChangeCheck(); enabled = EditorGUILayout.Toggle(Styles.cameraFadingEnabled, enabled != 0.0f) ? 1.0f : 0.0f; if (EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Camera Fading Enabled"); cameraFadingEnabled.floatValue = enabled; } if (enabled != 0.0f) { int indentation = 2; m_MaterialEditor.ShaderProperty(cameraNearFadeDistance, Styles.cameraNearFadeDistanceText, indentation); m_MaterialEditor.ShaderProperty(cameraFarFadeDistance, Styles.cameraFarFadeDistanceText, indentation); } } EditorGUI.showMixedValue = false; } } void DoAlbedoArea(Material material) { m_MaterialEditor.TexturePropertyWithHDRColor(Styles.albedoText, albedoMap, albedoColor, true); if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)) { m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText, MaterialEditor.kMiniTextureFieldLabelIndentLevel); } } void DoEmissionArea(Material material) { // Emission EditorGUI.showMixedValue = emissionEnabled.hasMixedValue; var enabled = (emissionEnabled.floatValue != 0.0f); EditorGUI.BeginChangeCheck(); enabled = EditorGUILayout.Toggle(Styles.emissionEnabled, enabled); if (EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Emission Enabled"); emissionEnabled.floatValue = enabled ? 1.0f : 0.0f; } if (enabled) { bool hadEmissionTexture = emissionMap.textureValue != null; // Texture and HDR color controls m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, false); // If texture was assigned and color was black set color to white float brightness = emissionColorForRendering.colorValue.maxColorComponent; if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) emissionColorForRendering.colorValue = Color.white; } } void DoSpecularMetallicArea(Material material) { if (metallicMap == null) return; bool useLighting = (material.GetFloat("_LightingEnabled") > 0.0f); if (useLighting) { bool hasGlossMap = metallicMap.textureValue != null; m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic); int indentation = 2; // align with labels of texture properties bool showSmoothnessScale = hasGlossMap; m_MaterialEditor.ShaderProperty(smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); } } void DoNormalMapArea(Material material) { bool useLighting = (material.GetFloat("_LightingEnabled") > 0.0f); if (useLighting) { m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); } } void DoVertexStreamsArea(Material material) { // Display list of streams required to make this shader work bool useLighting = (material.GetFloat("_LightingEnabled") > 0.0f); bool useFlipbookBlending = (material.GetFloat("_FlipbookMode") > 0.0f); bool useTangents = material.GetTexture("_BumpMap") && useLighting; GUILayout.Label(Styles.streamPositionText, EditorStyles.label); if (useLighting) GUILayout.Label(Styles.streamNormalText, EditorStyles.label); GUILayout.Label(Styles.streamColorText, EditorStyles.label); GUILayout.Label(Styles.streamUVText, EditorStyles.label); if (useFlipbookBlending) { GUILayout.Label(Styles.streamUV2Text, EditorStyles.label); GUILayout.Label(Styles.streamAnimBlendText, EditorStyles.label); } if (useTangents) GUILayout.Label(Styles.streamTangentText, EditorStyles.label); // Build the list of expected vertex streams List streams = new List(); streams.Add(ParticleSystemVertexStream.Position); if (useLighting) streams.Add(ParticleSystemVertexStream.Normal); streams.Add(ParticleSystemVertexStream.Color); streams.Add(ParticleSystemVertexStream.UV); if (useFlipbookBlending) { streams.Add(ParticleSystemVertexStream.UV2); streams.Add(ParticleSystemVertexStream.AnimBlend); } if (useTangents) streams.Add(ParticleSystemVertexStream.Tangent); // Set the streams on all systems using this material if (GUILayout.Button(Styles.streamApplyToAllSystemsText, EditorStyles.miniButton, GUILayout.ExpandWidth(false))) { foreach (ParticleSystemRenderer renderer in m_RenderersUsingThisMaterial) { renderer.SetActiveVertexStreams(streams); } } // Display a warning if any renderers have incorrect vertex streams string Warnings = ""; List rendererStreams = new List(); foreach (ParticleSystemRenderer renderer in m_RenderersUsingThisMaterial) { renderer.GetActiveVertexStreams(rendererStreams); if (!rendererStreams.SequenceEqual(streams)) Warnings += " " + renderer.name + "\n"; } if (Warnings != "") { EditorGUILayout.HelpBox("The following Particle System Renderers are using this material with incorrect Vertex Streams:\n" + Warnings + "Use the Apply to Systems button to fix this", MessageType.Warning, true); } EditorGUILayout.Space(); } public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) { switch (blendMode) { case BlendMode.Opaque: material.SetOverrideTag("RenderType", ""); material.SetInt("_BlendOp", (int)UnityEngine.Rendering.BlendOp.Add); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.DisableKeyword("_ALPHAMODULATE_ON"); material.renderQueue = -1; break; case BlendMode.Cutout: material.SetOverrideTag("RenderType", "TransparentCutout"); material.SetInt("_BlendOp", (int)UnityEngine.Rendering.BlendOp.Add); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.EnableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.DisableKeyword("_ALPHAMODULATE_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; break; case BlendMode.Fade: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_BlendOp", (int)UnityEngine.Rendering.BlendOp.Add); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.DisableKeyword("_ALPHAMODULATE_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; case BlendMode.Transparent: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_BlendOp", (int)UnityEngine.Rendering.BlendOp.Add); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); material.DisableKeyword("_ALPHAMODULATE_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; case BlendMode.Additive: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_BlendOp", (int)UnityEngine.Rendering.BlendOp.Add); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.DisableKeyword("_ALPHAMODULATE_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; case BlendMode.Subtractive: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_BlendOp", (int)UnityEngine.Rendering.BlendOp.ReverseSubtract); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.DisableKeyword("_ALPHAMODULATE_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; case BlendMode.Modulate: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_BlendOp", (int)UnityEngine.Rendering.BlendOp.Add); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.EnableKeyword("_ALPHAMODULATE_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; } } public static void SetupMaterialWithColorMode(Material material, ColorMode colorMode) { switch (colorMode) { case ColorMode.Multiply: material.DisableKeyword("_COLOROVERLAY_ON"); material.DisableKeyword("_COLORCOLOR_ON"); material.DisableKeyword("_COLORADDSUBDIFF_ON"); break; case ColorMode.Overlay: material.DisableKeyword("_COLORCOLOR_ON"); material.DisableKeyword("_COLORADDSUBDIFF_ON"); material.EnableKeyword("_COLOROVERLAY_ON"); break; case ColorMode.Color: material.DisableKeyword("_COLOROVERLAY_ON"); material.DisableKeyword("_COLORADDSUBDIFF_ON"); material.EnableKeyword("_COLORCOLOR_ON"); break; case ColorMode.Difference: material.DisableKeyword("_COLOROVERLAY_ON"); material.DisableKeyword("_COLORCOLOR_ON"); material.EnableKeyword("_COLORADDSUBDIFF_ON"); material.SetVector("_ColorAddSubDiff", new Vector4(-1.0f, 1.0f, 0.0f, 0.0f)); break; case ColorMode.Additive: material.DisableKeyword("_COLOROVERLAY_ON"); material.DisableKeyword("_COLORCOLOR_ON"); material.EnableKeyword("_COLORADDSUBDIFF_ON"); material.SetVector("_ColorAddSubDiff", new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); break; case ColorMode.Subtractive: material.DisableKeyword("_COLOROVERLAY_ON"); material.DisableKeyword("_COLORCOLOR_ON"); material.EnableKeyword("_COLORADDSUBDIFF_ON"); material.SetVector("_ColorAddSubDiff", new Vector4(-1.0f, 0.0f, 0.0f, 0.0f)); break; } } void SetMaterialKeywords(Material material) { // Z write doesn't work with distortion/fading bool hasZWrite = (material.GetInt("_ZWrite") != 0); // Lit shader? bool useLighting = (material.GetFloat("_LightingEnabled") > 0.0f); // 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, "_NORMALMAP", material.GetTexture("_BumpMap") && useLighting); SetKeyword(material, "_METALLICGLOSSMAP", (material.GetTexture("_MetallicGlossMap") != null) && useLighting); material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.None; SetKeyword(material, "_EMISSION", material.GetFloat("_EmissionEnabled") > 0.0f); // Set the define for flipbook blending bool useFlipbookBlending = (material.GetFloat("_FlipbookMode") > 0.0f); SetKeyword(material, "_REQUIRE_UV2", useFlipbookBlending); // Clamp fade distances bool useSoftParticles = (material.GetFloat("_SoftParticlesEnabled") > 0.0f); bool useCameraFading = (material.GetFloat("_CameraFadingEnabled") > 0.0f); float softParticlesNearFadeDistance = material.GetFloat("_SoftParticlesNearFadeDistance"); float softParticlesFarFadeDistance = material.GetFloat("_SoftParticlesFarFadeDistance"); float cameraNearFadeDistance = material.GetFloat("_CameraNearFadeDistance"); float cameraFarFadeDistance = material.GetFloat("_CameraFarFadeDistance"); if (softParticlesNearFadeDistance < 0.0f) { softParticlesNearFadeDistance = 0.0f; material.SetFloat("_SoftParticlesNearFadeDistance", 0.0f); } if (softParticlesFarFadeDistance < 0.0f) { softParticlesFarFadeDistance = 0.0f; material.SetFloat("_SoftParticlesFarFadeDistance", 0.0f); } if (cameraNearFadeDistance < 0.0f) { cameraNearFadeDistance = 0.0f; material.SetFloat("_CameraNearFadeDistance", 0.0f); } if (cameraFarFadeDistance < 0.0f) { cameraFarFadeDistance = 0.0f; material.SetFloat("_CameraFarFadeDistance", 0.0f); } // Set the define for fading bool useFading = (useSoftParticles || useCameraFading) && !hasZWrite; SetKeyword(material, "_FADING_ON", useFading); if (useSoftParticles) material.SetVector("_SoftParticleFadeParams", new Vector4(softParticlesNearFadeDistance, 1.0f / (softParticlesFarFadeDistance - softParticlesNearFadeDistance), 0.0f, 0.0f)); else material.SetVector("_SoftParticleFadeParams", new Vector4(0.0f, 0.0f, 0.0f, 0.0f)); if (useCameraFading) material.SetVector("_CameraFadeParams", new Vector4(cameraNearFadeDistance, 1.0f / (cameraFarFadeDistance - cameraNearFadeDistance), 0.0f, 0.0f)); else material.SetVector("_CameraFadeParams", new Vector4(0.0f, Mathf.Infinity, 0.0f, 0.0f)); // Set the define for distortion + grabpass (Distortion not supported) material.SetShaderPassEnabled("Always", false); } void MaterialChanged(Material material) { SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); if (colorMode != null) SetupMaterialWithColorMode(material, (ColorMode)material.GetFloat("_ColorMode")); SetMaterialKeywords(material); } void CacheRenderersUsingThisMaterial(Material material) { m_RenderersUsingThisMaterial.Clear(); ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[]; foreach (ParticleSystemRenderer renderer in renderers) { if (renderer.sharedMaterial == material) m_RenderersUsingThisMaterial.Add(renderer); } } static void SetKeyword(Material m, string keyword, bool state) { if (state) m.EnableKeyword(keyword); else m.DisableKeyword(keyword); } } } // namespace UnityEditor