using System; using UnityEngine; namespace UnityEditor.Graphs.Material { public class MaterialOptions : ScriptableObject { public enum BlendMode { One, Zero, SrcColor, SrcAlpha, DstColor, DstAlpha, OneMinusSrcColor, OneMinusSrcAlpha, OneMinusDstColor, OneMinusDstAlpha, } public enum CullMode { Back, Front, Off } public enum ZTest { Less, Greater, LEqual, GEqual, Equal, NotEqual, Always } public enum ZWrite { On, Off } public enum RenderQueue { Background, Geometry, Transparent, Overlay, } public enum RenderType { Opaque, Transparent, TransparentCutout, Background, Overlay } [SerializeField] private BlendMode m_SrcBlend; [SerializeField] private BlendMode m_DstBlend; [SerializeField] private CullMode m_CullMode; [SerializeField] private ZTest m_ZTest; [SerializeField] private ZWrite m_ZWrite; [SerializeField] private RenderQueue m_RenderQueue; [SerializeField] private RenderType m_RenderType; [SerializeField] private bool m_ShadowPass; [SerializeField] private bool m_FullForwardShadows; [SerializeField] private bool m_NoAmbient; [SerializeField] private bool m_NoVertexLights; [SerializeField] private bool m_NoLightmaps; [SerializeField] private bool m_NoDirLightmap; [SerializeField] private bool m_NoForwardAdd; [SerializeField] private bool m_ApproxView; [SerializeField] private bool m_HalfAsView; public void Init() { srcBlend = BlendMode.One; dstBlend = BlendMode.Zero; cullMode = CullMode.Back; zTest = ZTest.LEqual; zWrite = ZWrite.On; renderQueue = RenderQueue.Geometry; renderType = RenderType.Opaque; shadowPass = false; fullForwardShadows = false; noAmbient = false; noVertexLights = false; noLightmaps = false; noDirLightmap = false; noForwardAdd = false; approxView = false; halfAsView = false; } public void GetTags (ShaderGenerator visitor) { visitor.AddShaderChunk ("Tags {", false); visitor.Indent (); visitor.AddShaderChunk ("\"RenderType\"=\"" + renderType + "\"", false); visitor.AddShaderChunk ("\"Queue\"=\"" + renderQueue + "\"", false); visitor.Deindent (); visitor.AddShaderChunk ("}", false); } public void GetBlend (ShaderGenerator visitor) { visitor.AddShaderChunk ("Blend " + srcBlend + " " + dstBlend, false); } public void GetCull (ShaderGenerator visitor) { visitor.AddShaderChunk ("Cull " + cullMode, false); } public void GetDepthWrite (ShaderGenerator visitor) { visitor.AddShaderChunk ("ZWrite " + zWrite, false); } public void GetDepthTest (ShaderGenerator visitor) { visitor.AddShaderChunk ("ZTest " + zTest, false); } private Vector2 m_ScrollPos; public void DoGUI() { m_ScrollPos = GUILayout.BeginScrollView(m_ScrollPos); GUILayout.BeginVertical(); srcBlend = (BlendMode)EditorGUILayout.EnumPopup ("Src Blend", srcBlend); dstBlend = (BlendMode)EditorGUILayout.EnumPopup ("Dst Blend", dstBlend); cullMode = (CullMode)EditorGUILayout.EnumPopup ("Cull Mode", cullMode); zTest = (ZTest)EditorGUILayout.EnumPopup ("Z Test", zTest); zWrite = (ZWrite)EditorGUILayout.EnumPopup ("Z Write", zWrite); renderQueue = (RenderQueue)EditorGUILayout.EnumPopup ("Render Queue", renderQueue); renderType = (RenderType)EditorGUILayout.EnumPopup ("Render Type", renderType); GUILayout.EndVertical(); GUILayout.EndScrollView(); } public BlendMode srcBlend { get { return m_SrcBlend; } set { m_SrcBlend = value; } } public BlendMode dstBlend { get { return m_DstBlend; } set { m_DstBlend = value; } } public CullMode cullMode { get { return m_CullMode; } set { m_CullMode = value; } } public ZTest zTest { get { return m_ZTest; } set { m_ZTest = value; } } public ZWrite zWrite { get { return m_ZWrite; } set { m_ZWrite = value; } } public RenderQueue renderQueue { get { return m_RenderQueue; } set { m_RenderQueue = value; } } public RenderType renderType { get { return m_RenderType; } set { m_RenderType = value; } } public bool shadowPass { get { return m_ShadowPass; } set { m_ShadowPass = value; } } public bool fullForwardShadows { get { return m_FullForwardShadows; } set { m_FullForwardShadows = value; } } public bool noAmbient { get { return m_NoAmbient; } set { m_NoAmbient = value; } } public bool noVertexLights { get { return m_NoVertexLights; } set { m_NoVertexLights = value; } } public bool noLightmaps { get { return m_NoLightmaps; } set { m_NoLightmaps = value; } } public bool noDirLightmap { get { return m_NoDirLightmap; } set { m_NoDirLightmap = value; } } public bool noForwardAdd { get { return m_NoForwardAdd; } set { m_NoForwardAdd = value; } } public bool approxView { get { return m_ApproxView; } set { m_ApproxView = value; } } public bool halfAsView { get { return m_HalfAsView; } set { m_HalfAsView = value; } } } }