using System; using UnityEditor; using UnityEngine; using UnityEditor.Experimental.Rendering.LightweightPipeline; using UnityEngine.Experimental.Rendering; public class LightweightStandardSimpleLightingGUI : LightweightShaderGUI { private const float kMinShininessValue = 0.01f; private MaterialProperty albedoMapProp; private MaterialProperty albedoColorProp; private MaterialProperty specularSourceProp; private MaterialProperty glossinessSourceProp; private MaterialProperty specularGlossMapProp; private MaterialProperty specularColorProp; private MaterialProperty shininessProp; private MaterialProperty bumpMapProp; private MaterialProperty emissionMapProp; private MaterialProperty emissionColorProp; private static class Styles { public static GUIContent[] albedoGlosinessLabels = { new GUIContent("Base (RGB) Glossiness (A)", "Base Color (RGB) and Glossiness (A)"), new GUIContent("Base (RGB)", "Base Color (RGB)") }; public static GUIContent albedoAlphaLabel = new GUIContent("Base (RGB) Alpha (A)", "Base Color (RGB) and Transparency (A)"); public static GUIContent[] specularGlossMapLabels = { new GUIContent("Specular Map (RGB)", "Specular Color (RGB)"), new GUIContent("Specular Map (RGB) Glossiness (A)", "Specular Color (RGB) Glossiness (A)") }; public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); public static GUIContent emissionMapLabel = new GUIContent("Emission Map", "Emission Map"); public static readonly string[] glossinessSourceNames = Enum.GetNames(typeof(GlossinessSource)); public static string surfaceProperties = "Surface Properties"; public static string specularSourceLabel = "Specular"; public static string glossinessSourceLabel = "Glossiness Source"; public static string glossinessSource = "Glossiness Source"; public static string albedoColorLabel = "Base Color"; public static string albedoMapAlphaLabel = "Base(RGB) Alpha(A)"; public static string albedoMapGlossinessLabel = "Base(RGB) Glossiness (A)"; public static string shininessLabel = "Shininess"; public static string normalMapLabel = "Normal map"; public static string emissionColorLabel = "Emission Color"; } public override void FindProperties(MaterialProperty[] properties) { base.FindProperties(properties); albedoMapProp = FindProperty("_MainTex", properties); albedoColorProp = FindProperty("_Color", properties); specularSourceProp = FindProperty("_SpecSource", properties); glossinessSourceProp = FindProperty("_GlossinessSource", properties); specularGlossMapProp = FindProperty("_SpecGlossMap", properties); specularColorProp = FindProperty("_SpecColor", properties); shininessProp = FindProperty("_Shininess", properties); bumpMapProp = FindProperty("_BumpMap", properties); emissionMapProp = FindProperty("_EmissionMap", properties); emissionColorProp = FindProperty("_EmissionColor", properties); } public override void ShaderPropertiesGUI(Material material) { EditorGUI.BeginChangeCheck(); { base.ShaderPropertiesGUI(material); GUILayout.Label(Styles.surfaceProperties, EditorStyles.boldLabel); DoSurfaceArea(); DoSpecular(); EditorGUILayout.Space(); m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMapProp); EditorGUILayout.Space(); DoEmissionArea(material); EditorGUI.BeginChangeCheck(); m_MaterialEditor.TextureScaleOffsetProperty(albedoMapProp); if (EditorGUI.EndChangeCheck()) emissionMapProp.textureScaleAndOffset = albedoMapProp.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 blendModeProp.targets) MaterialChanged((Material)obj); } DoMaterialRenderingOptions(); } public override void MaterialChanged(Material material) { material.shaderKeywords = null; SetupMaterialBlendMode(material); SetMaterialKeywords(material); } private void SetMaterialKeywords(Material material) { material.shaderKeywords = null; SetupMaterialBlendMode(material); UpdateMaterialSpecularSource(material); CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); // A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect // or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color. // The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color. MaterialEditor.FixupEmissiveFlag(material); bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); } private void UpdateMaterialSpecularSource(Material material) { SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource"); if (specSource == SpecularSource.NoSpecular) { CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false); CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false); CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false); } else { GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource"); bool hasGlossMap = material.GetTexture("_SpecGlossMap"); CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap); CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap); CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == GlossinessSource.BaseAlpha); } } public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) { base.AssignNewShaderToMaterial(material, oldShader, newShader); // Shininess value cannot be zero since it will produce undefined values for cases where pow(0, 0). float shininess = material.GetFloat("_Shininess"); material.SetFloat("_Shininess", Mathf.Clamp(shininess, kMinShininessValue, 1.0f)); string oldShaderName = oldShader.name; string[] shaderStrings = oldShaderName.Split('/'); if (shaderStrings[0].Equals("Legacy Shaders") || shaderStrings[0].Equals("Mobile")) { ConvertFromLegacy(material, oldShaderName); } StandardSimpleLightingUpgrader.UpdateMaterialKeywords(material); } private bool RequiresAlpha() { SurfaceType surfaceType = (SurfaceType)surfaceTypeProp.floatValue; return alphaClipProp.floatValue > 0.0f || surfaceType == SurfaceType.Transparent; } private void DoSurfaceArea() { EditorGUILayout.Space(); int surfaceTypeValue = (int)surfaceTypeProp.floatValue; if ((SurfaceType)surfaceTypeValue == SurfaceType.Opaque) { int glossSource = (int)glossinessSourceProp.floatValue; m_MaterialEditor.TexturePropertySingleLine(Styles.albedoGlosinessLabels[glossSource], albedoMapProp, albedoColorProp); } else { m_MaterialEditor.TexturePropertySingleLine(Styles.albedoAlphaLabel, albedoMapProp, albedoColorProp); } } private void DoSpecular() { EditorGUILayout.Space(); SpecularSource specularSource = (SpecularSource)specularSourceProp.floatValue; EditorGUI.BeginChangeCheck(); bool enabled = EditorGUILayout.Toggle(Styles.specularSourceLabel, specularSource == SpecularSource.SpecularTextureAndColor); if (EditorGUI.EndChangeCheck()) specularSourceProp.floatValue = enabled ? (float)SpecularSource.SpecularTextureAndColor : (float)SpecularSource.NoSpecular; SpecularSource specSource = (SpecularSource)specularSourceProp.floatValue; if (specSource != SpecularSource.NoSpecular) { bool hasSpecularMap = specularGlossMapProp.textureValue != null; m_MaterialEditor.TexturePropertySingleLine(Styles.specularGlossMapLabels[(int)glossinessSourceProp.floatValue], specularGlossMapProp, hasSpecularMap ? null : specularColorProp); EditorGUI.indentLevel += 2; if (RequiresAlpha()) { GUI.enabled = false; glossinessSourceProp.floatValue = (float)EditorGUILayout.Popup(Styles.glossinessSourceLabel, (int)GlossinessSource.SpecularAlpha, Styles.glossinessSourceNames); GUI.enabled = true; } else { int glossinessSource = (int)glossinessSourceProp.floatValue; EditorGUI.BeginChangeCheck(); glossinessSource = EditorGUILayout.Popup(Styles.glossinessSourceLabel, glossinessSource, Styles.glossinessSourceNames); if (EditorGUI.EndChangeCheck()) glossinessSourceProp.floatValue = glossinessSource; GUI.enabled = true; } EditorGUI.BeginChangeCheck(); float shininess = EditorGUILayout.Slider(Styles.shininessLabel, shininessProp.floatValue, kMinShininessValue, 1.0f); if (EditorGUI.EndChangeCheck()) shininessProp.floatValue = shininess; EditorGUI.indentLevel -= 2; } } void DoEmissionArea(Material material) { // Emission for GI? if (m_MaterialEditor.EmissionEnabledProperty()) { bool hadEmissionTexture = emissionMapProp.textureValue != null; // Texture and HDR color controls m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionMapLabel, emissionMapProp, emissionColorProp, false); // If texture was assigned and color was black set color to white float brightness = emissionColorProp.colorValue.maxColorComponent; if (emissionMapProp.textureValue != null && !hadEmissionTexture && brightness <= 0f) emissionColorProp.colorValue = Color.white; // LW does not support RealtimeEmissive. We set it to bake emissive and handle the emissive is black right. material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive; if (brightness <= 0f) material.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; } } private void ConvertFromLegacy(Material material, string oldShaderName) { UpgradeParams shaderUpgradeParams; if (oldShaderName.Contains("Transp")) { shaderUpgradeParams.surfaceType = UpgradeSurfaceType.Transparent; shaderUpgradeParams.blendMode = UpgradeBlendMode.Alpha; shaderUpgradeParams.alphaClip = false; shaderUpgradeParams.glosinessSource = GlossinessSource.SpecularAlpha; } else if (oldShaderName.Contains("Cutout")) { shaderUpgradeParams.surfaceType = UpgradeSurfaceType.Opaque; shaderUpgradeParams.blendMode = UpgradeBlendMode.Alpha; shaderUpgradeParams.alphaClip = true; shaderUpgradeParams.glosinessSource = GlossinessSource.SpecularAlpha; } else { shaderUpgradeParams.surfaceType = UpgradeSurfaceType.Opaque; shaderUpgradeParams.blendMode = UpgradeBlendMode.Alpha; shaderUpgradeParams.alphaClip = false; shaderUpgradeParams.glosinessSource = GlossinessSource.BaseAlpha; } if (oldShaderName.Contains("Spec")) shaderUpgradeParams.specularSource = SpecularSource.SpecularTextureAndColor; else shaderUpgradeParams.specularSource = SpecularSource.NoSpecular; material.SetFloat("_Surface", (float)shaderUpgradeParams.surfaceType); material.SetFloat("_Blend", (float)shaderUpgradeParams.blendMode); material.SetFloat("_SpecSource", (float)shaderUpgradeParams.specularSource); material.SetFloat("_GlossinessSource", (float)shaderUpgradeParams.glosinessSource); if (oldShaderName.Contains("Self-Illumin")) { material.SetTexture("_EmissionMap", material.GetTexture("_MainTex")); material.SetTexture("_MainTex", null); material.SetColor("_EmissionColor", Color.white); } } }