using System; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering.HDPipeline { class LitGUI : BaseLitGUI { protected static class Styles { public static string InputsText = "Inputs"; public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)"); public static GUIContent baseColorSmoothnessText = new GUIContent("Base Color + Smoothness", "Albedo (RGB) and Smoothness (A)"); public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel"); public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor"); public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness scale factor"); public static GUIContent smoothnessRemappingText = new GUIContent("Smoothness Remapping", "Smoothness remapping"); public static GUIContent maskMapSText = new GUIContent("Mask Map - M(R), AO(G), D(B), S(A)", "Mask map"); public static GUIContent normalMapSpaceText = new GUIContent("Normal Map space", ""); public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))"); public static GUIContent normalMapOSText = new GUIContent("Normal Map OS", "Normal Map (BC7/DXT1/RGB)"); public static GUIContent bentNormalMapText = new GUIContent("Bent normal map", "Use only with indirect diffuse lighting (Lightmap/lightprobe) - Cosine weighted Bent Normal Map (average unoccluded direction) (BC7/BC5/DXT5(nm))"); public static GUIContent bentNormalMapOSText = new GUIContent("Bent normal map OS", "Use only with indirect diffuse lighting (Lightmap/lightprobe) - Bent Normal Map (BC7/DXT1/RGB)"); public static GUIContent heightMapText = new GUIContent("Height Map (R)", "Height Map.\nFor floating point textures, min, max and base value should be 0, 1 and 0."); public static GUIContent heightMapCenterText = new GUIContent("Height Map Base", "Base of the heightmap in the texture (between 0 and 1)"); public static GUIContent heightMapMinText = new GUIContent("Height Min (cm)", "Minimum value in the heightmap (in centimeters)"); public static GUIContent heightMapMaxText = new GUIContent("Height Max (cm)", "Maximum value in the heightmap (in centimeters)"); public static GUIContent tangentMapText = new GUIContent("Tangent Map", "Tangent Map (BC7/BC5/DXT5(nm))"); public static GUIContent tangentMapOSText = new GUIContent("Tangent Map OS", "Tangent Map (BC7/DXT1/RGB)"); public static GUIContent anisotropyText = new GUIContent("Anisotropy", "Anisotropy scale factor"); public static GUIContent anisotropyMapText = new GUIContent("Anisotropy Map (R)", "Anisotropy"); public static GUIContent UVBaseMappingText = new GUIContent("Base UV mapping", ""); public static GUIContent texWorldScaleText = new GUIContent("World scale", "Tiling factor applied to Planar/Trilinear mapping"); // Details public static string detailText = "Detail Inputs"; public static GUIContent UVDetailMappingText = new GUIContent("Detail UV mapping", ""); public static GUIContent detailMapNormalText = new GUIContent("Detail Map A(R) Ny(G) S(B) Nx(A)", "Detail Map"); public static GUIContent detailAlbedoScaleText = new GUIContent("Detail AlbedoScale", "Detail Albedo Scale factor"); public static GUIContent detailNormalScaleText = new GUIContent("Detail NormalScale", "Normal Scale factor"); public static GUIContent detailSmoothnessScaleText = new GUIContent("Detail SmoothnessScale", "Smoothness Scale factor"); // Subsurface public static GUIContent subsurfaceProfileText = new GUIContent("Subsurface profile", "A profile determines the shape of the blur filter."); public static GUIContent subsurfaceRadiusText = new GUIContent("Subsurface radius", "Determines the range of the blur."); public static GUIContent subsurfaceRadiusMapText = new GUIContent("Subsurface radius map (R)", "Determines the range of the blur."); public static GUIContent thicknessText = new GUIContent("Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object."); public static GUIContent thicknessMapText = new GUIContent("Thickness map (R)", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object."); // Clear Coat public static GUIContent coatCoverageText = new GUIContent("Coat Coverage", "Percentage of clear coat coverage"); public static GUIContent coatIORText = new GUIContent("Coat IOR", "IOR of clear coat, value is [0..1] + 1.0. i.e 0.5 is IOR 1.5"); // Specular color public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular color (RGB)"); // Specular occlusion public static GUIContent enableSpecularOcclusionText = new GUIContent("Enable Specular Occlusion from Bent normal", "Require cosine weighted bent normal and cosine weighted ambient occlusion. Specular occlusion for reflection probe"); public static GUIContent specularOcclusionWarning = new GUIContent("Require a cosine weighted bent normal and ambient occlusion maps"); // Emissive public static string lightingText = "Lighting Inputs"; public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive"); public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive"); public static GUIContent albedoAffectEmissiveText = new GUIContent("Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo."); public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping."); // Transparency public static string TransparencyInputsText = "Transparency Inputs"; public static string refractionModeText = "Refraction Mode"; public static GUIContent refractionIORText = new GUIContent("Indice of refraction", "Indice of refraction"); public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction"); public static GUIContent refractionThicknessMultiplierText = new GUIContent("Refraction Thickness multiplier", "Thickness multiplier"); public static GUIContent refractionThicknessMapText = new GUIContent("Refraction Thickness Map (R)", "Thickness multiplier"); // Transparency absorption public static GUIContent transmittanceColorText = new GUIContent("Transmittance Color", "Absorption color (RGB)"); public static GUIContent atDistanceText = new GUIContent("Transmittance Absorption Distance", "Absorption distance reference"); } // Lit shader is not layered but some layered materials inherit from it. In order to share code we need LitUI to account for this. protected const int kMaxLayerCount = 4; protected int m_LayerCount = 1; protected string[] m_PropertySuffixes = { "", "", "", "" }; public enum UVBaseMapping { UV0, UV1, UV2, UV3, Planar, Triplanar } public enum NormalMapSpace { TangentSpace, ObjectSpace, } public enum HeightmapMode { Parallax, Displacement, } public enum UVDetailMapping { UV0, UV1, UV2, UV3 } protected MaterialProperty[] UVBase = new MaterialProperty[kMaxLayerCount]; protected const string kUVBase = "_UVBase"; protected MaterialProperty[] TexWorldScale = new MaterialProperty[kMaxLayerCount]; protected const string kTexWorldScale = "_TexWorldScale"; protected MaterialProperty[] InvTilingScale = new MaterialProperty[kMaxLayerCount]; protected const string kInvTilingScale = "_InvTilingScale"; protected MaterialProperty[] UVMappingMask = new MaterialProperty[kMaxLayerCount]; protected const string kUVMappingMask = "_UVMappingMask"; protected MaterialProperty[] baseColor = new MaterialProperty[kMaxLayerCount]; protected const string kBaseColor = "_BaseColor"; protected MaterialProperty[] baseColorMap = new MaterialProperty[kMaxLayerCount]; protected const string kBaseColorMap = "_BaseColorMap"; protected MaterialProperty[] metallic = new MaterialProperty[kMaxLayerCount]; protected const string kMetallic = "_Metallic"; protected MaterialProperty[] smoothness = new MaterialProperty[kMaxLayerCount]; protected const string kSmoothness = "_Smoothness"; protected MaterialProperty[] smoothnessRemapMin = new MaterialProperty[kMaxLayerCount]; protected const string kSmoothnessRemapMin = "_SmoothnessRemapMin"; protected MaterialProperty[] smoothnessRemapMax = new MaterialProperty[kMaxLayerCount]; protected const string kSmoothnessRemapMax = "_SmoothnessRemapMax"; protected MaterialProperty[] maskMap = new MaterialProperty[kMaxLayerCount]; protected const string kMaskMap = "_MaskMap"; protected MaterialProperty[] normalScale = new MaterialProperty[kMaxLayerCount]; protected const string kNormalScale = "_NormalScale"; protected MaterialProperty[] normalMap = new MaterialProperty[kMaxLayerCount]; protected const string kNormalMap = "_NormalMap"; protected MaterialProperty[] normalMapOS = new MaterialProperty[kMaxLayerCount]; protected const string kNormalMapOS = "_NormalMapOS"; protected MaterialProperty[] bentNormalMap = new MaterialProperty[kMaxLayerCount]; protected const string kBentNormalMap = "_BentNormalMap"; protected MaterialProperty[] bentNormalMapOS = new MaterialProperty[kMaxLayerCount]; protected const string kBentNormalMapOS = "_BentNormalMapOS"; protected MaterialProperty[] normalMapSpace = new MaterialProperty[kMaxLayerCount]; protected const string kNormalMapSpace = "_NormalMapSpace"; protected MaterialProperty[] heightMap = new MaterialProperty[kMaxLayerCount]; protected const string kHeightMap = "_HeightMap"; protected MaterialProperty[] heightAmplitude = new MaterialProperty[kMaxLayerCount]; protected const string kHeightAmplitude = "_HeightAmplitude"; protected MaterialProperty[] heightCenter = new MaterialProperty[kMaxLayerCount]; protected const string kHeightCenter = "_HeightCenter"; protected MaterialProperty[] heightMin = new MaterialProperty[kMaxLayerCount]; protected const string kHeightMin = "_HeightMin"; protected MaterialProperty[] heightMax = new MaterialProperty[kMaxLayerCount]; protected const string kHeightMax = "_HeightMax"; protected MaterialProperty[] UVDetail = new MaterialProperty[kMaxLayerCount]; protected const string kUVDetail = "_UVDetail"; protected MaterialProperty[] UVDetailsMappingMask = new MaterialProperty[kMaxLayerCount]; protected const string kUVDetailsMappingMask = "_UVDetailsMappingMask"; protected MaterialProperty[] detailMap = new MaterialProperty[kMaxLayerCount]; protected const string kDetailMap = "_DetailMap"; protected MaterialProperty[] detailAlbedoScale = new MaterialProperty[kMaxLayerCount]; protected const string kDetailAlbedoScale = "_DetailAlbedoScale"; protected MaterialProperty[] detailNormalScale = new MaterialProperty[kMaxLayerCount]; protected const string kDetailNormalScale = "_DetailNormalScale"; protected MaterialProperty[] detailSmoothnessScale = new MaterialProperty[kMaxLayerCount]; protected const string kDetailSmoothnessScale = "_DetailSmoothnessScale"; protected MaterialProperty specularColor = null; protected const string kSpecularColor = "_SpecularColor"; protected MaterialProperty specularColorMap = null; protected const string kSpecularColorMap = "_SpecularColorMap"; protected MaterialProperty tangentMap = null; protected const string kTangentMap = "_TangentMap"; protected MaterialProperty tangentMapOS = null; protected const string kTangentMapOS = "_TangentMapOS"; protected MaterialProperty anisotropy = null; protected const string kAnisotropy = "_Anisotropy"; protected MaterialProperty anisotropyMap = null; protected const string kAnisotropyMap = "_AnisotropyMap"; protected SubsurfaceScatteringProfile subsurfaceProfile = null; protected MaterialProperty subsurfaceProfileID = null; protected const string kSubsurfaceProfileID = "_SubsurfaceProfile"; protected MaterialProperty subsurfaceRadius = null; protected const string kSubsurfaceRadius = "_SubsurfaceRadius"; protected MaterialProperty subsurfaceRadiusMap = null; protected const string kSubsurfaceRadiusMap = "_SubsurfaceRadiusMap"; protected MaterialProperty thickness = null; protected const string kThickness = "_Thickness"; protected MaterialProperty thicknessMap = null; protected const string kThicknessMap = "_ThicknessMap"; protected MaterialProperty coatCoverage = null; protected const string kCoatCoverage = "_CoatCoverage"; protected MaterialProperty coatIOR = null; protected const string kCoatIOR = "_CoatIOR"; protected MaterialProperty emissiveColorMode = null; protected const string kEmissiveColorMode = "_EmissiveColorMode"; protected MaterialProperty emissiveColor = null; protected const string kEmissiveColor = "_EmissiveColor"; protected MaterialProperty emissiveColorMap = null; protected const string kEmissiveColorMap = "_EmissiveColorMap"; protected MaterialProperty emissiveIntensity = null; protected const string kEmissiveIntensity = "_EmissiveIntensity"; protected MaterialProperty albedoAffectEmissive = null; protected const string kAlbedoAffectEmissive = "_AlbedoAffectEmissive"; protected MaterialProperty enableSpecularOcclusion = null; protected const string kEnableSpecularOcclusion = "_EnableSpecularOcclusion"; // transparency params protected MaterialProperty ior = null; protected const string kIOR = "_IOR"; protected MaterialProperty transmittanceColor = null; protected const string kTransmittanceColor = "_TransmittanceColor"; protected MaterialProperty atDistance = null; protected const string kATDistance = "_ATDistance"; protected MaterialProperty thicknessMultiplier = null; protected const string kThicknessMultiplier = "_ThicknessMultiplier"; protected MaterialProperty refractionMode = null; protected const string kRefractionMode = "_RefractionMode"; protected void FindMaterialLayerProperties(MaterialProperty[] props) { for (int i = 0; i < m_LayerCount; ++i) { UVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, m_PropertySuffixes[i]), props); TexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, m_PropertySuffixes[i]), props); InvTilingScale[i] = FindProperty(string.Format("{0}{1}", kInvTilingScale, m_PropertySuffixes[i]), props); UVMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVMappingMask, m_PropertySuffixes[i]), props); baseColor[i] = FindProperty(string.Format("{0}{1}", kBaseColor, m_PropertySuffixes[i]), props); baseColorMap[i] = FindProperty(string.Format("{0}{1}", kBaseColorMap, m_PropertySuffixes[i]), props); metallic[i] = FindProperty(string.Format("{0}{1}", kMetallic, m_PropertySuffixes[i]), props); smoothness[i] = FindProperty(string.Format("{0}{1}", kSmoothness, m_PropertySuffixes[i]), props); smoothnessRemapMin[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMin, m_PropertySuffixes[i]), props); smoothnessRemapMax[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMax, m_PropertySuffixes[i]), props); maskMap[i] = FindProperty(string.Format("{0}{1}", kMaskMap, m_PropertySuffixes[i]), props); normalMap[i] = FindProperty(string.Format("{0}{1}", kNormalMap, m_PropertySuffixes[i]), props); normalMapOS[i] = FindProperty(string.Format("{0}{1}", kNormalMapOS, m_PropertySuffixes[i]), props); normalScale[i] = FindProperty(string.Format("{0}{1}", kNormalScale, m_PropertySuffixes[i]), props); bentNormalMap[i] = FindProperty(string.Format("{0}{1}", kBentNormalMap, m_PropertySuffixes[i]), props); bentNormalMapOS[i] = FindProperty(string.Format("{0}{1}", kBentNormalMapOS, m_PropertySuffixes[i]), props); normalMapSpace[i] = FindProperty(string.Format("{0}{1}", kNormalMapSpace, m_PropertySuffixes[i]), props); heightMap[i] = FindProperty(string.Format("{0}{1}", kHeightMap, m_PropertySuffixes[i]), props); heightAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightAmplitude, m_PropertySuffixes[i]), props); heightMin[i] = FindProperty(string.Format("{0}{1}", kHeightMin, m_PropertySuffixes[i]), props); heightMax[i] = FindProperty(string.Format("{0}{1}", kHeightMax, m_PropertySuffixes[i]), props); heightCenter[i] = FindProperty(string.Format("{0}{1}", kHeightCenter, m_PropertySuffixes[i]), props); // Details UVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, m_PropertySuffixes[i]), props); UVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, m_PropertySuffixes[i]), props); detailMap[i] = FindProperty(string.Format("{0}{1}", kDetailMap, m_PropertySuffixes[i]), props); detailAlbedoScale[i] = FindProperty(string.Format("{0}{1}", kDetailAlbedoScale, m_PropertySuffixes[i]), props); detailNormalScale[i] = FindProperty(string.Format("{0}{1}", kDetailNormalScale, m_PropertySuffixes[i]), props); detailSmoothnessScale[i] = FindProperty(string.Format("{0}{1}", kDetailSmoothnessScale, m_PropertySuffixes[i]), props); } } protected void FindMaterialEmissiveProperties(MaterialProperty[] props) { emissiveColorMode = FindProperty(kEmissiveColorMode, props); emissiveColor = FindProperty(kEmissiveColor, props); emissiveColorMap = FindProperty(kEmissiveColorMap, props); emissiveIntensity = FindProperty(kEmissiveIntensity, props); albedoAffectEmissive = FindProperty(kAlbedoAffectEmissive, props); enableSpecularOcclusion = FindProperty(kEnableSpecularOcclusion, props); } protected override void FindMaterialProperties(MaterialProperty[] props) { FindMaterialLayerProperties(props); FindMaterialEmissiveProperties(props); // The next properties are only supported for regular Lit shader (not layered ones) because it's complicated to blend those parameters if they are different on a per layer basis. // Specular Color specularColor = FindProperty(kSpecularColor, props); specularColorMap = FindProperty(kSpecularColorMap, props); // Anisotropy tangentMap = FindProperty(kTangentMap, props); tangentMapOS = FindProperty(kTangentMapOS, props); anisotropy = FindProperty(kAnisotropy, props); anisotropyMap = FindProperty(kAnisotropyMap, props); // Sub surface subsurfaceProfileID = FindProperty(kSubsurfaceProfileID, props); subsurfaceRadius = FindProperty(kSubsurfaceRadius, props); subsurfaceRadiusMap = FindProperty(kSubsurfaceRadiusMap, props); thickness = FindProperty(kThickness, props); thicknessMap = FindProperty(kThicknessMap, props); // clear coat coatCoverage = FindProperty(kCoatCoverage, props); coatIOR = FindProperty(kCoatIOR, props); // Transparency refractionMode = FindProperty(kRefractionMode, props, false); transmittanceColor = FindProperty(kTransmittanceColor, props, false); atDistance = FindProperty(kATDistance, props, false); thicknessMultiplier = FindProperty(kThicknessMultiplier, props, false); ior = FindProperty(kIOR, props, false); // We reuse thickness from SSS } protected void ShaderSSSInputGUI(Material material) { HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; if (subsurfaceProfile == null) { // Attempt to load the profile from the SSS Settings. int profileID = (int)subsurfaceProfileID.floatValue; if (0 <= profileID && profileID < hdPipeline.sssSettings.profiles.Length && hdPipeline.sssSettings.profiles[profileID] != null) { // This is a valid profile ID. subsurfaceProfile = hdPipeline.sssSettings.profiles[profileID]; // Refresh the ID of the profile. hdPipeline.sssSettings.OnValidate(); } } subsurfaceProfile = EditorGUILayout.ObjectField(Styles.subsurfaceProfileText, subsurfaceProfile, typeof(SubsurfaceScatteringProfile), false) as SubsurfaceScatteringProfile; bool validProfile = false; // Set the profile ID. if (subsurfaceProfile != null) { // Load the profile from the GUI field. int profileID = subsurfaceProfile.settingsIndex; if (0 <= profileID && profileID < hdPipeline.sssSettings.profiles.Length && hdPipeline.sssSettings.profiles[profileID] != null && hdPipeline.sssSettings.profiles[profileID] == subsurfaceProfile) { validProfile = true; material.SetInt("_SubsurfaceProfile", profileID); } else { subsurfaceProfile = null; Debug.LogError("The SSS Profile assigned to the material has an invalid index. First, add the Profile to the SSS Settings, and then reassign it to the material."); } } if (!validProfile) { // Disable SSS for this object. material.SetInt("_SubsurfaceProfile", SssConstants.SSS_NEUTRAL_PROFILE_ID); } m_MaterialEditor.ShaderProperty(subsurfaceRadius, Styles.subsurfaceRadiusText); m_MaterialEditor.TexturePropertySingleLine(Styles.subsurfaceRadiusMapText, subsurfaceRadiusMap); m_MaterialEditor.ShaderProperty(thickness, Styles.thicknessText); m_MaterialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap); } protected void ShaderClearCoatInputGUI() { m_MaterialEditor.ShaderProperty(coatCoverage, Styles.coatCoverageText); m_MaterialEditor.ShaderProperty(coatIOR, Styles.coatIORText); } protected void ShaderAnisoInputGUI() { if ((NormalMapSpace)normalMapSpace[0].floatValue == NormalMapSpace.TangentSpace) { m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapText, tangentMap); } else { m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapOSText, tangentMapOS); } m_MaterialEditor.ShaderProperty(anisotropy, Styles.anisotropyText); m_MaterialEditor.TexturePropertySingleLine(Styles.anisotropyMapText, anisotropyMap); } protected void DoLayerGUI(Material material, int layerIndex) { EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel); EditorGUI.indentLevel++; m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap[layerIndex], baseColor[layerIndex]); if ( materialID == null || // Will be the case for Layered materials where we only support standard and the parameter does not exist (Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitStandard || (Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitAniso) { m_MaterialEditor.ShaderProperty(metallic[layerIndex], Styles.metallicText); } if(maskMap[layerIndex].textureValue == null) { m_MaterialEditor.ShaderProperty(smoothness[layerIndex], Styles.smoothnessText); } else { float remapMin = smoothnessRemapMin[layerIndex].floatValue; float remapMax = smoothnessRemapMax[layerIndex].floatValue; EditorGUI.BeginChangeCheck(); EditorGUILayout.MinMaxSlider(Styles.smoothnessRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f); if (EditorGUI.EndChangeCheck()) { smoothnessRemapMin[layerIndex].floatValue = remapMin; smoothnessRemapMax[layerIndex].floatValue = remapMax; } } m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapSText, maskMap[layerIndex]); m_MaterialEditor.ShaderProperty(normalMapSpace[layerIndex], Styles.normalMapSpaceText); // Triplanar only work with tangent space normal if ((NormalMapSpace)normalMapSpace[layerIndex].floatValue == NormalMapSpace.ObjectSpace && ((UVBaseMapping)UVBase[layerIndex].floatValue == UVBaseMapping.Triplanar)) { EditorGUILayout.HelpBox(Styles.normalMapSpaceWarning.text, MessageType.Error); } // We have two different property for object space and tangent space normal map to allow // 1. to go back and forth // 2. to avoid the warning that ask to fix the object normal map texture (normalOS are just linear RGB texture if ((NormalMapSpace)normalMapSpace[layerIndex].floatValue == NormalMapSpace.TangentSpace) { m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap[layerIndex], normalScale[layerIndex]); m_MaterialEditor.TexturePropertySingleLine(Styles.bentNormalMapText, bentNormalMap[layerIndex]); } else { // No scaling in object space m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapOSText, normalMapOS[layerIndex]); m_MaterialEditor.TexturePropertySingleLine(Styles.bentNormalMapOSText, bentNormalMapOS[layerIndex]); } m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap[layerIndex]); if (!heightMap[layerIndex].hasMixedValue && heightMap[layerIndex].textureValue != null) { EditorGUI.indentLevel++; m_MaterialEditor.ShaderProperty(heightMin[layerIndex], Styles.heightMapMinText); m_MaterialEditor.ShaderProperty(heightMax[layerIndex], Styles.heightMapMaxText); heightAmplitude[layerIndex].floatValue = (heightMax[layerIndex].floatValue - heightMin[layerIndex].floatValue) * 0.01f; // Conversion centimeters to meters. m_MaterialEditor.ShaderProperty(heightCenter[layerIndex], Styles.heightMapCenterText); EditorGUI.showMixedValue = false; EditorGUI.indentLevel--; } if(materialID != null) { switch ((Lit.MaterialId)materialID.floatValue) { case Lit.MaterialId.LitSSS: ShaderSSSInputGUI(material); break; case Lit.MaterialId.LitStandard: // Nothing break; case Lit.MaterialId.LitAniso: ShaderAnisoInputGUI(); break; case Lit.MaterialId.LitSpecular: m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor); break; case Lit.MaterialId.LitClearCoat: ShaderClearCoatInputGUI(); break; default: Debug.Assert(false, "Encountered an unsupported MaterialID."); break; } } EditorGUILayout.Space(); m_MaterialEditor.ShaderProperty(UVBase[layerIndex], Styles.UVBaseMappingText); UVBaseMapping uvBaseMapping = (UVBaseMapping)UVBase[layerIndex].floatValue; float X, Y, Z, W; X = (uvBaseMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f; Y = (uvBaseMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f; Z = (uvBaseMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f; W = (uvBaseMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f; UVMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W); if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar)) { m_MaterialEditor.ShaderProperty(TexWorldScale[layerIndex], Styles.texWorldScaleText); } m_MaterialEditor.TextureScaleOffsetProperty(baseColorMap[layerIndex]); // Precompute. InvTilingScale[layerIndex].floatValue = 2 / (Mathf.Abs(baseColorMap[layerIndex].textureScaleAndOffset.x) + Mathf.Abs(baseColorMap[layerIndex].textureScaleAndOffset.y)); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.detailText, EditorStyles.boldLabel); EditorGUI.indentLevel++; m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapNormalText, detailMap[layerIndex]); // When Planar or Triplanar is enable the UVDetail use the same mode, so we disable the choice on UVDetail if (uvBaseMapping == UVBaseMapping.Planar) { EditorGUILayout.LabelField(Styles.UVDetailMappingText.text + ": Planar"); } else if (uvBaseMapping == UVBaseMapping.Triplanar) { EditorGUILayout.LabelField(Styles.UVDetailMappingText.text + ": Triplanar"); } else { m_MaterialEditor.ShaderProperty(UVDetail[layerIndex], Styles.UVDetailMappingText); } // Setup the UVSet for detail, if planar/triplanar is use for base, it will override the mapping of detail (See shader code) X = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV0) ? 1.0f : 0.0f; Y = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV1) ? 1.0f : 0.0f; Z = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV2) ? 1.0f : 0.0f; W = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV3) ? 1.0f : 0.0f; UVDetailsMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W); m_MaterialEditor.TextureScaleOffsetProperty(detailMap[layerIndex]); m_MaterialEditor.ShaderProperty(detailAlbedoScale[layerIndex], Styles.detailAlbedoScaleText); m_MaterialEditor.ShaderProperty(detailNormalScale[layerIndex], Styles.detailNormalScaleText); m_MaterialEditor.ShaderProperty(detailSmoothnessScale[layerIndex], Styles.detailSmoothnessScaleText); EditorGUI.indentLevel--; var surfaceTypeValue = (SurfaceType)surfaceType.floatValue; if (surfaceTypeValue == SurfaceType.Transparent && refractionMode != null) { EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.TransparencyInputsText, EditorStyles.boldLabel); ++EditorGUI.indentLevel; m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText); var mode = (Lit.RefractionMode)refractionMode.floatValue; if (mode != Lit.RefractionMode.None) { m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText); if (thicknessMap.textureValue == null) m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText); m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap); ++EditorGUI.indentLevel; m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText); --EditorGUI.indentLevel; m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText); ++EditorGUI.indentLevel; m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText); --EditorGUI.indentLevel; } --EditorGUI.indentLevel; } } private void DoEmissiveGUI(Material material) { EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.lightingText, EditorStyles.boldLabel); m_MaterialEditor.ShaderProperty(enableSpecularOcclusion, Styles.enableSpecularOcclusionText); // TODO: display warning if we don't have bent normal (either OS or TS) and ambient occlusion //if (enableSpecularOcclusion.floatValue > 0.0f) { //EditorGUILayout.HelpBox(Styles.specularOcclusionWarning.text, MessageType.Error); } EditorGUI.indentLevel++; m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor); m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText); m_MaterialEditor.ShaderProperty(albedoAffectEmissive, Styles.albedoAffectEmissiveText); EditorGUI.indentLevel--; } protected override void MaterialPropertiesGUI(Material material) { DoLayerGUI(material, 0); DoEmissiveGUI(material); // The parent Base.ShaderPropertiesGUI will call DoEmissionArea } protected override bool ShouldEmissionBeEnabled(Material mat) { return mat.GetFloat(kEmissiveIntensity) > 0.0f; } protected override void SetupMaterialKeywordsAndPassInternal(Material material) { SetupMaterialKeywordsAndPass(material); } // 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) { SetupBaseLitKeywords(material); SetupBaseLitMaterialPass(material); NormalMapSpace normalMapSpace = (NormalMapSpace)material.GetFloat(kNormalMapSpace); // 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, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar); SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar); SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace)); if (normalMapSpace == NormalMapSpace.TangentSpace) { // With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for it SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap)); SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap)); SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMap)); } else // Object space { // With details map, we always use a normal map but in case of objects space there is no good default, so the result will be weird until users fix it SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS) || material.GetTexture(kDetailMap)); SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS)); SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS)); } SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap)); SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f); SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap)); SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap)); SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap)); SetKeyword(material, "_SUBSURFACE_RADIUS_MAP", material.GetTexture(kSubsurfaceRadiusMap)); SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap)); SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap)); bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0; bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0; if (needUV3) { material.DisableKeyword("_REQUIRE_UV2"); material.EnableKeyword("_REQUIRE_UV3"); } else if (needUV2) { material.EnableKeyword("_REQUIRE_UV2"); material.DisableKeyword("_REQUIRE_UV3"); } else { material.DisableKeyword("_REQUIRE_UV2"); material.DisableKeyword("_REQUIRE_UV3"); } Lit.MaterialId materialId = (Lit.MaterialId)material.GetFloat(kMaterialID); SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS); //SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso); SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular); SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat); var refractionModeValue = (Lit.RefractionMode)material.GetFloat(kRefractionMode); SetKeyword(material, "_REFRACTION_THINPLANE", refractionModeValue == Lit.RefractionMode.ThinPlane); SetKeyword(material, "_REFRACTION_THICKPLANE", refractionModeValue == Lit.RefractionMode.ThickPlane); SetKeyword(material, "_REFRACTION_THICKSPHERE", refractionModeValue == Lit.RefractionMode.ThickSphere); } } } // namespace UnityEditor