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689 行
40 KiB
689 行
40 KiB
using System;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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class LitGUI : BaseLitGUI
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{
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protected static class Styles
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{
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public static string InputsText = "Inputs";
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public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)");
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public static GUIContent baseColorSmoothnessText = new GUIContent("Base Color + Smoothness", "Albedo (RGB) and Smoothness (A)");
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public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
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public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor");
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public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness scale factor");
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public static GUIContent smoothnessRemappingText = new GUIContent("Smoothness Remapping", "Smoothness remapping");
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public static GUIContent maskMapSText = new GUIContent("Mask Map - M(R), AO(G), D(B), S(A)", "Mask map");
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public static GUIContent normalMapSpaceText = new GUIContent("Normal Map space", "");
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public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");
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public static GUIContent normalMapOSText = new GUIContent("Normal Map OS", "Normal Map (BC7/DXT1/RGB)");
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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))");
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public static GUIContent bentNormalMapOSText = new GUIContent("Bent normal map OS", "Use only with indirect diffuse lighting (Lightmap/lightprobe) - Bent Normal Map (BC7/DXT1/RGB)");
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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.");
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public static GUIContent heightMapCenterText = new GUIContent("Height Map Base", "Base of the heightmap in the texture (between 0 and 1)");
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public static GUIContent heightMapMinText = new GUIContent("Height Min (cm)", "Minimum value in the heightmap (in centimeters)");
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public static GUIContent heightMapMaxText = new GUIContent("Height Max (cm)", "Maximum value in the heightmap (in centimeters)");
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public static GUIContent tangentMapText = new GUIContent("Tangent Map", "Tangent Map (BC7/BC5/DXT5(nm))");
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public static GUIContent tangentMapOSText = new GUIContent("Tangent Map OS", "Tangent Map (BC7/DXT1/RGB)");
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public static GUIContent anisotropyText = new GUIContent("Anisotropy", "Anisotropy scale factor");
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public static GUIContent anisotropyMapText = new GUIContent("Anisotropy Map (R)", "Anisotropy");
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public static GUIContent UVBaseMappingText = new GUIContent("Base UV mapping", "");
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public static GUIContent texWorldScaleText = new GUIContent("World scale", "Tiling factor applied to Planar/Trilinear mapping");
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// Details
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public static string detailText = "Detail Inputs";
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public static GUIContent UVDetailMappingText = new GUIContent("Detail UV mapping", "");
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public static GUIContent detailMapNormalText = new GUIContent("Detail Map A(R) Ny(G) S(B) Nx(A)", "Detail Map");
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public static GUIContent detailAlbedoScaleText = new GUIContent("Detail AlbedoScale", "Detail Albedo Scale factor");
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public static GUIContent detailNormalScaleText = new GUIContent("Detail NormalScale", "Normal Scale factor");
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public static GUIContent detailSmoothnessScaleText = new GUIContent("Detail SmoothnessScale", "Smoothness Scale factor");
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// Subsurface
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public static GUIContent subsurfaceProfileText = new GUIContent("Subsurface profile", "A profile determines the shape of the blur filter.");
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public static GUIContent subsurfaceRadiusText = new GUIContent("Subsurface radius", "Determines the range of the blur.");
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public static GUIContent subsurfaceRadiusMapText = new GUIContent("Subsurface radius map (R)", "Determines the range of the blur.");
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public static GUIContent thicknessText = new GUIContent("Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
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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.");
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// Clear Coat
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public static GUIContent coatCoverageText = new GUIContent("Coat Coverage", "Percentage of clear coat coverage");
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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");
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// Specular color
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public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular color (RGB)");
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// Specular occlusion
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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");
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public static GUIContent specularOcclusionWarning = new GUIContent("Require a cosine weighted bent normal and ambient occlusion maps");
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// Emissive
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public static string lightingText = "Lighting Inputs";
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public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive");
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public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive");
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public static GUIContent albedoAffectEmissiveText = new GUIContent("Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.");
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public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping.");
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// Transparency
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public static string TransparencyInputsText = "Transparency Inputs";
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public static string refractionModeText = "Refraction Mode";
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public static GUIContent refractionIORText = new GUIContent("Indice of refraction", "Indice of refraction");
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public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");
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public static GUIContent refractionThicknessMultiplierText = new GUIContent("Refraction Thickness multiplier", "Thickness multiplier");
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public static GUIContent refractionThicknessMapText = new GUIContent("Refraction Thickness Map (R)", "Thickness multiplier");
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// Transparency absorption
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public static GUIContent transmittanceColorText = new GUIContent("Transmittance Color", "Absorption color (RGB)");
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public static GUIContent atDistanceText = new GUIContent("Transmittance Absorption Distance", "Absorption distance reference");
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}
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// Lit shader is not layered but some layered materials inherit from it. In order to share code we need LitUI to account for this.
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protected const int kMaxLayerCount = 4;
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protected int m_LayerCount = 1;
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protected string[] m_PropertySuffixes = { "", "", "", "" };
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public enum UVBaseMapping
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{
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UV0,
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UV1,
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UV2,
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UV3,
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Planar,
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Triplanar
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}
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public enum NormalMapSpace
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{
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TangentSpace,
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ObjectSpace,
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}
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public enum HeightmapMode
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{
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Parallax,
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Displacement,
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}
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public enum UVDetailMapping
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{
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UV0,
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UV1,
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UV2,
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UV3
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}
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protected MaterialProperty[] UVBase = new MaterialProperty[kMaxLayerCount];
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protected const string kUVBase = "_UVBase";
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protected MaterialProperty[] TexWorldScale = new MaterialProperty[kMaxLayerCount];
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protected const string kTexWorldScale = "_TexWorldScale";
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protected MaterialProperty[] InvTilingScale = new MaterialProperty[kMaxLayerCount];
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protected const string kInvTilingScale = "_InvTilingScale";
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protected MaterialProperty[] UVMappingMask = new MaterialProperty[kMaxLayerCount];
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protected const string kUVMappingMask = "_UVMappingMask";
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protected MaterialProperty[] baseColor = new MaterialProperty[kMaxLayerCount];
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protected const string kBaseColor = "_BaseColor";
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protected MaterialProperty[] baseColorMap = new MaterialProperty[kMaxLayerCount];
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protected const string kBaseColorMap = "_BaseColorMap";
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protected MaterialProperty[] metallic = new MaterialProperty[kMaxLayerCount];
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protected const string kMetallic = "_Metallic";
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protected MaterialProperty[] smoothness = new MaterialProperty[kMaxLayerCount];
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protected const string kSmoothness = "_Smoothness";
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protected MaterialProperty[] smoothnessRemapMin = new MaterialProperty[kMaxLayerCount];
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protected const string kSmoothnessRemapMin = "_SmoothnessRemapMin";
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protected MaterialProperty[] smoothnessRemapMax = new MaterialProperty[kMaxLayerCount];
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protected const string kSmoothnessRemapMax = "_SmoothnessRemapMax";
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protected MaterialProperty[] maskMap = new MaterialProperty[kMaxLayerCount];
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protected const string kMaskMap = "_MaskMap";
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protected MaterialProperty[] normalScale = new MaterialProperty[kMaxLayerCount];
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protected const string kNormalScale = "_NormalScale";
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protected MaterialProperty[] normalMap = new MaterialProperty[kMaxLayerCount];
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protected const string kNormalMap = "_NormalMap";
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protected MaterialProperty[] normalMapOS = new MaterialProperty[kMaxLayerCount];
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protected const string kNormalMapOS = "_NormalMapOS";
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protected MaterialProperty[] bentNormalMap = new MaterialProperty[kMaxLayerCount];
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protected const string kBentNormalMap = "_BentNormalMap";
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protected MaterialProperty[] bentNormalMapOS = new MaterialProperty[kMaxLayerCount];
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protected const string kBentNormalMapOS = "_BentNormalMapOS";
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protected MaterialProperty[] normalMapSpace = new MaterialProperty[kMaxLayerCount];
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protected const string kNormalMapSpace = "_NormalMapSpace";
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protected MaterialProperty[] heightMap = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightMap = "_HeightMap";
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protected MaterialProperty[] heightAmplitude = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightAmplitude = "_HeightAmplitude";
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protected MaterialProperty[] heightCenter = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightCenter = "_HeightCenter";
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protected MaterialProperty[] heightMin = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightMin = "_HeightMin";
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protected MaterialProperty[] heightMax = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightMax = "_HeightMax";
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protected MaterialProperty[] UVDetail = new MaterialProperty[kMaxLayerCount];
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protected const string kUVDetail = "_UVDetail";
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protected MaterialProperty[] UVDetailsMappingMask = new MaterialProperty[kMaxLayerCount];
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protected const string kUVDetailsMappingMask = "_UVDetailsMappingMask";
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protected MaterialProperty[] detailMap = new MaterialProperty[kMaxLayerCount];
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protected const string kDetailMap = "_DetailMap";
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protected MaterialProperty[] detailAlbedoScale = new MaterialProperty[kMaxLayerCount];
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protected const string kDetailAlbedoScale = "_DetailAlbedoScale";
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protected MaterialProperty[] detailNormalScale = new MaterialProperty[kMaxLayerCount];
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protected const string kDetailNormalScale = "_DetailNormalScale";
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protected MaterialProperty[] detailSmoothnessScale = new MaterialProperty[kMaxLayerCount];
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protected const string kDetailSmoothnessScale = "_DetailSmoothnessScale";
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protected MaterialProperty specularColor = null;
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protected const string kSpecularColor = "_SpecularColor";
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protected MaterialProperty specularColorMap = null;
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protected const string kSpecularColorMap = "_SpecularColorMap";
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protected MaterialProperty tangentMap = null;
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protected const string kTangentMap = "_TangentMap";
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protected MaterialProperty tangentMapOS = null;
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protected const string kTangentMapOS = "_TangentMapOS";
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protected MaterialProperty anisotropy = null;
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protected const string kAnisotropy = "_Anisotropy";
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protected MaterialProperty anisotropyMap = null;
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protected const string kAnisotropyMap = "_AnisotropyMap";
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protected SubsurfaceScatteringProfile subsurfaceProfile = null;
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protected MaterialProperty subsurfaceProfileID = null;
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protected const string kSubsurfaceProfileID = "_SubsurfaceProfile";
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protected MaterialProperty subsurfaceRadius = null;
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protected const string kSubsurfaceRadius = "_SubsurfaceRadius";
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protected MaterialProperty subsurfaceRadiusMap = null;
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protected const string kSubsurfaceRadiusMap = "_SubsurfaceRadiusMap";
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protected MaterialProperty thickness = null;
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protected const string kThickness = "_Thickness";
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protected MaterialProperty thicknessMap = null;
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protected const string kThicknessMap = "_ThicknessMap";
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protected MaterialProperty coatCoverage = null;
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protected const string kCoatCoverage = "_CoatCoverage";
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protected MaterialProperty coatIOR = null;
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protected const string kCoatIOR = "_CoatIOR";
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protected MaterialProperty emissiveColorMode = null;
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protected const string kEmissiveColorMode = "_EmissiveColorMode";
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protected MaterialProperty emissiveColor = null;
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protected const string kEmissiveColor = "_EmissiveColor";
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protected MaterialProperty emissiveColorMap = null;
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protected const string kEmissiveColorMap = "_EmissiveColorMap";
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protected MaterialProperty emissiveIntensity = null;
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protected const string kEmissiveIntensity = "_EmissiveIntensity";
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protected MaterialProperty albedoAffectEmissive = null;
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protected const string kAlbedoAffectEmissive = "_AlbedoAffectEmissive";
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protected MaterialProperty enableSpecularOcclusion = null;
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protected const string kEnableSpecularOcclusion = "_EnableSpecularOcclusion";
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// transparency params
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protected MaterialProperty ior = null;
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protected const string kIOR = "_IOR";
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protected MaterialProperty transmittanceColor = null;
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protected const string kTransmittanceColor = "_TransmittanceColor";
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protected MaterialProperty atDistance = null;
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protected const string kATDistance = "_ATDistance";
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protected MaterialProperty thicknessMultiplier = null;
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protected const string kThicknessMultiplier = "_ThicknessMultiplier";
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protected MaterialProperty refractionMode = null;
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protected const string kRefractionMode = "_RefractionMode";
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protected void FindMaterialLayerProperties(MaterialProperty[] props)
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{
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for (int i = 0; i < m_LayerCount; ++i)
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{
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UVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, m_PropertySuffixes[i]), props);
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TexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, m_PropertySuffixes[i]), props);
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InvTilingScale[i] = FindProperty(string.Format("{0}{1}", kInvTilingScale, m_PropertySuffixes[i]), props);
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UVMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVMappingMask, m_PropertySuffixes[i]), props);
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baseColor[i] = FindProperty(string.Format("{0}{1}", kBaseColor, m_PropertySuffixes[i]), props);
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baseColorMap[i] = FindProperty(string.Format("{0}{1}", kBaseColorMap, m_PropertySuffixes[i]), props);
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metallic[i] = FindProperty(string.Format("{0}{1}", kMetallic, m_PropertySuffixes[i]), props);
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smoothness[i] = FindProperty(string.Format("{0}{1}", kSmoothness, m_PropertySuffixes[i]), props);
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smoothnessRemapMin[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMin, m_PropertySuffixes[i]), props);
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smoothnessRemapMax[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMax, m_PropertySuffixes[i]), props);
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maskMap[i] = FindProperty(string.Format("{0}{1}", kMaskMap, m_PropertySuffixes[i]), props);
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normalMap[i] = FindProperty(string.Format("{0}{1}", kNormalMap, m_PropertySuffixes[i]), props);
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normalMapOS[i] = FindProperty(string.Format("{0}{1}", kNormalMapOS, m_PropertySuffixes[i]), props);
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normalScale[i] = FindProperty(string.Format("{0}{1}", kNormalScale, m_PropertySuffixes[i]), props);
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bentNormalMap[i] = FindProperty(string.Format("{0}{1}", kBentNormalMap, m_PropertySuffixes[i]), props);
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bentNormalMapOS[i] = FindProperty(string.Format("{0}{1}", kBentNormalMapOS, m_PropertySuffixes[i]), props);
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normalMapSpace[i] = FindProperty(string.Format("{0}{1}", kNormalMapSpace, m_PropertySuffixes[i]), props);
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heightMap[i] = FindProperty(string.Format("{0}{1}", kHeightMap, m_PropertySuffixes[i]), props);
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heightAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightAmplitude, m_PropertySuffixes[i]), props);
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heightMin[i] = FindProperty(string.Format("{0}{1}", kHeightMin, m_PropertySuffixes[i]), props);
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heightMax[i] = FindProperty(string.Format("{0}{1}", kHeightMax, m_PropertySuffixes[i]), props);
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heightCenter[i] = FindProperty(string.Format("{0}{1}", kHeightCenter, m_PropertySuffixes[i]), props);
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// Details
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UVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, m_PropertySuffixes[i]), props);
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UVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, m_PropertySuffixes[i]), props);
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detailMap[i] = FindProperty(string.Format("{0}{1}", kDetailMap, m_PropertySuffixes[i]), props);
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detailAlbedoScale[i] = FindProperty(string.Format("{0}{1}", kDetailAlbedoScale, m_PropertySuffixes[i]), props);
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detailNormalScale[i] = FindProperty(string.Format("{0}{1}", kDetailNormalScale, m_PropertySuffixes[i]), props);
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detailSmoothnessScale[i] = FindProperty(string.Format("{0}{1}", kDetailSmoothnessScale, m_PropertySuffixes[i]), props);
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}
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}
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protected void FindMaterialEmissiveProperties(MaterialProperty[] props)
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{
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emissiveColorMode = FindProperty(kEmissiveColorMode, props);
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emissiveColor = FindProperty(kEmissiveColor, props);
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emissiveColorMap = FindProperty(kEmissiveColorMap, props);
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emissiveIntensity = FindProperty(kEmissiveIntensity, props);
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albedoAffectEmissive = FindProperty(kAlbedoAffectEmissive, props);
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enableSpecularOcclusion = FindProperty(kEnableSpecularOcclusion, props);
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}
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protected override void FindMaterialProperties(MaterialProperty[] props)
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{
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FindMaterialLayerProperties(props);
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FindMaterialEmissiveProperties(props);
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// 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.
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// Specular Color
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specularColor = FindProperty(kSpecularColor, props);
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specularColorMap = FindProperty(kSpecularColorMap, props);
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// Anisotropy
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tangentMap = FindProperty(kTangentMap, props);
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tangentMapOS = FindProperty(kTangentMapOS, props);
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anisotropy = FindProperty(kAnisotropy, props);
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anisotropyMap = FindProperty(kAnisotropyMap, props);
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// Sub surface
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subsurfaceProfileID = FindProperty(kSubsurfaceProfileID, props);
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subsurfaceRadius = FindProperty(kSubsurfaceRadius, props);
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subsurfaceRadiusMap = FindProperty(kSubsurfaceRadiusMap, props);
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thickness = FindProperty(kThickness, props);
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thicknessMap = FindProperty(kThicknessMap, props);
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// clear coat
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coatCoverage = FindProperty(kCoatCoverage, props);
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coatIOR = FindProperty(kCoatIOR, props);
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// Transparency
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refractionMode = FindProperty(kRefractionMode, props, false);
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transmittanceColor = FindProperty(kTransmittanceColor, props, false);
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atDistance = FindProperty(kATDistance, props, false);
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thicknessMultiplier = FindProperty(kThicknessMultiplier, props, false);
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ior = FindProperty(kIOR, props, false);
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// We reuse thickness from SSS
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}
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protected void ShaderSSSInputGUI(Material material)
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{
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HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
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if (subsurfaceProfile == null)
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{
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// Attempt to load the profile from the SSS Settings.
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int profileID = (int)subsurfaceProfileID.floatValue;
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if (0 <= profileID && profileID < hdPipeline.sssSettings.profiles.Length &&
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hdPipeline.sssSettings.profiles[profileID] != null)
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{
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// This is a valid profile ID.
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subsurfaceProfile = hdPipeline.sssSettings.profiles[profileID];
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// Refresh the ID of the profile.
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hdPipeline.sssSettings.OnValidate();
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}
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}
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subsurfaceProfile = EditorGUILayout.ObjectField(Styles.subsurfaceProfileText, subsurfaceProfile, typeof(SubsurfaceScatteringProfile), false) as SubsurfaceScatteringProfile;
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bool validProfile = false;
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// Set the profile ID.
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if (subsurfaceProfile != null)
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{
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// Load the profile from the GUI field.
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int profileID = subsurfaceProfile.settingsIndex;
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if (0 <= profileID && profileID < hdPipeline.sssSettings.profiles.Length &&
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hdPipeline.sssSettings.profiles[profileID] != null &&
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hdPipeline.sssSettings.profiles[profileID] == subsurfaceProfile)
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{
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validProfile = true;
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material.SetInt("_SubsurfaceProfile", profileID);
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}
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else
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{
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subsurfaceProfile = null;
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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.");
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}
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}
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if (!validProfile)
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{
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// Disable SSS for this object.
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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 (mode != Lit.RefractionMode.ThinPlane)
|
|
{
|
|
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
|