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// Copyright (c) Valve Corporation, All rights reserved. ======================================================================================================
#if ( UNITY_EDITOR )
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor
{
internal class ValveShaderGUI : ShaderGUI
{
public enum BlendMode
{
Opaque,
AlphaTest,
AlphaBlend,
Glass,
Additive
// TODO: MaskedGlass that will require an additional grayscale texture to act as a standard alpha blend mask
}
public enum SpecularMode
{
None,
BlinnPhong,
Metallic
//Anisotropic
}
private static class Styles
{
public static GUIStyle optionsButton = "PaneOptions";
public static GUIContent uvSetLabel = new GUIContent("UV Set");
public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") };
public static GUIContent unlitText = new GUIContent( "Unlit", "" );
public static string emptyTootip = "";
public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static GUIContent specularMapText = new GUIContent("Specular", "Reflectance (RGB) and Gloss (A)");
public static GUIContent reflectanceMinText = new GUIContent( "Reflectance Min", "" );
public static GUIContent reflectanceMaxText = new GUIContent( "Reflectance Max", "" );
public static GUIContent metallicMapText = new GUIContent( "Metallic", "Metallic (R) and Gloss (A)" );
public static GUIContent smoothnessText = new GUIContent("Gloss", "");
public static GUIContent normalMapText = new GUIContent("Normal", "Normal Map");
//public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)");
public static GUIContent cubeMapScalarText = new GUIContent( "Cube Map Scalar", "" );
public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)");
public static GUIContent occlusionStrengthDirectDiffuseText = new GUIContent( "Occlusion Direct Diffuse", "" );
public static GUIContent occlusionStrengthDirectSpecularText = new GUIContent( "Occlusion Direct Specular", "" );
public static GUIContent occlusionStrengthIndirectDiffuseText = new GUIContent( "Occlusion Indirect Diffuse", "" );
public static GUIContent occlusionStrengthIndirectSpecularText = new GUIContent( "Occlusion Indirect Specular", "" );
public static GUIContent emissionText = new GUIContent( "Emission", "Emission (RGB)" );
public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)");
public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo", "Detail Albedo (RGB) multiplied by 2");
public static GUIContent detailNormalMapText = new GUIContent("Detail Normal", "Detail Normal Map");
public static GUIContent overrideLightmapText = new GUIContent( "Override Lightmap", "Requires ValveOverrideLightmap.cs scrip on object" );
public static GUIContent worldAlignedTextureText = new GUIContent( "World Aligned Texture", "" );
public static GUIContent worldAlignedTextureSizeText = new GUIContent( "Size", "" );
public static GUIContent worldAlignedTextureNormalText = new GUIContent( "Normal", "" );
public static GUIContent worldAlignedTexturePositionText = new GUIContent( "World Position", "" );
public static string whiteSpaceString = " ";
public static string primaryMapsText = "Main Maps";
public static string secondaryMapsText = "Secondary Maps";
public static string renderingMode = "Rendering Mode";
public static string specularModeText = "Specular Mode";
public static GUIContent emissiveWarning = new GUIContent( "Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive." );
public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect.");
public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode));
public static readonly string[] specularNames = Enum.GetNames( typeof( SpecularMode ) );
}
MaterialProperty unlit = null;
MaterialProperty blendMode = null;
MaterialProperty specularMode = null;
MaterialProperty albedoMap = null;
MaterialProperty albedoColor = null;
MaterialProperty alphaCutoff = null;
MaterialProperty specularMap = null;
MaterialProperty specularColor = null;
MaterialProperty reflectanceMin = null;
MaterialProperty reflectanceMax = null;
MaterialProperty metallicMap = null;
MaterialProperty metallic = null;
MaterialProperty smoothness = null;
MaterialProperty bumpScale = null;
MaterialProperty bumpMap = null;
MaterialProperty cubeMapScalar = null;
MaterialProperty occlusionStrength = null;
MaterialProperty occlusionMap = null;
MaterialProperty occlusionStrengthDirectDiffuse = null;
MaterialProperty occlusionStrengthDirectSpecular = null;
MaterialProperty occlusionStrengthIndirectDiffuse = null;
MaterialProperty occlusionStrengthIndirectSpecular = null;
//MaterialProperty heigtMapScale = null;
//MaterialProperty heightMap = null;
MaterialProperty emissionColorForRendering = null;
MaterialProperty emissionMap = null;
MaterialProperty detailMask = null;
MaterialProperty detailAlbedoMap = null;
MaterialProperty detailNormalMapScale = null;
MaterialProperty detailNormalMap = null;
MaterialProperty uvSetSecondary = null;
MaterialProperty overrideLightmap = null;
MaterialProperty worldAlignedTexture = null;
MaterialProperty worldAlignedTextureSize = null;
MaterialProperty worldAlignedTextureNormal = null;
MaterialProperty worldAlignedTexturePosition = null;
MaterialEditor m_MaterialEditor;
ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f);
bool m_FirstTimeApply = true;
public void FindProperties (MaterialProperty[] props)
{
unlit = FindProperty( "g_bUnlit", props );
blendMode = FindProperty( "_Mode", props );
specularMode = FindProperty( "_SpecularMode", props );
albedoMap = FindProperty( "_MainTex", props );
albedoColor = FindProperty ("_Color", props);
alphaCutoff = FindProperty ("_Cutoff", props);
specularMap = FindProperty ("_SpecGlossMap", props, false);
specularColor = FindProperty ("_SpecColor", props, false);
reflectanceMin = FindProperty( "g_flReflectanceMin", props );
reflectanceMax = FindProperty( "g_flReflectanceMax", props );
metallicMap = FindProperty ("_MetallicGlossMap", props, false);
metallic = FindProperty ("_Metallic", props, false);
smoothness = FindProperty ("_Glossiness", props);
bumpScale = FindProperty ("_BumpScale", props);
bumpMap = FindProperty ("_BumpMap", props);
//heigtMapScale = FindProperty ("_Parallax", props);
//heightMap = FindProperty("_ParallaxMap", props);
cubeMapScalar = FindProperty( "g_flCubeMapScalar", props );
occlusionStrength = FindProperty ("_OcclusionStrength", props);
occlusionStrengthDirectDiffuse = FindProperty( "_OcclusionStrengthDirectDiffuse", props );
occlusionStrengthDirectSpecular = FindProperty( "_OcclusionStrengthDirectSpecular", props );
occlusionStrengthIndirectDiffuse = FindProperty( "_OcclusionStrengthIndirectDiffuse", props );
occlusionStrengthIndirectSpecular = FindProperty( "_OcclusionStrengthIndirectSpecular", props );
occlusionMap = FindProperty ("_OcclusionMap", props);
emissionColorForRendering = FindProperty ("_EmissionColor", props);
emissionMap = FindProperty ("_EmissionMap", props);
detailMask = FindProperty ("_DetailMask", props);
detailAlbedoMap = FindProperty ("_DetailAlbedoMap", props);
detailNormalMapScale = FindProperty ("_DetailNormalMapScale", props);
detailNormalMap = FindProperty ("_DetailNormalMap", props);
uvSetSecondary = FindProperty ("_UVSec", props);
overrideLightmap = FindProperty( "g_tOverrideLightmap", props );
worldAlignedTexture = FindProperty( "g_bWorldAlignedTexture", props, false );
worldAlignedTextureSize = FindProperty( "g_vWorldAlignedTextureSize", props, worldAlignedTexture != null );
worldAlignedTextureNormal = FindProperty( "g_vWorldAlignedTextureNormal", props, worldAlignedTexture != null );
worldAlignedTexturePosition = FindProperty( "g_vWorldAlignedTexturePosition", props, worldAlignedTexture != null );
}
public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props)
{
FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
m_MaterialEditor = materialEditor;
Material material = materialEditor.target as Material;
ShaderPropertiesGUI (material);
// Make sure that needed keywords are set up if we're switching some existing
// material to a standard shader.
if (m_FirstTimeApply)
{
SetMaterialKeywords (material);
m_FirstTimeApply = false;
}
}
public void Vector3GUI( GUIContent label, MaterialProperty materialProperty )
{
Vector4 v4 = materialProperty.vectorValue;
Vector3 v3 = EditorGUILayout.Vector3Field( label, new Vector3( v4.x, v4.y, v4.z ) );
materialProperty.vectorValue = new Vector4( v3.x, v3.y, v3.z, 0.0f );
}
public void ShaderPropertiesGUI (Material material)
{
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
// Detect any changes to the material
EditorGUI.BeginChangeCheck();
{
m_MaterialEditor.ShaderProperty( unlit, Styles.unlitText.text );
bool bUnlit = ( unlit.floatValue != 0.0f );
BlendModePopup();
if ( !bUnlit )
{
SpecularModePopup();
}
EditorGUILayout.Space();
//GUILayout.Label( Styles.primaryMapsText, EditorStyles.boldLabel );
DoAlbedoArea( material );
if ( !bUnlit )
{
m_MaterialEditor.TexturePropertySingleLine( Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null );
DoSpecularMetallicArea( material );
m_MaterialEditor.TexturePropertySingleLine( Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null );
if ( occlusionMap.textureValue != null )
{
m_MaterialEditor.ShaderProperty( occlusionStrengthDirectDiffuse, Styles.occlusionStrengthDirectDiffuseText.text, 2 );
m_MaterialEditor.ShaderProperty( occlusionStrengthDirectSpecular, Styles.occlusionStrengthDirectSpecularText.text, 2 );
m_MaterialEditor.ShaderProperty( occlusionStrengthIndirectDiffuse, Styles.occlusionStrengthIndirectDiffuseText.text, 2 );
m_MaterialEditor.ShaderProperty( occlusionStrengthIndirectSpecular, Styles.occlusionStrengthIndirectSpecularText.text, 2 );
}
m_MaterialEditor.ShaderProperty( cubeMapScalar, Styles.cubeMapScalarText.text, 0 );
}
//m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null);
DoEmissionArea( material );
m_MaterialEditor.TexturePropertySingleLine( Styles.detailMaskText, detailMask );
if ( !bUnlit )
{
m_MaterialEditor.TexturePropertySingleLine( Styles.overrideLightmapText, overrideLightmap );
}
EditorGUI.BeginChangeCheck(); // !!! AV - This is from Unity's script. Can these Begin/End calls be nested like this?
m_MaterialEditor.TextureScaleOffsetProperty( albedoMap );
if ( EditorGUI.EndChangeCheck() )
{
emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
}
if ( worldAlignedTexture != null )
{
m_MaterialEditor.ShaderProperty( worldAlignedTexture, Styles.worldAlignedTextureText.text );
if ( worldAlignedTexture.floatValue != 0.0f )
{
EditorGUI.indentLevel = 2;
Vector3GUI( Styles.worldAlignedTextureSizeText, worldAlignedTextureSize );
Vector3GUI( Styles.worldAlignedTextureNormalText, worldAlignedTextureNormal );
Vector3GUI( Styles.worldAlignedTexturePositionText, worldAlignedTexturePosition );
EditorGUI.indentLevel = 0;
}
}
EditorGUILayout.Space();
// Secondary properties
GUILayout.Label( Styles.secondaryMapsText, EditorStyles.boldLabel );
m_MaterialEditor.TexturePropertySingleLine( Styles.detailAlbedoText, detailAlbedoMap );
if ( !bUnlit )
{
m_MaterialEditor.TexturePropertySingleLine( Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale );
}
m_MaterialEditor.TextureScaleOffsetProperty( detailAlbedoMap );
m_MaterialEditor.ShaderProperty( uvSetSecondary, Styles.uvSetLabel.text );
}
if ( EditorGUI.EndChangeCheck() )
{
foreach ( var obj in blendMode.targets )
{
MaterialChanged( ( Material )obj );
}
foreach ( var obj in specularMode.targets )
{
MaterialChanged( ( Material )obj );
}
}
}
public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader)
{
base.AssignNewShaderToMaterial( material, oldShader, newShader );
if ( oldShader == null )
return;
// Convert to vr_standard
if ( newShader.name.Equals( "Valve/vr_standard" ) )
{
List<string> unknownShaders = new List<string>();
ValveRefreshStandardShader.StandardToValveSingleMaterial( material, oldShader, newShader, false, unknownShaders );
}
// Legacy shaders
if ( !oldShader.name.Contains( "Legacy Shaders/" ) )
return;
BlendMode blendMode = BlendMode.Opaque;
if (oldShader.name.Contains("/Transparent/Cutout/"))
{
blendMode = BlendMode.AlphaTest;
}
else if (oldShader.name.Contains("/Transparent/"))
{
// NOTE: legacy shaders did not provide physically based transparency
// therefore Fade mode
blendMode = BlendMode.AlphaBlend;
}
material.SetFloat("_Mode", (float)blendMode);
MaterialChanged(material);
}
void BlendModePopup()
{
EditorGUI.showMixedValue = blendMode.hasMixedValue;
var mode = (BlendMode)blendMode.floatValue;
EditorGUI.BeginChangeCheck();
mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode");
blendMode.floatValue = (float)mode;
}
EditorGUI.showMixedValue = false;
}
void SpecularModePopup()
{
EditorGUI.showMixedValue = specularMode.hasMixedValue;
var mode = ( SpecularMode )specularMode.floatValue;
EditorGUI.BeginChangeCheck();
mode = ( SpecularMode )EditorGUILayout.Popup( Styles.specularModeText, ( int )mode, Styles.specularNames );
if ( EditorGUI.EndChangeCheck() )
{
m_MaterialEditor.RegisterPropertyChangeUndo( "Specular Mode" );
specularMode.floatValue = ( float )mode;
}
EditorGUI.showMixedValue = false;
}
void DoAlbedoArea(Material material)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor);
if (((BlendMode)material.GetFloat("_Mode") == BlendMode.AlphaTest))
{
m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel+1);
}
}
void DoEmissionArea(Material material)
{
float brightness = emissionColorForRendering.colorValue.maxColorComponent;
bool showHelpBox = !HasValidEmissiveKeyword(material);
bool showEmissionColorAndGIControls = brightness > 0.0f;
bool hadEmissionTexture = emissionMap.textureValue != null;
// Texture and HDR color controls
m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false);
// If texture was assigned and color was black set color to white
if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
emissionColorForRendering.colorValue = Color.white;
// Dynamic Lightmapping mode
if (showEmissionColorAndGIControls)
{
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(emissionColorForRendering.colorValue);
using ( new EditorGUI.DisabledScope( !shouldEmissionBeEnabled ) )
{
m_MaterialEditor.LightmapEmissionProperty( MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1 );
}
}
if (showHelpBox)
{
EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning);
}
}
void DoSpecularMetallicArea( Material material )
{
SpecularMode specularMode = ( SpecularMode )material.GetInt( "_SpecularMode" );
if ( specularMode == SpecularMode.BlinnPhong )
{
if (specularMap.textureValue == null)
{
m_MaterialEditor.TexturePropertyTwoLines( Styles.specularMapText, specularMap, specularColor, Styles.smoothnessText, smoothness );
}
else
{
m_MaterialEditor.TexturePropertySingleLine( Styles.specularMapText, specularMap );
m_MaterialEditor.ShaderProperty( reflectanceMin, Styles.reflectanceMinText.text, 2 );
m_MaterialEditor.ShaderProperty( reflectanceMax, Styles.reflectanceMaxText.text, 2 );
}
}
else if ( specularMode == SpecularMode.Metallic )
{
if (metallicMap.textureValue == null)
m_MaterialEditor.TexturePropertyTwoLines(Styles.metallicMapText, metallicMap, metallic, Styles.smoothnessText, smoothness);
else
m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap);
}
}
public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
{
switch (blendMode)
{
case BlendMode.Opaque:
material.SetOverrideTag("RenderType", "");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = -1;
break;
case BlendMode.AlphaTest:
material.SetOverrideTag("RenderType", "TransparentCutout");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.EnableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 2450;
break;
case BlendMode.AlphaBlend:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 3000;
break;
case BlendMode.Glass:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 3000;
break;
case BlendMode.Additive:
material.SetOverrideTag( "RenderType", "Transparent" );
material.SetInt( "_SrcBlend", ( int )UnityEngine.Rendering.BlendMode.One );
material.SetInt( "_DstBlend", ( int )UnityEngine.Rendering.BlendMode.One );
material.SetInt( "_ZWrite", 0 );
material.DisableKeyword( "_ALPHATEST_ON" );
material.DisableKeyword( "_ALPHABLEND_ON" );
material.DisableKeyword( "_ALPHAPREMULTIPLY_ON" );
material.renderQueue = 3000;
break;
}
}
static bool ShouldEmissionBeEnabled (Color color)
{
return color.maxColorComponent > (0.1f / 255.0f);
}
static void SetMaterialKeywords(Material material)
{
// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
// (MaterialProperty value might come from renderer material property block)
SetKeyword (material, "_NORMALMAP", material.GetTexture ("_BumpMap") || material.GetTexture ("_DetailNormalMap"));
SpecularMode specularMode = ( SpecularMode )material.GetInt( "_SpecularMode" );
if ( specularMode == SpecularMode.BlinnPhong )
{
SetKeyword( material, "_SPECGLOSSMAP", material.GetTexture( "_SpecGlossMap" ) );
}
else if ( specularMode == SpecularMode.Metallic )
{
SetKeyword( material, "_METALLICGLOSSMAP", material.GetTexture( "_MetallicGlossMap" ) );
}
SetKeyword( material, "S_SPECULAR_NONE", specularMode == SpecularMode.None );
SetKeyword( material, "S_SPECULAR_BLINNPHONG", specularMode == SpecularMode.BlinnPhong );
SetKeyword( material, "S_SPECULAR_METALLIC", specularMode == SpecularMode.Metallic );
SetKeyword( material, "S_OCCLUSION", material.GetTexture("_OcclusionMap") );
SetKeyword( material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
SetKeyword( material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
SetKeyword( material, "S_OVERRIDE_LIGHTMAP", material.GetTexture( "g_tOverrideLightmap" ) );
SetKeyword( material, "S_UNLIT", material.GetInt( "g_bUnlit" ) == 1 );
SetKeyword( material, "S_WORLD_ALIGNED_TEXTURE", material.GetInt( "g_bWorldAlignedTexture" ) == 1 );
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled (material.GetColor("_EmissionColor"));
SetKeyword (material, "_EMISSION", shouldEmissionBeEnabled);
// Setup lightmap emissive flags
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
if (!shouldEmissionBeEnabled)
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
// Reflectance constants
float flReflectanceMin = material.GetFloat( "g_flReflectanceMin" );
float flReflectanceMax = material.GetFloat( "g_flReflectanceMax" );
material.SetFloat( "g_flReflectanceScale", Mathf.Max( flReflectanceMin, flReflectanceMax ) - flReflectanceMin );
material.SetFloat( "g_flReflectanceBias", flReflectanceMin );
// World aligned texture constants
Vector4 worldAlignedTextureNormal = material.GetVector( "g_vWorldAlignedTextureNormal" );
Vector3 normal = new Vector3( worldAlignedTextureNormal.x, worldAlignedTextureNormal.y, worldAlignedTextureNormal.z );
normal = ( normal.sqrMagnitude > 0.0f ) ? normal : Vector3.up;
Vector3 tangentU = Vector3.zero, tangentV = Vector3.zero;
Vector3.OrthoNormalize( ref normal, ref tangentU, ref tangentV );
material.SetVector( "g_vWorldAlignedNormalTangentU", new Vector4( tangentU.x, tangentU.y, tangentU.z, 0.0f ) );
material.SetVector( "g_vWorldAlignedNormalTangentV", new Vector4( tangentV.x, tangentV.y, tangentV.z, 0.0f ) );
// Static combo skips
if ( material.GetInt( "g_bUnlit" ) == 1 )
{
material.DisableKeyword( "_NORMALMAP" );
material.EnableKeyword( "S_SPECULAR_NONE" );
material.DisableKeyword( "S_SPECULAR_BLINNPHONG" );
material.DisableKeyword( "S_SPECULAR_METALLIC" );
material.DisableKeyword( "_METALLICGLOSSMAP" );
material.DisableKeyword( "_SPECGLOSSMAP" );
material.DisableKeyword( "S_OVERRIDE_LIGHTMAP" );
}
}
bool HasValidEmissiveKeyword (Material material)
{
// Material animation might be out of sync with the material keyword.
// So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning.
// (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering))
bool hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION");
if (!hasEmissionKeyword && ShouldEmissionBeEnabled (emissionColorForRendering.colorValue))
return false;
else
return true;
}
static void MaterialChanged(Material material)
{
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
SetMaterialKeywords(material);
}
static void SetKeyword(Material m, string keyword, bool state)
{
if (state)
m.EnableKeyword (keyword);
else
m.DisableKeyword (keyword);
}
}
} // namespace UnityEditor
#endif