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432 行
15 KiB

using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor
{
internal class LayeredLitGUI : LitGUI
{
private class Styles
{
public readonly GUIContent[] materialLayerLabels =
{
new GUIContent("Material Layer 0"),
new GUIContent("Material Layer 1"),
new GUIContent("Material Layer 2"),
new GUIContent("Material Layer 3"),
};
public readonly GUIContent syncButton = new GUIContent("Re-Synchronize Layers", "Re-synchronize all layers's properties with the referenced Material");
public readonly GUIContent layers = new GUIContent("Layers");
public readonly GUIContent layerMapMask = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color)");
public readonly GUIContent layerCount = new GUIContent("Layer Count", "Number of layers.");
}
static Styles s_Styles = null;
private static Styles styles { get { if (s_Styles == null) s_Styles = new Styles(); return s_Styles; } }
// Needed for json serialization to work
[Serializable]
internal struct SerializeableGUIDs
{
public string[] GUIDArray;
}
private const int kMaxLayerCount = 4;
private const int kSyncButtonWidth = 58;
private string kLayerMaskMap = "_LayerMaskMap";
private string kLayerCount = "_LayerCount";
private Material[] m_MaterialLayers = new Material[kMaxLayerCount];
MaterialProperty layerCountProperty = null;
MaterialProperty layerMaskMapProperty = null;
int layerCount
{
set { layerCountProperty.floatValue = (float)value; }
get { return (int)layerCountProperty.floatValue; }
}
void SynchronizeAllLayersProperties()
{
for(int i = 0 ; i < layerCount; ++i)
{
SynchronizeLayerProperties(i);
}
}
void SynchronizeLayerProperties(int layerIndex)
{
Material material = m_MaterialEditor.target as Material;
Material layerMaterial = m_MaterialLayers[layerIndex];
if(layerMaterial != null)
{
Shader layerShader = layerMaterial.shader;
int propertyCount = ShaderUtil.GetPropertyCount(layerShader);
for(int i = 0 ; i < propertyCount ; ++i)
{
string propertyName = ShaderUtil.GetPropertyName(layerShader, i);
string layerPropertyName = propertyName + layerIndex;
if(material.HasProperty(layerPropertyName))
{
ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
switch (type)
{
case ShaderUtil.ShaderPropertyType.Color:
{
material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Float:
case ShaderUtil.ShaderPropertyType.Range:
{
material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Vector:
{
material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.TexEnv:
{
material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
break;
}
}
}
}
}
}
void InitializeMaterialLayers(AssetImporter materialImporter)
{
if (materialImporter.userData != string.Empty)
{
SerializeableGUIDs layersGUID = JsonUtility.FromJson<SerializeableGUIDs>(materialImporter.userData);
if (layersGUID.GUIDArray.Length > 0)
{
m_MaterialLayers = new Material[layersGUID.GUIDArray.Length];
for (int i = 0; i < layersGUID.GUIDArray.Length; ++i)
{
m_MaterialLayers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
}
}
}
}
void SaveMaterialLayers(AssetImporter materialImporter)
{
SerializeableGUIDs layersGUID;
layersGUID.GUIDArray = new string[m_MaterialLayers.Length];
for(int i = 0 ; i < m_MaterialLayers.Length; ++i)
{
if (m_MaterialLayers[i] != null)
layersGUID.GUIDArray[i] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(m_MaterialLayers[i].GetInstanceID()));
}
materialImporter.userData = JsonUtility.ToJson(layersGUID);
}
bool CheckInputOptionConsistency(string optionName, string[] shortNames, ref string outValueNames)
{
bool result = true;
outValueNames = "";
for(int i = 0 ; i < layerCount ; ++i)
{
Material layer = m_MaterialLayers[i];
if (layer != null)
{
int currentValue = (int)layer.GetFloat(optionName); // All options are in fact enums
Debug.Assert(currentValue < shortNames.Length);
outValueNames += shortNames[currentValue] + " ";
for (int j = i + 1; j < layerCount; ++j)
{
Material otherLayer = m_MaterialLayers[j];
if(otherLayer != null)
{
if(currentValue != (int)otherLayer.GetFloat(optionName))
{
result = false;
}
}
}
}
else
{
outValueNames += "X ";
}
}
return result;
}
bool CheckInputMapConsistency(string mapName, ref string outValueNames)
{
bool result = true;
outValueNames = "";
for (int i = 0; i < layerCount; ++i)
{
Material layer = m_MaterialLayers[i];
if (layer != null)
{
bool currentValue = layer.GetTexture(mapName) != null;
outValueNames += (currentValue ? "Y" : "N") + " ";
for (int j = i + 1; j < layerCount; ++j)
{
Material otherLayer = m_MaterialLayers[j];
if (otherLayer != null)
{
bool otherValue = otherLayer.GetTexture(mapName) != null;
if (currentValue != otherValue)
{
result = false;
}
}
}
}
else
{
outValueNames += "N ";
}
}
return result;
}
void CheckLayerConsistency()
{
string optionValueNames = "";
// We need to check consistency between all layers.
// Each input options and each input maps might can result in different #defines in the shader so all of them need to be consistent
// otherwise the result will be undetermined
// Input options consistency
string[] smoothnessSourceShortNames = { "Mask", "Albedo" };
string[] emissiveModeShortNames = { "Color", "Mask" };
string[] normalMapShortNames = { "Tan", "Obj" };
string[] heightMapShortNames = { "Parallax", "Disp" };
string warningInputOptions = "";
if (!CheckInputOptionConsistency(kSmoothnessTextureChannelProp, smoothnessSourceShortNames, ref optionValueNames))
{
warningInputOptions += "Smoothness Source: " + optionValueNames + "\n";
}
if (!CheckInputOptionConsistency(kEmissiveColorMode, emissiveModeShortNames, ref optionValueNames))
{
warningInputOptions += "Emissive Mode: " + optionValueNames + "\n";
}
if (!CheckInputOptionConsistency(kNormalMapSpace, normalMapShortNames, ref optionValueNames))
{
warningInputOptions += "Normal Map Space: " + optionValueNames + "\n";
}
if (!CheckInputOptionConsistency(kHeightMapMode, heightMapShortNames, ref optionValueNames))
{
warningInputOptions += "Height Map Mode: " + optionValueNames + "\n";
}
if (warningInputOptions != string.Empty)
{
warningInputOptions = "Input Option Consistency Error:\n" + warningInputOptions;
}
// Check input maps consistency
string warningInputMaps = "";
if (!CheckInputMapConsistency(kNormalMap, ref optionValueNames))
{
warningInputMaps += "Normal Map: " + optionValueNames + "\n";
}
if (!CheckInputMapConsistency(kMaskMap, ref optionValueNames))
{
warningInputMaps += "Mask Map: " + optionValueNames + "\n";
}
if (!CheckInputMapConsistency(kspecularOcclusionMap, ref optionValueNames))
{
warningInputMaps += "Specular Occlusion Map: " + optionValueNames + "\n";
}
if (!CheckInputMapConsistency(kEmissiveColorMap, ref optionValueNames))
{
warningInputMaps += "Emissive Color Map: " + optionValueNames + "\n";
}
if (!CheckInputMapConsistency(kHeightMap, ref optionValueNames))
{
warningInputMaps += "Height Map: " + optionValueNames + "\n";
}
if (warningInputMaps != string.Empty)
{
warningInputMaps = "Input Maps Consistency Error:\n" + warningInputMaps;
if (warningInputOptions != string.Empty)
warningInputMaps = "\n" + warningInputMaps;
}
string warning = warningInputOptions + warningInputMaps;
if (warning != string.Empty)
{
EditorGUILayout.HelpBox(warning, MessageType.Error);
}
}
void SynchronizeInputOptions()
{
Material material = m_MaterialEditor.target as Material;
// We synchronize input options with the firsts non null Layer (all layers should have consistent options)
Material firstLayer = null;
int i = 0;
while (i < layerCount && !(firstLayer = m_MaterialLayers[i])) ++i;
if(firstLayer != null)
{
material.SetFloat(kSmoothnessTextureChannelProp, firstLayer.GetFloat(kSmoothnessTextureChannelProp));
material.SetFloat(kEmissiveColorMode, firstLayer.GetFloat(kEmissiveColorMode));
material.SetFloat(kNormalMapSpace, firstLayer.GetFloat(kNormalMapSpace));
material.SetFloat(kHeightMapMode, firstLayer.GetFloat(kHeightMapMode));
}
}
bool LayersGUI(AssetImporter materialImporter)
{
Material material = m_MaterialEditor.target as Material;
bool layerChanged = false;
EditorGUI.indentLevel++;
GUILayout.Label(styles.layers, EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
int newLayerCount = EditorGUILayout.IntSlider(styles.layerCount, (int)layerCountProperty.floatValue, 2, 4 );
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(material, "Change layer count");
layerCountProperty.floatValue = (float)newLayerCount;
SynchronizeAllLayersProperties();
layerChanged = true;
}
m_MaterialEditor.TexturePropertySingleLine(styles.layerMapMask, layerMaskMapProperty);
for (int i = 0; i < layerCount; i++)
{
EditorGUI.BeginChangeCheck();
m_MaterialLayers[i] = EditorGUILayout.ObjectField(styles.materialLayerLabels[i], m_MaterialLayers[i], typeof(Material), true) as Material;
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(materialImporter, "Change layer material");
SynchronizeLayerProperties(i);
layerChanged = true;
}
}
EditorGUILayout.Space();
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
if (GUILayout.Button(styles.syncButton))
{
SynchronizeAllLayersProperties();
layerChanged = true;
}
}
GUILayout.EndHorizontal();
EditorGUI.indentLevel--;
return layerChanged;
}
protected override void SetupKeywordsForInputMaps(Material material)
{
// Find first non null layer
int i = 0;
while (i < layerCount && (m_MaterialLayers[i] == null)) ++i;
if (i < layerCount)
{
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap + i));
SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap + i));
SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kspecularOcclusionMap + i));
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap + i));
SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap + i));
}
SetKeyword(material, "_LAYERMASKMAP", material.GetTexture(kLayerMaskMap));
}
void SetupMaterialForLayers(Material material)
{
if(layerCount == 4)
{
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
}
else if (layerCount == 3)
{
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true);
}
else
{
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
}
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
FindOptionProperties(props);
layerMaskMapProperty = FindProperty(kLayerMaskMap, props);
layerCountProperty = FindProperty(kLayerCount, props);
m_MaterialEditor = materialEditor;
m_MaterialEditor.serializedObject.Update();
Material material = m_MaterialEditor.target as Material;
AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
InitializeMaterialLayers(materialImporter);
bool optionsChanged = false;
EditorGUI.BeginChangeCheck();
{
ShaderOptionsGUI();
EditorGUILayout.Space();
}
if (EditorGUI.EndChangeCheck())
{
optionsChanged = true;
}
bool layerChanged = LayersGUI(materialImporter);
CheckLayerConsistency();
if (layerChanged || optionsChanged)
{
SynchronizeInputOptions();
foreach (var obj in m_MaterialEditor.targets)
{
SetupMaterial((Material)obj);
SetupMaterialForLayers((Material)obj);
}
SaveMaterialLayers(materialImporter);
}
m_MaterialEditor.serializedObject.ApplyModifiedProperties();
if (layerChanged)
{
materialImporter.SaveAndReimport();
}
}
}
} // namespace UnityEditor