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633 行
35 KiB
633 行
35 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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// A Material can be authored from the shader graph or by hand. When written by hand we need to provide an inspector.
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// Such a Material will share some properties between it various variant (shader graph variant or hand authored variant).
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// This is the purpose of BaseLitGUI. It contain all properties that are common to all Material based on Lit template.
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// For the default hand written Lit material see LitUI.cs that contain specific properties for our default implementation.
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public abstract class BaseUnlitGUI : ShaderGUI
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{
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protected static class StylesBaseUnlit
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{
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public static string TransparencyInputsText = "Transparency Inputs";
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public static string optionText = "Surface options";
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public static string surfaceTypeText = "Surface Type";
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public static string blendModeText = "Blend Mode";
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public static readonly string[] surfaceTypeNames = Enum.GetNames(typeof(SurfaceType));
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public static readonly string[] blendModeNames = Enum.GetNames(typeof(BlendMode));
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public static readonly int[] blendModeValues = Enum.GetValues(typeof(BlendMode)) as int[];
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public static GUIContent alphaCutoffEnableText = new GUIContent("Alpha Cutoff Enable", "Threshold for alpha cutoff");
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public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
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public static GUIContent alphaCutoffShadowText = new GUIContent("Alpha Cutoff Shadow", "Threshold for alpha cutoff in case of shadow pass");
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public static GUIContent alphaCutoffPrepassText = new GUIContent("Alpha Cutoff Prepass", "Threshold for alpha cutoff in case of depth prepass");
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public static GUIContent alphaCutoffPostpassText = new GUIContent("Alpha Cutoff Postpass", "Threshold for alpha cutoff in case of depth postpass");
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public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to to fill depth buffer to improve sorting");
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public static GUIContent transparentDepthPostpassEnableText = new GUIContent("Enable transparent depth postpass", "It allow to fill depth buffer for postprocess effect like DOF");
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public static GUIContent transparentBackfaceEnableText = new GUIContent("Enable back then front rendering", "It allow to better sort transparent mesh by first rendering back faces then front faces in two separate drawcall");
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public static GUIContent enableTransparentFogText = new GUIContent("Enable fog", "Enable fog on transparent material");
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public static GUIContent enableBlendModePreserveSpecularLightingText = new GUIContent("Blend preserve specular lighting", "Blend mode will only affect diffuse lighting, allowing correct specular lighting (reflection) on transparent object");
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public static GUIContent doubleSidedEnableText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling) and flip/mirror normal");
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public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
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public static GUIContent distortionOnlyText = new GUIContent("Distortion Only", "This shader will only be use to render distortion");
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public static GUIContent distortionDepthTestText = new GUIContent("Distortion Depth Test", "Enable the depth test for distortion");
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public static GUIContent distortionVectorMapText = new GUIContent("Distortion Vector Map - Dist(RG) Blur(B)", "Vector Map for the distorsion - Dist(RG) Blur(B)");
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public static GUIContent distortionBlendModeText = new GUIContent("Distortion Blend Mode", "Distortion Blend Mode");
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public static GUIContent distortionScaleText = new GUIContent("Distortion Scale", "Distortion Scale");
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public static GUIContent distortionBlurScaleText = new GUIContent("Distortion Blur Scale", "Distortion Blur Scale");
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public static GUIContent distortionBlurRemappingText = new GUIContent("Distortion Blur Remapping", "Distortion Blur Remapping");
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public static GUIContent transparentPrePassText = new GUIContent("Pre Refraction Pass", "Render objects before the refraction pass");
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public static string advancedText = "Advanced Options";
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}
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public enum SurfaceType
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{
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Opaque,
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Transparent
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}
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// Enum values are hardcoded for retro-compatibility. Don't change them.
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public enum BlendMode
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{
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Alpha = 0,
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Additive = 1,
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PremultipliedAlpha = 4
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}
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protected MaterialEditor m_MaterialEditor;
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// Properties
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protected MaterialProperty surfaceType = null;
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protected const string kSurfaceType = "_SurfaceType";
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protected MaterialProperty alphaCutoffEnable = null;
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protected const string kAlphaCutoffEnabled = "_AlphaCutoffEnable";
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protected MaterialProperty alphaCutoff = null;
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protected const string kAlphaCutoff = "_AlphaCutoff";
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protected MaterialProperty alphaCutoffShadow = null;
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protected const string kAlphaCutoffShadow = "_AlphaCutoffShadow";
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protected MaterialProperty alphaCutoffPrepass = null;
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protected const string kAlphaCutoffPrepass = "_AlphaCutoffPrepass";
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protected MaterialProperty alphaCutoffPostpass = null;
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protected const string kAlphaCutoffPostpass = "_AlphaCutoffPostpass";
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protected MaterialProperty transparentDepthPrepassEnable = null;
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protected const string kTransparentDepthPrepassEnable = "_TransparentDepthPrepassEnable";
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protected MaterialProperty transparentDepthPostpassEnable = null;
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protected const string kTransparentDepthPostpassEnable = "_TransparentDepthPostpassEnable";
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protected MaterialProperty transparentBackfaceEnable = null;
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protected const string kTransparentBackfaceEnable = "_TransparentBackfaceEnable";
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protected MaterialProperty doubleSidedEnable = null;
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protected const string kDoubleSidedEnable = "_DoubleSidedEnable";
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protected MaterialProperty blendMode = null;
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protected const string kBlendMode = "_BlendMode";
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protected MaterialProperty distortionEnable = null;
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protected const string kDistortionEnable = "_DistortionEnable";
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protected MaterialProperty distortionOnly = null;
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protected const string kDistortionOnly = "_DistortionOnly";
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protected MaterialProperty distortionDepthTest = null;
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protected const string kDistortionDepthTest = "_DistortionDepthTest";
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protected MaterialProperty distortionVectorMap = null;
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protected const string kDistortionVectorMap = "_DistortionVectorMap";
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protected MaterialProperty distortionBlendMode = null;
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protected const string kDistortionBlendMode = "_DistortionBlendMode";
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protected MaterialProperty distortionScale = null;
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protected const string kDistortionScale = "_DistortionScale";
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protected MaterialProperty distortionVectorScale = null;
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protected const string kDistortionVectorScale = "_DistortionVectorScale";
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protected MaterialProperty distortionVectorBias = null;
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protected const string kDistortionVectorBias = "_DistortionVectorBias";
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protected MaterialProperty distortionBlurScale = null;
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protected const string kDistortionBlurScale = "_DistortionBlurScale";
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protected MaterialProperty distortionBlurRemapMin = null;
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protected const string kDistortionBlurRemapMin = "_DistortionBlurRemapMin";
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protected MaterialProperty distortionBlurRemapMax = null;
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protected const string kDistortionBlurRemapMax = "_DistortionBlurRemapMax";
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protected MaterialProperty preRefractionPass = null;
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protected const string kPreRefractionPass = "_PreRefractionPass";
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protected MaterialProperty enableFogOnTransparent = null;
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protected const string kEnableFogOnTransparent = "_EnableFogOnTransparent";
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protected MaterialProperty enableBlendModePreserveSpecularLighting = null;
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protected const string kEnableBlendModePreserveSpecularLighting = "_EnableBlendModePreserveSpecularLighting";
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// See comment in LitProperties.hlsl
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const string kEmissionColor = "_EmissionColor";
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bool m_ShowBlendModePopup = true;
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protected virtual bool showBlendModePopup { get { return m_ShowBlendModePopup; } }
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// The following set of functions are call by the ShaderGraph
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// It will allow to display our common parameters + setup keyword correctly for them
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protected abstract void FindMaterialProperties(MaterialProperty[] props);
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protected abstract void SetupMaterialKeywordsAndPassInternal(Material material);
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protected abstract void MaterialPropertiesGUI(Material material);
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protected abstract void VertexAnimationPropertiesGUI();
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// This function will say if emissive is used or not regarding enlighten/PVR
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protected abstract bool ShouldEmissionBeEnabled(Material material);
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protected virtual void FindBaseMaterialProperties(MaterialProperty[] props)
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{
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// Everything is optional (except surface type) so users that derive from this class can decide what they expose or not
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surfaceType = FindProperty(kSurfaceType, props);
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alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props, false);
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alphaCutoff = FindProperty(kAlphaCutoff, props, false);
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alphaCutoffShadow = FindProperty(kAlphaCutoffShadow, props, false);
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alphaCutoffPrepass = FindProperty(kAlphaCutoffPrepass, props, false);
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alphaCutoffPostpass = FindProperty(kAlphaCutoffPostpass, props, false);
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transparentDepthPrepassEnable = FindProperty(kTransparentDepthPrepassEnable, props, false);
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transparentDepthPostpassEnable = FindProperty(kTransparentDepthPostpassEnable, props, false);
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transparentBackfaceEnable = FindProperty(kTransparentBackfaceEnable, props, false);
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doubleSidedEnable = FindProperty(kDoubleSidedEnable, props, false);
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blendMode = FindProperty(kBlendMode, props, false);
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// Distortion is optional
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distortionEnable = FindProperty(kDistortionEnable, props, false);
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distortionOnly = FindProperty(kDistortionOnly, props, false);
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distortionDepthTest = FindProperty(kDistortionDepthTest, props, false);
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distortionVectorMap = FindProperty(kDistortionVectorMap, props, false);
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distortionBlendMode = FindProperty(kDistortionBlendMode, props, false);
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distortionScale = FindProperty(kDistortionScale, props, false);
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distortionVectorScale = FindProperty(kDistortionVectorScale, props, false);
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distortionVectorBias = FindProperty(kDistortionVectorBias, props, false);
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distortionBlurScale = FindProperty(kDistortionBlurScale, props, false);
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distortionBlurRemapMin = FindProperty(kDistortionBlurRemapMin, props, false);
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distortionBlurRemapMax = FindProperty(kDistortionBlurRemapMax, props, false);
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preRefractionPass = FindProperty(kPreRefractionPass, props, false);
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enableFogOnTransparent = FindProperty(kEnableFogOnTransparent, props, false);
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enableBlendModePreserveSpecularLighting = FindProperty(kEnableBlendModePreserveSpecularLighting, props, false);
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}
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void SurfaceTypePopup()
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{
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EditorGUI.showMixedValue = surfaceType.hasMixedValue;
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var mode = (SurfaceType)surfaceType.floatValue;
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EditorGUI.BeginChangeCheck();
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mode = (SurfaceType)EditorGUILayout.Popup(StylesBaseUnlit.surfaceTypeText, (int)mode, StylesBaseUnlit.surfaceTypeNames);
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if (EditorGUI.EndChangeCheck())
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{
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m_MaterialEditor.RegisterPropertyChangeUndo("Surface Type");
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surfaceType.floatValue = (float)mode;
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}
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EditorGUI.showMixedValue = false;
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}
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private void BlendModePopup()
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{
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EditorGUI.showMixedValue = blendMode.hasMixedValue;
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var mode = (BlendMode)blendMode.floatValue;
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EditorGUI.BeginChangeCheck();
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mode = (BlendMode)EditorGUILayout.IntPopup(StylesBaseUnlit.blendModeText, (int)mode, StylesBaseUnlit.blendModeNames, StylesBaseUnlit.blendModeValues);
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if (EditorGUI.EndChangeCheck())
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{
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m_MaterialEditor.RegisterPropertyChangeUndo("Blend Mode");
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blendMode.floatValue = (float)mode;
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}
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EditorGUI.showMixedValue = false;
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}
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protected virtual void BaseMaterialPropertiesGUI()
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{
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EditorGUILayout.LabelField(StylesBaseUnlit.optionText, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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SurfaceTypePopup();
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if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
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{
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if (blendMode != null && showBlendModePopup)
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BlendModePopup();
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EditorGUI.indentLevel++;
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if (enableBlendModePreserveSpecularLighting != null && blendMode != null && showBlendModePopup)
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m_MaterialEditor.ShaderProperty(enableBlendModePreserveSpecularLighting, StylesBaseUnlit.enableBlendModePreserveSpecularLightingText);
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if (enableFogOnTransparent != null)
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m_MaterialEditor.ShaderProperty(enableFogOnTransparent, StylesBaseUnlit.enableTransparentFogText);
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if (preRefractionPass != null)
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m_MaterialEditor.ShaderProperty(preRefractionPass, StylesBaseUnlit.transparentPrePassText);
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EditorGUI.indentLevel--;
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}
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if (alphaCutoffEnable != null)
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m_MaterialEditor.ShaderProperty(alphaCutoffEnable, StylesBaseUnlit.alphaCutoffEnableText);
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if (alphaCutoffEnable != null && alphaCutoffEnable.floatValue == 1.0f)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(alphaCutoff, StylesBaseUnlit.alphaCutoffText);
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// With transparent object and few specific materials like Hair, we need more control on the cutoff to apply
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// This allow to get a better sorting (with prepass), better shadow (better silhouettes fidelity) etc...
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if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
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{
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if (alphaCutoffShadow != null)
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{
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m_MaterialEditor.ShaderProperty(alphaCutoffShadow, StylesBaseUnlit.alphaCutoffShadowText);
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}
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if (transparentDepthPrepassEnable != null)
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{
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m_MaterialEditor.ShaderProperty(transparentDepthPrepassEnable, StylesBaseUnlit.transparentDepthPrepassEnableText);
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if (transparentDepthPrepassEnable.floatValue == 1.0f)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(alphaCutoffPrepass, StylesBaseUnlit.alphaCutoffPrepassText);
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EditorGUI.indentLevel--;
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}
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}
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if (transparentDepthPostpassEnable != null)
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{
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m_MaterialEditor.ShaderProperty(transparentDepthPostpassEnable, StylesBaseUnlit.transparentDepthPostpassEnableText);
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if (transparentDepthPostpassEnable.floatValue == 1.0f)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(alphaCutoffPostpass, StylesBaseUnlit.alphaCutoffPostpassText);
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EditorGUI.indentLevel--;
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}
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}
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}
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EditorGUI.indentLevel--;
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}
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if (transparentBackfaceEnable != null && ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent))
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m_MaterialEditor.ShaderProperty(transparentBackfaceEnable, StylesBaseUnlit.transparentBackfaceEnableText);
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// This function must finish with double sided option (see LitUI.cs)
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if (doubleSidedEnable != null)
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{
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m_MaterialEditor.ShaderProperty(doubleSidedEnable, StylesBaseUnlit.doubleSidedEnableText);
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}
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EditorGUI.indentLevel--;
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}
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protected void DoDistortionInputsGUI()
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{
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if (distortionEnable != null)
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{
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m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText);
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if (distortionEnable.floatValue == 1.0f)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(distortionBlendMode, StylesBaseUnlit.distortionBlendModeText);
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if (distortionOnly != null)
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m_MaterialEditor.ShaderProperty(distortionOnly, StylesBaseUnlit.distortionOnlyText);
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m_MaterialEditor.ShaderProperty(distortionDepthTest, StylesBaseUnlit.distortionDepthTestText);
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EditorGUI.indentLevel++;
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m_MaterialEditor.TexturePropertySingleLine(StylesBaseUnlit.distortionVectorMapText, distortionVectorMap, distortionVectorScale, distortionVectorBias);
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(distortionScale, StylesBaseUnlit.distortionScaleText);
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m_MaterialEditor.ShaderProperty(distortionBlurScale, StylesBaseUnlit.distortionBlurScaleText);
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float remapMin = distortionBlurRemapMin.floatValue;
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float remapMax = distortionBlurRemapMax.floatValue;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.MinMaxSlider(StylesBaseUnlit.distortionBlurRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
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if (EditorGUI.EndChangeCheck())
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{
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distortionBlurRemapMin.floatValue = remapMin;
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distortionBlurRemapMax.floatValue = remapMax;
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}
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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}
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}
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}
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// All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if ocde change
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static public void SetupBaseUnlitKeywords(Material material)
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{
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bool alphaTestEnable = material.HasProperty(kAlphaCutoffEnabled) && material.GetFloat(kAlphaCutoffEnabled) > 0.0f;
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CoreUtils.SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
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SurfaceType surfaceType = (SurfaceType)material.GetFloat(kSurfaceType);
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CoreUtils.SetKeyword(material, "_SURFACE_TYPE_TRANSPARENT", surfaceType == SurfaceType.Transparent);
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bool enableBlendModePreserveSpecularLighting = material.HasProperty(kEnableBlendModePreserveSpecularLighting) && material.GetFloat(kEnableBlendModePreserveSpecularLighting) > 0.0f;
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CoreUtils.SetKeyword(material, "_BLENDMODE_PRESERVE_SPECULAR_LIGHTING", enableBlendModePreserveSpecularLighting);
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// These need to always been set either with opaque or transparent! So a users can switch to opaque and remove the keyword correctly
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CoreUtils.SetKeyword(material, "_BLENDMODE_ALPHA", false);
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CoreUtils.SetKeyword(material, "_BLENDMODE_ADD", false);
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CoreUtils.SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false);
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if (surfaceType == SurfaceType.Opaque)
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{
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material.SetOverrideTag("RenderType", alphaTestEnable ? "TransparentCutout" : "");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
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material.SetInt("_ZWrite", 1);
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material.renderQueue = alphaTestEnable ? (int)HDRenderQueue.AlphaTest : -1;
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}
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else
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{
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material.SetOverrideTag("RenderType", "Transparent");
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material.SetInt("_ZWrite", 0);
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var isPrePass = material.HasProperty(kPreRefractionPass) && material.GetFloat(kPreRefractionPass) > 0.0f;
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material.renderQueue = (int)(isPrePass ? HDRenderQueue.PreRefraction : HDRenderQueue.Transparent);
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if (material.HasProperty(kBlendMode))
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{
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BlendMode blendMode = (BlendMode)material.GetFloat(kBlendMode);
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CoreUtils.SetKeyword(material, "_BLENDMODE_ALPHA", BlendMode.Alpha == blendMode);
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CoreUtils.SetKeyword(material, "_BLENDMODE_ADD", BlendMode.Additive == blendMode);
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CoreUtils.SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", BlendMode.PremultipliedAlpha == blendMode);
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switch (blendMode)
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{
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// Alpha
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// color: src * src_a + dst * (1 - src_a)
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// src * src_a is done in the shader as it allow to reduce precision issue when using _BLENDMODE_PRESERVE_SPECULAR_LIGHTING (See Material.hlsl)
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case BlendMode.Alpha:
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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break;
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// Additive
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// color: src * src_a + dst
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// src * src_a is done in the shader
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case BlendMode.Additive:
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
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break;
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// PremultipliedAlpha
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// color: src * src_a + dst * (1 - src_a)
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// src is supposed to have been multiplied by alpha in the texture on artists side.
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case BlendMode.PremultipliedAlpha:
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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break;
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}
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}
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}
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bool fogEnabled = material.HasProperty(kEnableFogOnTransparent) && material.GetFloat(kEnableFogOnTransparent) > 0.0f && surfaceType == SurfaceType.Transparent;
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CoreUtils.SetKeyword(material, "_ENABLE_FOG_ON_TRANSPARENT", fogEnabled);
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if (material.HasProperty(kDistortionEnable))
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{
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bool distortionDepthTest = material.GetFloat(kDistortionDepthTest) > 0.0f;
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if (distortionDepthTest)
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{
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material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.LessEqual);
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}
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else
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{
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material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.Always);
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}
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var distortionBlendMode = material.GetInt(kDistortionBlendMode);
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switch (distortionBlendMode)
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{
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default:
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case 0: // Add
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material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
|
|
material.SetInt("_DistortionBlurSrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Max);
|
|
break;
|
|
|
|
case 1: // Multiply
|
|
material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
|
|
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
|
|
|
material.SetInt("_DistortionBlurSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha);
|
|
material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
|
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Add);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool isBackFaceEnable = material.HasProperty(kTransparentBackfaceEnable) && material.GetFloat(kTransparentBackfaceEnable) > 0.0f && surfaceType == SurfaceType.Transparent;
|
|
bool doubleSidedEnable = material.HasProperty(kDoubleSidedEnable) && material.GetFloat(kDoubleSidedEnable) > 0.0f;
|
|
|
|
// Disable culling if double sided
|
|
material.SetInt("_CullMode", doubleSidedEnable ? (int)UnityEngine.Rendering.CullMode.Off : (int)UnityEngine.Rendering.CullMode.Back);
|
|
|
|
// We have a separate cullmode (_CullModeForward) for Forward in case we use backface then frontface rendering, need to configure it
|
|
if (isBackFaceEnable)
|
|
{
|
|
material.SetInt("_CullModeForward", (int)UnityEngine.Rendering.CullMode.Back);
|
|
}
|
|
else
|
|
{
|
|
material.SetInt("_CullModeForward", doubleSidedEnable ? (int)UnityEngine.Rendering.CullMode.Off : (int)UnityEngine.Rendering.CullMode.Back);
|
|
}
|
|
|
|
CoreUtils.SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
|
|
|
|
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
|
|
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
|
|
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
|
|
MaterialEditor.FixupEmissiveFlag(material);
|
|
|
|
// Commented out for now because unfortunately we used the hard coded property names used by the GI system for our own parameters
|
|
// So we need a way to work around that before we activate this.
|
|
SetupMainTexForAlphaTestGI("_EmissiveColorMap", "_EmissiveColor", material);
|
|
|
|
// DoubleSidedGI has to be synced with our double sided toggle
|
|
var serializedObject = new SerializedObject(material);
|
|
var doubleSidedGIppt = serializedObject.FindProperty("m_DoubleSidedGI");
|
|
doubleSidedGIppt.boolValue = doubleSidedEnable;
|
|
serializedObject.ApplyModifiedProperties();
|
|
}
|
|
|
|
// This is a hack for GI. PVR looks in the shader for a texture named "_MainTex" to extract the opacity of the material for baking. In the same manner, "_Cutoff" and "_Color" are also necessary.
|
|
// Since we don't have those parameters in our shaders we need to provide a "fake" useless version of them with the right values for the GI to work.
|
|
protected static void SetupMainTexForAlphaTestGI(string colorMapPropertyName, string colorPropertyName, Material material)
|
|
{
|
|
if (material.HasProperty(colorMapPropertyName))
|
|
{
|
|
var mainTex = material.GetTexture(colorMapPropertyName);
|
|
material.SetTexture("_MainTex", mainTex);
|
|
}
|
|
|
|
if (material.HasProperty(colorPropertyName))
|
|
{
|
|
var color = material.GetColor(colorPropertyName);
|
|
material.SetColor("_Color", color);
|
|
}
|
|
|
|
if (material.HasProperty("_AlphaCutoff")) // Same for all our materials
|
|
{
|
|
var cutoff = material.GetFloat("_AlphaCutoff");
|
|
material.SetFloat("_Cutoff", cutoff);
|
|
}
|
|
}
|
|
|
|
static public void SetupBaseUnlitMaterialPass(Material material)
|
|
{
|
|
if (material.HasProperty(kDistortionEnable))
|
|
{
|
|
bool distortionEnable = material.GetFloat(kDistortionEnable) > 0.0f && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent);
|
|
|
|
bool distortionOnly = false;
|
|
if (material.HasProperty(kDistortionOnly))
|
|
{
|
|
distortionOnly = material.GetFloat(kDistortionOnly) > 0.0f;
|
|
}
|
|
|
|
// If distortion only is enabled, disable all passes (except distortion and debug)
|
|
bool enablePass = !(distortionEnable && distortionOnly);
|
|
|
|
// Disable all passes except distortion
|
|
// Distortion is setup in code above
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardDebugDisplayStr, true);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_DepthOnlyStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_DepthForwardOnlyStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyDebugDisplayStr, true);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferWithPrepassStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferDebugDisplayStr, true);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MotionVectorsStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_DistortionVectorsStr, distortionEnable); // note: use distortionEnable
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrePassStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceDebugDisplayStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPostPassStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MetaStr, enablePass);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_ShadowCasterStr, enablePass);
|
|
}
|
|
|
|
if (material.HasProperty(kTransparentDepthPrepassEnable))
|
|
{
|
|
bool depthWriteEnable = (material.GetFloat(kTransparentDepthPrepassEnable) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent);
|
|
if (depthWriteEnable)
|
|
{
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrePassStr, true);
|
|
}
|
|
else
|
|
{
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrePassStr, false);
|
|
}
|
|
}
|
|
|
|
if (material.HasProperty(kTransparentDepthPostpassEnable))
|
|
{
|
|
bool depthWriteEnable = (material.GetFloat(kTransparentDepthPostpassEnable) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent);
|
|
if (depthWriteEnable)
|
|
{
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPostPassStr, true);
|
|
}
|
|
else
|
|
{
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPostPassStr, false);
|
|
}
|
|
}
|
|
|
|
if (material.HasProperty(kTransparentBackfaceEnable))
|
|
{
|
|
bool backFaceEnable = (material.GetFloat(kTransparentBackfaceEnable) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent);
|
|
if (backFaceEnable)
|
|
{
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceStr, true);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceDebugDisplayStr, true);
|
|
}
|
|
else
|
|
{
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceStr, false);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceDebugDisplayStr, false);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// Dedicated to emissive - for emissive Enlighten/PVR
|
|
protected void DoEmissionArea(Material material)
|
|
{
|
|
// Emission for GI?
|
|
if (ShouldEmissionBeEnabled(material))
|
|
{
|
|
if (m_MaterialEditor.EmissionEnabledProperty())
|
|
{
|
|
// change the GI flag and fix it up with emissive as black if necessary
|
|
m_MaterialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ShaderPropertiesGUI(Material material)
|
|
{
|
|
// Use default labelWidth
|
|
EditorGUIUtility.labelWidth = 0f;
|
|
|
|
// Detect any changes to the material
|
|
EditorGUI.BeginChangeCheck();
|
|
{
|
|
//EditorGUI.indentLevel++;
|
|
BaseMaterialPropertiesGUI();
|
|
EditorGUILayout.Space();
|
|
|
|
VertexAnimationPropertiesGUI();
|
|
|
|
EditorGUILayout.Space();
|
|
MaterialPropertiesGUI(material);
|
|
|
|
DoEmissionArea(material);
|
|
|
|
EditorGUILayout.Space();
|
|
EditorGUILayout.LabelField(StylesBaseUnlit.advancedText, EditorStyles.boldLabel);
|
|
// NB RenderQueue editor is not shown on purpose: we want to override it based on blend mode
|
|
EditorGUI.indentLevel++;
|
|
m_MaterialEditor.EnableInstancingField();
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
foreach (var obj in m_MaterialEditor.targets)
|
|
SetupMaterialKeywordsAndPassInternal((Material)obj);
|
|
}
|
|
}
|
|
|
|
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
|
|
{
|
|
base.AssignNewShaderToMaterial(material, oldShader, newShader);
|
|
|
|
SetupMaterialKeywordsAndPassInternal(material);
|
|
}
|
|
|
|
// This is call by the inspector
|
|
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
|
|
{
|
|
m_MaterialEditor = materialEditor;
|
|
// We should always do this call at the beginning
|
|
m_MaterialEditor.serializedObject.Update();
|
|
|
|
// MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
|
|
FindBaseMaterialProperties(props);
|
|
FindMaterialProperties(props);
|
|
|
|
Material material = materialEditor.target as Material;
|
|
ShaderPropertiesGUI(material);
|
|
|
|
// We should always do this call at the end
|
|
m_MaterialEditor.serializedObject.ApplyModifiedProperties();
|
|
}
|
|
}
|
|
}
|