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447 行
26 KiB
447 行
26 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 BaseLitGUI : BaseUnlitGUI
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{
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protected static class StylesBaseLit
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{
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public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal mode", "This will modify the normal base on the selected mode. Mirror: Mirror the normal with vertex normal plane, Flip: Flip the normal");
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public static GUIContent depthOffsetEnableText = new GUIContent("Enable Depth Offset", "EnableDepthOffset on this shader (Use with heightmap)");
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// Displacement mapping (POM, tessellation, per vertex)
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//public static GUIContent enablePerPixelDisplacementText = new GUIContent("Enable Per Pixel Displacement", "");
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public static GUIContent displacementModeText = new GUIContent("Displacement mode", "Apply heightmap displacement to the selected element: Vertex, pixel or tessellated vertex. Pixel displacement must be use with flat surfaces, it is an expensive features and typical usage is paved road.");
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public static GUIContent lockWithObjectScaleText = new GUIContent("Lock with object scale", "Displacement mapping will take the absolute value of the scale of the object into account.");
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public static GUIContent lockWithTilingRateText = new GUIContent("Lock with height map tiling rate", "Displacement mapping will take the absolute value of the tiling rate of the height map into account.");
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// Material ID
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public static GUIContent materialIDText = new GUIContent("Material type", "Select a material feature to enable on top of regular material");
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public static GUIContent transmissionEnableText = new GUIContent("Enable Transmission", "Enable Transmission for getting back lighting");
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// Per pixel displacement
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public static GUIContent ppdMinSamplesText = new GUIContent("Minimum steps", "Minimum steps (texture sample) to use with per pixel displacement mapping");
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public static GUIContent ppdMaxSamplesText = new GUIContent("Maximum steps", "Maximum steps (texture sample) to use with per pixel displacement mapping");
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public static GUIContent ppdLodThresholdText = new GUIContent("Fading mip level start", "Starting heightmap mipmap lod number where the parallax occlusion mapping effect start to disappear");
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public static GUIContent ppdPrimitiveLength = new GUIContent("Primitive length", "Dimensions of the primitive (with the scale of 1) to which the per-pixel displacement mapping is being applied. For example, the standard quad is 1 x 1 meter, while the standard plane is 10 x 10 meters.");
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public static GUIContent ppdPrimitiveWidth = new GUIContent("Primitive width", "Dimensions of the primitive (with the scale of 1) to which the per-pixel displacement mapping is being applied. For example, the standard quad is 1 x 1 meter, while the standard plane is 10 x 10 meters.");
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// Tessellation
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public static string tessellationModeStr = "Tessellation Mode";
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public static readonly string[] tessellationModeNames = Enum.GetNames(typeof(TessellationMode));
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public static GUIContent tessellationText = new GUIContent("Tessellation options", "Tessellation options");
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public static GUIContent tessellationFactorText = new GUIContent("Tessellation factor", "This value is the tessellation factor use for tessellation, higher mean more tessellated. Above 15 is costly. Maximum tessellation factor is 15 on XBone / PS4");
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public static GUIContent tessellationFactorMinDistanceText = new GUIContent("Start fade distance", "Distance (in unity unit) at which the tessellation start to fade out. Must be inferior at Max distance");
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public static GUIContent tessellationFactorMaxDistanceText = new GUIContent("End fade distance", "Maximum distance (in unity unit) to the camera where triangle are tessellated");
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public static GUIContent tessellationFactorTriangleSizeText = new GUIContent("Triangle size", "Desired screen space sized of triangle (in pixel). Smaller value mean smaller triangle.");
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public static GUIContent tessellationShapeFactorText = new GUIContent("Shape factor", "Strength of Phong tessellation shape (lerp factor)");
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public static GUIContent tessellationBackFaceCullEpsilonText = new GUIContent("Triangle culling Epsilon", "If -1.0 back face culling is enabled for tessellation, higher number mean more aggressive culling and better performance");
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// Vertex animation
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public static string vertexAnimation = "Vertex animation";
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// Wind
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public static GUIContent windText = new GUIContent("Enable Wind");
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public static GUIContent windInitialBendText = new GUIContent("Initial Bend");
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public static GUIContent windStiffnessText = new GUIContent("Stiffness");
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public static GUIContent windDragText = new GUIContent("Drag");
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public static GUIContent windShiverDragText = new GUIContent("Shiver Drag");
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public static GUIContent windShiverDirectionalityText = new GUIContent("Shiver Directionality");
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public static GUIContent supportDBufferText = new GUIContent("Enable Decal", "Allow to specify if the material can receive decal or not");
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public static GUIContent enableGeometricSpecularAAText = new GUIContent("Enable geometric specular AA", "This reduce specular aliasing on highly dense mesh (Particularly useful when they don't use normal map)");
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public static GUIContent specularAAScreenSpaceVarianceText = new GUIContent("Screen space variance", "Allow to control the strength of the specular AA reduction. Higher mean more blurry result and less aliasing");
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public static GUIContent specularAAThresholdText = new GUIContent("Threshold", "Allow to limit the effect of specular AA reduction. 0 mean don't apply reduction, higher value mean allow higher reduction");
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}
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public enum DoubleSidedNormalMode
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{
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Flip,
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Mirror,
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None
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}
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public enum TessellationMode
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{
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None,
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Phong
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}
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public enum DisplacementMode
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{
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None,
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Vertex,
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Pixel,
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Tessellation
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}
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public enum MaterialId
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{
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LitSSS = 0,
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LitStandard = 1,
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LitAniso = 2,
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LitIridescence = 3,
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LitSpecular = 4,
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LitTranslucent = 5
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};
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public enum HeightmapParametrization
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{
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MinMax = 0,
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Amplitude = 1
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}
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protected MaterialProperty doubleSidedNormalMode = null;
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protected const string kDoubleSidedNormalMode = "_DoubleSidedNormalMode";
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protected MaterialProperty depthOffsetEnable = null;
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protected const string kDepthOffsetEnable = "_DepthOffsetEnable";
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// Properties
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// Material ID
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protected MaterialProperty materialID = null;
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protected const string kMaterialID = "_MaterialID";
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protected MaterialProperty transmissionEnable = null;
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protected const string kTransmissionEnable = "_TransmissionEnable";
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protected const string kStencilRef = "_StencilRef";
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protected const string kStencilWriteMask = "_StencilWriteMask";
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protected const string kStencilRefMV = "_StencilRefMV";
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protected const string kStencilWriteMaskMV = "_StencilWriteMaskMV";
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protected MaterialProperty displacementMode = null;
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protected const string kDisplacementMode = "_DisplacementMode";
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protected MaterialProperty displacementLockObjectScale = null;
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protected const string kDisplacementLockObjectScale = "_DisplacementLockObjectScale";
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protected MaterialProperty displacementLockTilingScale = null;
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protected const string kDisplacementLockTilingScale = "_DisplacementLockTilingScale";
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// Per pixel displacement params
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protected MaterialProperty ppdMinSamples = null;
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protected const string kPpdMinSamples = "_PPDMinSamples";
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protected MaterialProperty ppdMaxSamples = null;
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protected const string kPpdMaxSamples = "_PPDMaxSamples";
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protected MaterialProperty ppdLodThreshold = null;
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protected const string kPpdLodThreshold = "_PPDLodThreshold";
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protected MaterialProperty ppdPrimitiveLength = null;
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protected const string kPpdPrimitiveLength = "_PPDPrimitiveLength";
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protected MaterialProperty ppdPrimitiveWidth = null;
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protected const string kPpdPrimitiveWidth = "_PPDPrimitiveWidth";
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protected MaterialProperty invPrimScale = null;
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protected const string kInvPrimScale = "_InvPrimScale";
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// Wind
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protected MaterialProperty windEnable = null;
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protected const string kWindEnabled = "_EnableWind";
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protected MaterialProperty windInitialBend = null;
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protected const string kWindInitialBend = "_InitialBend";
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protected MaterialProperty windStiffness = null;
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protected const string kWindStiffness = "_Stiffness";
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protected MaterialProperty windDrag = null;
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protected const string kWindDrag = "_Drag";
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protected MaterialProperty windShiverDrag = null;
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protected const string kWindShiverDrag = "_ShiverDrag";
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protected MaterialProperty windShiverDirectionality = null;
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protected const string kWindShiverDirectionality = "_ShiverDirectionality";
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// tessellation params
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protected MaterialProperty tessellationMode = null;
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protected const string kTessellationMode = "_TessellationMode";
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protected MaterialProperty tessellationFactor = null;
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protected const string kTessellationFactor = "_TessellationFactor";
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protected MaterialProperty tessellationFactorMinDistance = null;
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protected const string kTessellationFactorMinDistance = "_TessellationFactorMinDistance";
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protected MaterialProperty tessellationFactorMaxDistance = null;
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protected const string kTessellationFactorMaxDistance = "_TessellationFactorMaxDistance";
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protected MaterialProperty tessellationFactorTriangleSize = null;
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protected const string kTessellationFactorTriangleSize = "_TessellationFactorTriangleSize";
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protected MaterialProperty tessellationShapeFactor = null;
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protected const string kTessellationShapeFactor = "_TessellationShapeFactor";
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protected MaterialProperty tessellationBackFaceCullEpsilon = null;
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protected const string kTessellationBackFaceCullEpsilon = "_TessellationBackFaceCullEpsilon";
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// Decal
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protected MaterialProperty supportDBuffer = null;
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protected const string kSupportDBuffer = "_SupportDBuffer";
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protected MaterialProperty enableGeometricSpecularAA = null;
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protected const string kEnableGeometricSpecularAA = "_EnableGeometricSpecularAA";
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protected MaterialProperty specularAAScreenSpaceVariance = null;
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protected const string kSpecularAAScreenSpaceVariance = "_SpecularAAScreenSpaceVariance";
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protected MaterialProperty specularAAThreshold = null;
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protected const string kSpecularAAThreshold = "_SpecularAAThreshold";
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protected override void FindBaseMaterialProperties(MaterialProperty[] props)
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{
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base.FindBaseMaterialProperties(props);
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doubleSidedNormalMode = FindProperty(kDoubleSidedNormalMode, props);
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depthOffsetEnable = FindProperty(kDepthOffsetEnable, props);
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// MaterialID
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materialID = FindProperty(kMaterialID, props);
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transmissionEnable = FindProperty(kTransmissionEnable, props);
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displacementMode = FindProperty(kDisplacementMode, props);
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displacementLockObjectScale = FindProperty(kDisplacementLockObjectScale, props);
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displacementLockTilingScale = FindProperty(kDisplacementLockTilingScale, props);
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// Per pixel displacement
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ppdMinSamples = FindProperty(kPpdMinSamples, props);
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ppdMaxSamples = FindProperty(kPpdMaxSamples, props);
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ppdLodThreshold = FindProperty(kPpdLodThreshold, props);
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ppdPrimitiveLength = FindProperty(kPpdPrimitiveLength, props);
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ppdPrimitiveWidth = FindProperty(kPpdPrimitiveWidth, props);
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invPrimScale = FindProperty(kInvPrimScale, props);
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// tessellation specific, silent if not found
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tessellationMode = FindProperty(kTessellationMode, props, false);
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tessellationFactor = FindProperty(kTessellationFactor, props, false);
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tessellationFactorMinDistance = FindProperty(kTessellationFactorMinDistance, props, false);
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tessellationFactorMaxDistance = FindProperty(kTessellationFactorMaxDistance, props, false);
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tessellationFactorTriangleSize = FindProperty(kTessellationFactorTriangleSize, props, false);
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tessellationShapeFactor = FindProperty(kTessellationShapeFactor, props, false);
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tessellationBackFaceCullEpsilon = FindProperty(kTessellationBackFaceCullEpsilon, props, false);
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// Wind
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windEnable = FindProperty(kWindEnabled, props);
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windInitialBend = FindProperty(kWindInitialBend, props);
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windStiffness = FindProperty(kWindStiffness, props);
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windDrag = FindProperty(kWindDrag, props);
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windShiverDrag = FindProperty(kWindShiverDrag, props);
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windShiverDirectionality = FindProperty(kWindShiverDirectionality, props);
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// Decal
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supportDBuffer = FindProperty(kSupportDBuffer, props);
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// specular AA
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enableGeometricSpecularAA = FindProperty(kEnableGeometricSpecularAA, props, false);
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specularAAScreenSpaceVariance = FindProperty(kSpecularAAScreenSpaceVariance, props, false);
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specularAAThreshold = FindProperty(kSpecularAAThreshold, props, false);
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}
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void TessellationModePopup()
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{
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EditorGUI.showMixedValue = tessellationMode.hasMixedValue;
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var mode = (TessellationMode)tessellationMode.floatValue;
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EditorGUI.BeginChangeCheck();
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mode = (TessellationMode)EditorGUILayout.Popup(StylesBaseLit.tessellationModeStr, (int)mode, StylesBaseLit.tessellationModeNames);
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if (EditorGUI.EndChangeCheck())
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{
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m_MaterialEditor.RegisterPropertyChangeUndo("Tessellation Mode");
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tessellationMode.floatValue = (float)mode;
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}
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EditorGUI.showMixedValue = false;
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}
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protected abstract void UpdateDisplacement();
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protected override void BaseMaterialPropertiesGUI()
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{
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base.BaseMaterialPropertiesGUI();
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EditorGUI.indentLevel++;
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// This follow double sided option
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if (doubleSidedEnable.floatValue > 0.0f)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(doubleSidedNormalMode, StylesBaseLit.doubleSidedNormalModeText);
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EditorGUI.indentLevel--;
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}
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m_MaterialEditor.ShaderProperty(materialID, StylesBaseLit.materialIDText);
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if ((int)materialID.floatValue == (int)BaseLitGUI.MaterialId.LitSSS)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(transmissionEnable, StylesBaseLit.transmissionEnableText);
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EditorGUI.indentLevel--;
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}
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m_MaterialEditor.ShaderProperty(supportDBuffer, StylesBaseLit.supportDBufferText);
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m_MaterialEditor.ShaderProperty(enableGeometricSpecularAA, StylesBaseLit.enableGeometricSpecularAAText);
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if (enableGeometricSpecularAA.floatValue > 0.0)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(specularAAScreenSpaceVariance, StylesBaseLit.specularAAScreenSpaceVarianceText);
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m_MaterialEditor.ShaderProperty(specularAAThreshold, StylesBaseLit.specularAAThresholdText);
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EditorGUI.indentLevel--;
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}
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m_MaterialEditor.ShaderProperty(enableMotionVectorForVertexAnimation, StylesBaseUnlit.enableMotionVectorForVertexAnimationText);
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EditorGUI.BeginChangeCheck();
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m_MaterialEditor.ShaderProperty(displacementMode, StylesBaseLit.displacementModeText);
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if (EditorGUI.EndChangeCheck())
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{
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UpdateDisplacement();
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}
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if ((DisplacementMode)displacementMode.floatValue != DisplacementMode.None)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(displacementLockObjectScale, StylesBaseLit.lockWithObjectScaleText);
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m_MaterialEditor.ShaderProperty(displacementLockTilingScale, StylesBaseLit.lockWithTilingRateText);
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EditorGUI.indentLevel--;
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}
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if ((DisplacementMode)displacementMode.floatValue == DisplacementMode.Pixel)
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{
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EditorGUILayout.Space();
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(ppdMinSamples, StylesBaseLit.ppdMinSamplesText);
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m_MaterialEditor.ShaderProperty(ppdMaxSamples, StylesBaseLit.ppdMaxSamplesText);
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ppdMinSamples.floatValue = Mathf.Min(ppdMinSamples.floatValue, ppdMaxSamples.floatValue);
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m_MaterialEditor.ShaderProperty(ppdLodThreshold, StylesBaseLit.ppdLodThresholdText);
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m_MaterialEditor.ShaderProperty(ppdPrimitiveLength, StylesBaseLit.ppdPrimitiveLength);
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ppdPrimitiveLength.floatValue = Mathf.Max(0.01f, ppdPrimitiveLength.floatValue);
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m_MaterialEditor.ShaderProperty(ppdPrimitiveWidth, StylesBaseLit.ppdPrimitiveWidth);
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ppdPrimitiveWidth.floatValue = Mathf.Max(0.01f, ppdPrimitiveWidth.floatValue);
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invPrimScale.vectorValue = new Vector4(1.0f / ppdPrimitiveLength.floatValue, 1.0f / ppdPrimitiveWidth.floatValue); // Precompute
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m_MaterialEditor.ShaderProperty(depthOffsetEnable, StylesBaseLit.depthOffsetEnableText);
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EditorGUI.indentLevel--;
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}
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EditorGUI.indentLevel--;
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// Display tessellation option if it exist
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if (tessellationMode != null)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(StylesBaseLit.tessellationText, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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TessellationModePopup();
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m_MaterialEditor.ShaderProperty(tessellationFactor, StylesBaseLit.tessellationFactorText);
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m_MaterialEditor.ShaderProperty(tessellationFactorMinDistance, StylesBaseLit.tessellationFactorMinDistanceText);
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m_MaterialEditor.ShaderProperty(tessellationFactorMaxDistance, StylesBaseLit.tessellationFactorMaxDistanceText);
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// clamp min distance to be below max distance
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tessellationFactorMinDistance.floatValue = Math.Min(tessellationFactorMaxDistance.floatValue, tessellationFactorMinDistance.floatValue);
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m_MaterialEditor.ShaderProperty(tessellationFactorTriangleSize, StylesBaseLit.tessellationFactorTriangleSizeText);
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if ((TessellationMode)tessellationMode.floatValue == TessellationMode.Phong)
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{
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m_MaterialEditor.ShaderProperty(tessellationShapeFactor, StylesBaseLit.tessellationShapeFactorText);
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}
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if (doubleSidedEnable.floatValue == 0.0)
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{
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m_MaterialEditor.ShaderProperty(tessellationBackFaceCullEpsilon, StylesBaseLit.tessellationBackFaceCullEpsilonText);
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}
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EditorGUI.indentLevel--;
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}
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}
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protected override void VertexAnimationPropertiesGUI()
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{
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EditorGUILayout.LabelField(StylesBaseLit.vertexAnimation, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(windEnable, StylesBaseLit.windText);
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if (!windEnable.hasMixedValue && windEnable.floatValue > 0.0f)
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(windInitialBend, StylesBaseLit.windInitialBendText);
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m_MaterialEditor.ShaderProperty(windStiffness, StylesBaseLit.windStiffnessText);
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m_MaterialEditor.ShaderProperty(windDrag, StylesBaseLit.windDragText);
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m_MaterialEditor.ShaderProperty(windShiverDrag, StylesBaseLit.windShiverDragText);
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m_MaterialEditor.ShaderProperty(windShiverDirectionality, StylesBaseLit.windShiverDirectionalityText);
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EditorGUI.indentLevel--;
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}
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EditorGUI.indentLevel--;
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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 code change
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static public void SetupBaseLitKeywords(Material material)
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{
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SetupBaseUnlitKeywords(material);
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bool doubleSidedEnable = material.GetFloat(kDoubleSidedEnable) > 0.0f;
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if (doubleSidedEnable)
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{
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DoubleSidedNormalMode doubleSidedNormalMode = (DoubleSidedNormalMode)material.GetFloat(kDoubleSidedNormalMode);
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switch (doubleSidedNormalMode)
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{
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case DoubleSidedNormalMode.Mirror: // Mirror mode (in tangent space)
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material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
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break;
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case DoubleSidedNormalMode.Flip: // Flip mode (in tangent space)
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material.SetVector("_DoubleSidedConstants", new Vector4(-1.0f, -1.0f, -1.0f, 0.0f));
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break;
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case DoubleSidedNormalMode.None: // None mode (in tangent space)
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material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, 1.0f, 0.0f));
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break;
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}
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}
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// Set the reference value for the stencil test.
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int stencilRef = (int)StencilLightingUsage.RegularLighting;
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if ((int)material.GetFloat(kMaterialID) == (int)BaseLitGUI.MaterialId.LitSSS)
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{
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stencilRef = (int)StencilLightingUsage.SplitLighting;
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}
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// As we tag both during velocity pass and Gbuffer pass we need a separate state and we need to use the write mask
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material.SetInt(kStencilRef, stencilRef);
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material.SetInt(kStencilWriteMask, (int)HDRenderPipeline.StencilBitMask.LightingMask);
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material.SetInt(kStencilRefMV, (int)HDRenderPipeline.StencilBitMask.ObjectVelocity);
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material.SetInt(kStencilWriteMaskMV, (int)HDRenderPipeline.StencilBitMask.ObjectVelocity);
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bool enableDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) != DisplacementMode.None;
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bool enableVertexDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Vertex;
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bool enablePixelDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Pixel;
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bool enableTessellationDisplacement = ((DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Tessellation) && material.HasProperty(kTessellationMode);
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CoreUtils.SetKeyword(material, "_VERTEX_DISPLACEMENT", enableVertexDisplacement);
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CoreUtils.SetKeyword(material, "_PIXEL_DISPLACEMENT", enablePixelDisplacement);
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// Only set if tessellation exist
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CoreUtils.SetKeyword(material, "_TESSELLATION_DISPLACEMENT", enableTessellationDisplacement);
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bool displacementLockObjectScale = material.GetFloat(kDisplacementLockObjectScale) > 0.0;
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bool displacementLockTilingScale = material.GetFloat(kDisplacementLockTilingScale) > 0.0;
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// Tessellation reuse vertex flag.
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CoreUtils.SetKeyword(material, "_VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && (enableVertexDisplacement || enableTessellationDisplacement));
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CoreUtils.SetKeyword(material, "_PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && enablePixelDisplacement);
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CoreUtils.SetKeyword(material, "_DISPLACEMENT_LOCK_TILING_SCALE", displacementLockTilingScale && enableDisplacement);
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bool windEnabled = material.GetFloat(kWindEnabled) > 0.0f;
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CoreUtils.SetKeyword(material, "_VERTEX_WIND", windEnabled);
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// Depth offset is only enabled if per pixel displacement is
|
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bool depthOffsetEnable = (material.GetFloat(kDepthOffsetEnable) > 0.0f) && enablePixelDisplacement;
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CoreUtils.SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable);
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if (material.HasProperty(kTessellationMode))
|
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{
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TessellationMode tessMode = (TessellationMode)material.GetFloat(kTessellationMode);
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CoreUtils.SetKeyword(material, "_TESSELLATION_PHONG", tessMode == TessellationMode.Phong);
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}
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SetupMainTexForAlphaTestGI("_BaseColorMap", "_BaseColor", material);
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// Use negation so we don't create keyword by default
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CoreUtils.SetKeyword(material, "_DISABLE_DBUFFER", material.GetFloat(kSupportDBuffer) == 0.0);
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|
|
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CoreUtils.SetKeyword(material, "_ENABLE_GEOMETRIC_SPECULAR_AA", material.GetFloat(kEnableGeometricSpecularAA) == 1.0);
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}
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|
|
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static public void SetupBaseLitMaterialPass(Material material)
|
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{
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SetupBaseUnlitMaterialPass(material);
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}
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}
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} // namespace UnityEditor
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