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585 行
23 KiB
585 行
23 KiB
using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using System.Linq;
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namespace UnityEditor.Experimental.ScriptableRenderLoop
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{
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internal class LayeredLitGUI : LitGUI
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{
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public enum LayerUVBaseMapping
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{
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UV0,
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UV1,
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UV3,
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Planar,
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Triplanar,
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}
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public enum LayerUVDetailMapping
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{
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UV0,
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UV1,
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UV3
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}
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private class StylesLayer
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{
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public readonly GUIContent[] layerLabels =
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{
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new GUIContent("Layer 0"),
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new GUIContent("Layer 1"),
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new GUIContent("Layer 2"),
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new GUIContent("Layer 3"),
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};
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public readonly GUIContent materialLayerText = new GUIContent("Material");
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public readonly GUIContent syncButtonText = new GUIContent("Re-Synchronize Layers", "Re-synchronize all layers's properties with the referenced Material");
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public readonly GUIContent layersText = new GUIContent("Layers");
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public readonly GUIContent emissiveText = new GUIContent("Emissive");
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public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color if enabled)");
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public readonly GUIContent layerMapVertexColorText = new GUIContent("Use Vertex Color", "Layer mask (multiplied by layer mask if enabled)");
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public readonly GUIContent layerCountText = new GUIContent("Layer Count", "Number of layers.");
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public readonly GUIContent layerTexWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
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public readonly GUIContent UVBaseText = new GUIContent("Base UV Mapping", "Base UV Mapping mode of the layer.");
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public readonly GUIContent UVDetailText = new GUIContent("Detail UV Mapping", "Detail UV Mapping mode of the layer.");
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}
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static StylesLayer s_Styles = null;
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private static StylesLayer styles { get { if (s_Styles == null) s_Styles = new StylesLayer(); return s_Styles; } }
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// Needed for json serialization to work
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[Serializable]
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internal struct SerializeableGUIDs
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{
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public string[] GUIDArray;
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}
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const int kMaxLayerCount = 4;
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const int kSyncButtonWidth = 58;
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Material[] m_MaterialLayers = new Material[kMaxLayerCount];
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MaterialProperty layerMaskMap = null;
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const string kLayerMaskMap = "_LayerMaskMap";
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MaterialProperty layerMaskVertexColor = null;
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const string kLayerMaskVertexColor = "_LayerMaskVertexColor";
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MaterialProperty layerCount = null;
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const string kLayerCount = "_LayerCount";
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MaterialProperty[] layerTexWorldScale = new MaterialProperty[kMaxLayerCount];
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MaterialProperty[] layerUVBase = new MaterialProperty[kMaxLayerCount];
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MaterialProperty[] layerUVMappingMask = new MaterialProperty[kMaxLayerCount];
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MaterialProperty[] layerUVDetail = new MaterialProperty[kMaxLayerCount];
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MaterialProperty[] layerUVDetailsMappingMask = new MaterialProperty[kMaxLayerCount];
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MaterialProperty layerEmissiveColor = null;
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MaterialProperty layerEmissiveColorMap = null;
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MaterialProperty layerEmissiveIntensity = null;
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private void FindLayerProperties(MaterialProperty[] props)
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{
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layerMaskMap = FindProperty(kLayerMaskMap, props);
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layerMaskVertexColor = FindProperty(kLayerMaskVertexColor, props);
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layerCount = FindProperty(kLayerCount, props);
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for (int i = 0; i < numLayer; ++i)
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{
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layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, i), props);
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layerUVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, i), props);
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layerUVMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVMappingMask, i), props);
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layerUVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, i), props);
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layerUVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, i), props);
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}
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layerEmissiveColor = FindProperty(kEmissiveColor, props);
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layerEmissiveColorMap = FindProperty(kEmissiveColorMap, props);
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layerEmissiveIntensity = FindProperty(kEmissiveIntensity, props);
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}
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int numLayer
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{
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set { layerCount.floatValue = (float)value; }
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get { return (int)layerCount.floatValue; }
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}
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void SynchronizeAllLayersProperties()
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{
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for (int i = 0; i < numLayer; ++i)
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{
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SynchronizeLayerProperties(i);
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}
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}
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void SynchronizeLayerProperties(int layerIndex)
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{
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string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVDetailsMappingMask };
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Material material = m_MaterialEditor.target as Material;
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Material layerMaterial = m_MaterialLayers[layerIndex];
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if (layerMaterial != null)
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{
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Shader layerShader = layerMaterial.shader;
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int propertyCount = ShaderUtil.GetPropertyCount(layerShader);
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for (int i = 0; i < propertyCount; ++i)
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{
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string propertyName = ShaderUtil.GetPropertyName(layerShader, i);
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string layerPropertyName = propertyName + layerIndex;
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if(!exclusionList.Contains(propertyName))
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{
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if (material.HasProperty(layerPropertyName))
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{
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ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
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switch (type)
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{
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case ShaderUtil.ShaderPropertyType.Color:
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{
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material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
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break;
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}
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case ShaderUtil.ShaderPropertyType.Float:
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case ShaderUtil.ShaderPropertyType.Range:
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{
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material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
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break;
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}
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case ShaderUtil.ShaderPropertyType.Vector:
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{
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material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
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break;
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}
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case ShaderUtil.ShaderPropertyType.TexEnv:
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{
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material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
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material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName));
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material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName));
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break;
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}
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}
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}
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}
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}
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}
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}
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void InitializeMaterialLayers(AssetImporter materialImporter)
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{
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if (materialImporter.userData != string.Empty)
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{
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SerializeableGUIDs layersGUID = JsonUtility.FromJson<SerializeableGUIDs>(materialImporter.userData);
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if (layersGUID.GUIDArray.Length > 0)
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{
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m_MaterialLayers = new Material[layersGUID.GUIDArray.Length];
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for (int i = 0; i < layersGUID.GUIDArray.Length; ++i)
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{
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m_MaterialLayers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
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}
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}
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}
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}
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void SaveMaterialLayers(AssetImporter materialImporter)
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{
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SerializeableGUIDs layersGUID;
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layersGUID.GUIDArray = new string[m_MaterialLayers.Length];
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for (int i = 0; i < m_MaterialLayers.Length; ++i)
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{
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if (m_MaterialLayers[i] != null)
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layersGUID.GUIDArray[i] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(m_MaterialLayers[i].GetInstanceID()));
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}
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materialImporter.userData = JsonUtility.ToJson(layersGUID);
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}
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bool CheckInputOptionConsistency(string optionName, string[] shortNames, ref string outValueNames)
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{
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bool result = true;
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outValueNames = "";
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for (int i = 0; i < numLayer; ++i)
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{
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Material layer = m_MaterialLayers[i];
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if (layer != null)
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{
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int currentValue = (int)layer.GetFloat(optionName); // All options are in fact enums
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Debug.Assert(currentValue < shortNames.Length);
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outValueNames += shortNames[currentValue] + " ";
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for (int j = i + 1; j < numLayer; ++j)
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{
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Material otherLayer = m_MaterialLayers[j];
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if (otherLayer != null)
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{
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if (currentValue != (int)otherLayer.GetFloat(optionName))
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{
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result = false;
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}
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}
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}
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}
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else
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{
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outValueNames += "X ";
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}
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}
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return result;
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}
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bool CheckInputMapConsistency(string mapName, ref string outValueNames)
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{
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bool result = true;
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outValueNames = "";
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for (int i = 0; i < numLayer; ++i)
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{
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Material layer = m_MaterialLayers[i];
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if (layer != null)
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{
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bool currentValue = layer.GetTexture(mapName) != null;
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outValueNames += (currentValue ? "Y" : "N") + " ";
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for (int j = i + 1; j < numLayer; ++j)
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{
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Material otherLayer = m_MaterialLayers[j];
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if (otherLayer != null)
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{
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bool otherValue = otherLayer.GetTexture(mapName) != null;
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if (currentValue != otherValue)
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{
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result = false;
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}
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}
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}
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}
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else
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{
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outValueNames += "N ";
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}
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}
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return result;
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}
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void CheckLayerConsistency()
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{
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string optionValueNames = "";
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// We need to check consistency between all layers.
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// Each input options and each input maps can result in different #defines in the shader so all of them need to be consistent
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// otherwise the result will be undetermined
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// Input options consistency
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string[] smoothnessSourceShortNames = { "Mask", "Albedo" };
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string[] normalMapShortNames = { "Tan", "Obj" };
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string[] heightMapShortNames = { "Parallax", "Disp" };
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string[] detailModeShortNames = { "DNormal", "DAOHeight" };
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string warningInputOptions = "";
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if (!CheckInputOptionConsistency(kSmoothnessTextureChannel, smoothnessSourceShortNames, ref optionValueNames))
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{
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warningInputOptions += "Smoothness Source: " + optionValueNames + "\n";
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}
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if (!CheckInputOptionConsistency(kNormalMapSpace, normalMapShortNames, ref optionValueNames))
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{
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warningInputOptions += "Normal Map Space: " + optionValueNames + "\n";
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}
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if (!CheckInputOptionConsistency(kHeightMapMode, heightMapShortNames, ref optionValueNames))
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{
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warningInputOptions += "Height Map Mode: " + optionValueNames + "\n";
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}
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if (!CheckInputOptionConsistency(kDetailMapMode, detailModeShortNames, ref optionValueNames))
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{
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warningInputOptions += "Detail Map Mode: " + optionValueNames + "\n";
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}
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if (warningInputOptions != string.Empty)
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{
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warningInputOptions = "Input Option Consistency Error:\n" + warningInputOptions;
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}
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// Check input maps consistency
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string warningInputMaps = "";
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if (!CheckInputMapConsistency(kNormalMap, ref optionValueNames))
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{
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warningInputMaps += "Normal Map: " + optionValueNames + "\n";
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}
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if (!CheckInputMapConsistency(kDetailMap, ref optionValueNames))
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{
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warningInputMaps += "Detail Map: " + optionValueNames + "\n";
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}
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if (!CheckInputMapConsistency(kMaskMap, ref optionValueNames))
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{
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warningInputMaps += "Mask Map: " + optionValueNames + "\n";
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}
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if (!CheckInputMapConsistency(kSpecularOcclusionMap, ref optionValueNames))
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{
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warningInputMaps += "Specular Occlusion Map: " + optionValueNames + "\n";
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}
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if (!CheckInputMapConsistency(kHeightMap, ref optionValueNames))
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{
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warningInputMaps += "Height Map: " + optionValueNames + "\n";
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}
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if (warningInputMaps != string.Empty)
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{
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warningInputMaps = "Input Maps Consistency Error:\n" + warningInputMaps;
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if (warningInputOptions != string.Empty)
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warningInputMaps = "\n" + warningInputMaps;
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}
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string warning = warningInputOptions + warningInputMaps;
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if (warning != string.Empty)
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{
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EditorGUILayout.HelpBox(warning, MessageType.Error);
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}
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}
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void SynchronizeInputOptions()
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{
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Material material = m_MaterialEditor.target as Material;
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// We synchronize input options with the firsts non null Layer (all layers should have consistent options)
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Material firstLayer = null;
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int i = 0;
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while (i < numLayer && !(firstLayer = m_MaterialLayers[i])) ++i;
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if (firstLayer != null)
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{
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material.SetFloat(kSmoothnessTextureChannel, firstLayer.GetFloat(kSmoothnessTextureChannel));
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material.SetFloat(kNormalMapSpace, firstLayer.GetFloat(kNormalMapSpace));
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material.SetFloat(kHeightMapMode, firstLayer.GetFloat(kHeightMapMode));
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// Force emissive to be emissive color
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material.SetFloat(kEmissiveColorMode, (float)EmissiveColorMode.UseEmissiveColor);
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}
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}
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bool DoLayerGUI(AssetImporter materialImporter, int layerIndex)
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{
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bool result = false;
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EditorGUILayout.LabelField(styles.layerLabels[layerIndex]);
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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m_MaterialLayers[layerIndex] = EditorGUILayout.ObjectField(styles.materialLayerText, m_MaterialLayers[layerIndex], typeof(Material), true) as Material;
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(materialImporter, "Change layer material");
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SynchronizeLayerProperties(layerIndex);
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result = true;
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}
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EditorGUI.BeginChangeCheck();
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m_MaterialEditor.ShaderProperty(layerUVBase[layerIndex], styles.UVBaseText);
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if (EditorGUI.EndChangeCheck())
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{
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SynchronizeLayerProperties(layerIndex);
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result = true;
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}
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if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar) ||
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((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Triplanar))
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{
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(layerTexWorldScale[layerIndex], styles.layerTexWorldScaleText);
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EditorGUI.indentLevel--;
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}
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else
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{
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EditorGUI.BeginChangeCheck();
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m_MaterialEditor.ShaderProperty(layerUVDetail[layerIndex], styles.UVDetailText);
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if (EditorGUI.EndChangeCheck())
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{
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SynchronizeLayerProperties(layerIndex);
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result = true;
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}
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}
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EditorGUI.indentLevel--;
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return result;
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}
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bool DoLayersGUI(AssetImporter materialImporter)
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{
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Material material = m_MaterialEditor.target as Material;
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bool layerChanged = false;
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GUI.changed = false;
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EditorGUI.indentLevel++;
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GUILayout.Label(styles.layersText, EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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int newLayerCount = EditorGUILayout.IntSlider(styles.layerCountText, (int)layerCount.floatValue, 2, 4);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(material, "Change layer count");
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layerCount.floatValue = (float)newLayerCount;
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SynchronizeAllLayersProperties();
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layerChanged = true;
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}
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m_MaterialEditor.ShaderProperty(layerMaskVertexColor, styles.layerMapVertexColorText);
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m_MaterialEditor.TexturePropertySingleLine(styles.layerMapMaskText, layerMaskMap);
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EditorGUILayout.Space();
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for (int i = 0; i < numLayer; i++)
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{
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layerChanged |= DoLayerGUI(materialImporter, i);
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}
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EditorGUILayout.Space();
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GUILayout.BeginHorizontal();
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{
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GUILayout.FlexibleSpace();
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if (GUILayout.Button(styles.syncButtonText))
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{
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SynchronizeAllLayersProperties();
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layerChanged = true;
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}
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}
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GUILayout.EndHorizontal();
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EditorGUI.indentLevel--;
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layerChanged |= GUI.changed;
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GUI.changed = false;
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return layerChanged;
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}
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protected override void SetupKeywordsForInputMaps(Material material)
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{
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// Find first non null layer
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int i = 0;
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while (i < numLayer && (m_MaterialLayers[i] == null)) ++i;
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if (i < numLayer)
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{
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SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap + i));
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SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap + i));
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SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kSpecularOcclusionMap + i));
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SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap + i));
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SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap + i));
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}
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SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
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SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", material.GetFloat(kLayerMaskVertexColor) != 0.0f);
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}
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void SetupMaterialForLayers(Material material)
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{
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if (numLayer == 4)
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{
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SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true);
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SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
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}
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else if (numLayer == 3)
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{
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SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
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SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true);
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}
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else
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{
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SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
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SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
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}
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const string kLayerMappingTriplanar = "_LAYER_MAPPING_TRIPLANAR_";
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for (int i = 0 ; i < numLayer; ++i)
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{
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// We setup the masking map based on the enum for each layer.
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// using mapping mask allow to reduce the number of generated combination for a very small increase in ALU
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string layerUVBaseParam = string.Format("{0}{1}", kUVBase, i);
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LayerUVBaseMapping layerUVBaseMapping = (LayerUVBaseMapping)material.GetFloat(layerUVBaseParam);
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string layerUVDetailParam = string.Format("{0}{1}", kUVDetail, i);
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LayerUVDetailMapping layerUVDetailMapping = (LayerUVDetailMapping)material.GetFloat(layerUVDetailParam);
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string currentLayerMappingTriplanar = string.Format("{0}{1}", kLayerMappingTriplanar, i);
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float X, Y, Z, W;
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X = (layerUVBaseMapping == LayerUVBaseMapping.UV0) ? 1.0f : 0.0f;
|
|
Y = (layerUVBaseMapping == LayerUVBaseMapping.UV1) ? 1.0f : 0.0f;
|
|
Z = (layerUVBaseMapping == LayerUVBaseMapping.UV3) ? 1.0f : 0.0f;
|
|
W = (layerUVBaseMapping == LayerUVBaseMapping.Planar) ? 1.0f : 0.0f;
|
|
layerUVMappingMask[i].colorValue = new Color(X, Y, Z, W);
|
|
|
|
SetKeyword(material, currentLayerMappingTriplanar, layerUVBaseMapping == LayerUVBaseMapping.Triplanar);
|
|
|
|
// If base is planar mode, detail is planar too
|
|
if (W > 0.0f)
|
|
{
|
|
X = Y = Z = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
X = (layerUVDetailMapping == LayerUVDetailMapping.UV0) ? 1.0f : 0.0f;
|
|
Y = (layerUVDetailMapping == LayerUVDetailMapping.UV1) ? 1.0f : 0.0f;
|
|
Z = (layerUVDetailMapping == LayerUVDetailMapping.UV3) ? 1.0f : 0.0f;
|
|
}
|
|
layerUVDetailsMappingMask[i].colorValue = new Color(X, Y, Z, 0.0f); // W Reuse planar mode from base
|
|
}
|
|
}
|
|
|
|
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
|
|
{
|
|
FindOptionProperties(props);
|
|
FindLayerProperties(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 = DoLayersGUI(materialImporter);
|
|
|
|
EditorGUILayout.Space();
|
|
GUILayout.Label(Styles.emissiveText, EditorStyles.boldLabel);
|
|
EditorGUI.indentLevel++;
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, layerEmissiveColorMap, layerEmissiveColor);
|
|
m_MaterialEditor.ShaderProperty(layerEmissiveIntensity, Styles.emissiveIntensityText);
|
|
m_MaterialEditor.LightmapEmissionProperty(1);
|
|
EditorGUI.indentLevel--;
|
|
|
|
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
|