您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
64 行
2.3 KiB
64 行
2.3 KiB
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace UnityEditor.Experimental.ScriptableRenderLoop
|
|
{
|
|
class UnlitGUI : BaseUnlitGUI
|
|
{
|
|
MaterialProperty color = null;
|
|
MaterialProperty colorMap = null;
|
|
MaterialProperty emissiveColor = null;
|
|
MaterialProperty emissiveColorMap = null;
|
|
MaterialProperty emissiveIntensity = null;
|
|
|
|
protected const string kEmissiveColorMap = "_EmissiveColorMap";
|
|
protected const string kEmissiveIntensity = "_EmissiveIntensity";
|
|
|
|
override protected void FindInputProperties(MaterialProperty[] props)
|
|
{
|
|
color = FindProperty("_Color", props);
|
|
colorMap = FindProperty("_ColorMap", props);
|
|
emissiveColor = FindProperty("_EmissiveColor", props);
|
|
emissiveColorMap = FindProperty(kEmissiveColorMap, props);
|
|
emissiveIntensity = FindProperty("_EmissiveIntensity", props);
|
|
}
|
|
|
|
override protected void ShaderInputGUI()
|
|
{
|
|
EditorGUI.indentLevel++;
|
|
|
|
GUILayout.Label(Styles.InputsText, EditorStyles.boldLabel);
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.colorText, colorMap, color);
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
|
|
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
|
|
m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
|
|
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
|
|
override protected void ShaderInputOptionsGUI()
|
|
{
|
|
}
|
|
|
|
protected override void FindInputOptionProperties(MaterialProperty[] props)
|
|
{
|
|
}
|
|
|
|
protected override void SetupInputMaterial(Material material)
|
|
{
|
|
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
|
|
}
|
|
|
|
protected override bool ShouldEmissionBeEnabled(Material mat)
|
|
{
|
|
float emissiveIntensity = mat.GetFloat(kEmissiveIntensity);
|
|
var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
|
|
return emissiveIntensity > 0.0f || realtimeEmission;
|
|
}
|
|
|
|
}
|
|
|
|
} // namespace UnityEditor
|