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764 行
33 KiB
764 行
33 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.Rendering.HDPipeline
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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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UV2,
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UV3,
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Planar,
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Triplanar,
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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("Base Layer"),
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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 GUIStyle[] layerLabelColors =
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{
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new GUIStyle(EditorStyles.label),
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new GUIStyle(EditorStyles.label),
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new GUIStyle(EditorStyles.label),
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new GUIStyle(EditorStyles.label)
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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", "If no layer mask is set, vertex color values between 0 and 1.0 are used as final mask.\nIf a layer mask is set, vertex color values are remapped between -1 and 1 and added to the mask (neutral at 0.5 vertex color).");
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public readonly GUIContent vertexColorHeightMultiplierText = new GUIContent("Vertex Height Scale", "Scale applied to the vertex color height.");
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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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public readonly GUIContent useHeightBasedBlendText = new GUIContent("Use Height Based Blend", "Layer will be blended with the underlying layer based on the height.");
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public readonly GUIContent heightOffsetText = new GUIContent("Height Offset", "Height offset from the previous layer.");
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public readonly GUIContent inheritBaseLayerText = new GUIContent("Inherit Base Layer Normal", "Inherit the normal from the base layer.");
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public readonly GUIContent heightFactorText = new GUIContent("Height Multiplier", "Scale applied to the height of the layer.");
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public readonly GUIContent blendSizeText = new GUIContent("Blend Size", "Thickness over which the layer will be blended with the previous one.");
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public StylesLayer()
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{
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layerLabelColors[1].normal.textColor = Color.red;
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layerLabelColors[2].normal.textColor = Color.green;
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layerLabelColors[3].normal.textColor = Color.blue;
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}
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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[] layerUVMappingPlanar = 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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const string kUseHeightBasedBlend = "_UseHeightBasedBlend";
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MaterialProperty useHeightBasedBlend = null;
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const string kHeightOffset = "_HeightOffset";
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MaterialProperty[] heightOffset = new MaterialProperty[kMaxLayerCount-1];
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const string kInheritBaseLayer = "_InheritBaseLayer";
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MaterialProperty[] inheritBaseLayer = new MaterialProperty[kMaxLayerCount - 1];
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const string kHeightFactor = "_HeightFactor";
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MaterialProperty[] heightFactor = new MaterialProperty[kMaxLayerCount-1];
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const string kBlendSize = "_BlendSize";
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MaterialProperty[] blendSize = new MaterialProperty[kMaxLayerCount-1];
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const string kVertexColorHeightFactor = "_VertexColorHeightFactor";
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MaterialProperty vertexColorHeightFactor = null;
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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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override protected void FindMaterialProperties(MaterialProperty[] props)
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{
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FindMaterialOptionProperties(props);
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layerMaskMap = FindProperty(kLayerMaskMap, props);
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layerMaskVertexColor = FindProperty(kLayerMaskVertexColor, props);
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vertexColorHeightFactor = FindProperty(kVertexColorHeightFactor, props);
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layerCount = FindProperty(kLayerCount, props);
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useHeightBasedBlend = FindProperty(kUseHeightBasedBlend, props);
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for (int i = 0; i < kMaxLayerCount; ++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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layerUVMappingPlanar[i] = FindProperty(string.Format("{0}{1}", kUVMappingPlanar, 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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if(i != 0)
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{
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inheritBaseLayer[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseLayer, i), props);
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heightOffset[i-1] = FindProperty(string.Format("{0}{1}", kHeightOffset, i), props);
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heightFactor[i-1] = FindProperty(string.Format("{0}{1}", kHeightFactor, i), props);
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blendSize[i-1] = FindProperty(string.Format("{0}{1}", kBlendSize, i), props);
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}
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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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public static void SynchronizeAllLayers(Material material)
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{
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int layerCount = (int)material.GetFloat("_LayerCount");
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AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
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Material[] layers = null;
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InitializeMaterialLayers(materialImporter, ref layers);
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for (int i = 0 ; i < layerCount ; ++i)
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{
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SynchronizeLayerProperties(material, layers, i);
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}
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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(m_MaterialEditor.target as Material, m_MaterialLayers, i);
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}
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}
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static void SynchronizeLayerProperties(Material material, Material[] layers, int layerIndex)
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{
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string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVMappingPlanar, kUVDetailsMappingMask };
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Material layerMaterial = layers[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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static void InitializeMaterialLayers(AssetImporter materialImporter, ref Material[] layers)
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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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layers = 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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layers[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 CheckInputFloatOptionConsistency(string optionName, 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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float currentValue = layer.GetFloat(optionName);
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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 != 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[] 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 (!CheckInputFloatOptionConsistency(kEnablePerPixelDisplacement, ref optionValueNames))
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{
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warningInputOptions += "Per pixel displacement: " + 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(kEnablePerPixelDisplacement, firstLayer.GetFloat(kEnablePerPixelDisplacement));
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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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Material material = m_MaterialEditor.target as Material;
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EditorGUILayout.LabelField(styles.layerLabels[layerIndex], styles.layerLabelColors[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(material, m_MaterialLayers, 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(material, m_MaterialLayers, 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(material, m_MaterialLayers, layerIndex);
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result = true;
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}
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}
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if(layerIndex > 0)
|
|
{
|
|
if (!useHeightBasedBlend.hasMixedValue && useHeightBasedBlend.floatValue != 0.0f)
|
|
{
|
|
int heightParamIndex = layerIndex - 1;
|
|
|
|
m_MaterialEditor.ShaderProperty(inheritBaseLayer[heightParamIndex], styles.inheritBaseLayerText);
|
|
m_MaterialEditor.ShaderProperty(heightOffset[heightParamIndex], styles.heightOffsetText);
|
|
m_MaterialEditor.ShaderProperty(heightFactor[heightParamIndex], styles.heightFactorText);
|
|
m_MaterialEditor.ShaderProperty(blendSize[heightParamIndex], styles.blendSizeText);
|
|
}
|
|
}
|
|
|
|
EditorGUI.indentLevel--;
|
|
|
|
if(layerIndex == 0)
|
|
EditorGUILayout.Space();
|
|
|
|
return result;
|
|
}
|
|
|
|
bool DoLayersGUI(AssetImporter materialImporter)
|
|
{
|
|
Material material = m_MaterialEditor.target as Material;
|
|
|
|
bool layerChanged = false;
|
|
|
|
GUI.changed = false;
|
|
|
|
EditorGUI.indentLevel++;
|
|
GUILayout.Label(styles.layersText, EditorStyles.boldLabel);
|
|
|
|
EditorGUI.showMixedValue = layerCount.hasMixedValue;
|
|
EditorGUI.BeginChangeCheck();
|
|
int newLayerCount = EditorGUILayout.IntSlider(styles.layerCountText, (int)layerCount.floatValue, 2, 4);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
Undo.RecordObject(material, "Change layer count");
|
|
layerCount.floatValue = (float)newLayerCount;
|
|
SynchronizeAllLayersProperties();
|
|
layerChanged = true;
|
|
}
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(styles.layerMapMaskText, layerMaskMap);
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
EditorGUI.showMixedValue = useHeightBasedBlend.hasMixedValue;
|
|
bool enabled = EditorGUILayout.Toggle(styles.useHeightBasedBlendText, useHeightBasedBlend.floatValue > 0.0f);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
useHeightBasedBlend.floatValue = enabled ? 1.0f : 0.0f;
|
|
}
|
|
if (enabled)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(vertexColorHeightFactor, styles.vertexColorHeightMultiplierText);
|
|
}
|
|
else
|
|
{
|
|
m_MaterialEditor.ShaderProperty(layerMaskVertexColor, styles.layerMapVertexColorText);
|
|
}
|
|
|
|
|
|
EditorGUILayout.Space();
|
|
|
|
for (int i = 0; i < numLayer; i++)
|
|
{
|
|
layerChanged |= DoLayerGUI(materialImporter, i);
|
|
}
|
|
|
|
EditorGUILayout.Space();
|
|
GUILayout.BeginHorizontal();
|
|
{
|
|
GUILayout.FlexibleSpace();
|
|
if (GUILayout.Button(styles.syncButtonText))
|
|
{
|
|
SynchronizeAllLayersProperties();
|
|
layerChanged = true;
|
|
}
|
|
}
|
|
GUILayout.EndHorizontal();
|
|
|
|
EditorGUI.indentLevel--;
|
|
|
|
layerChanged |= GUI.changed;
|
|
GUI.changed = false;
|
|
|
|
return layerChanged;
|
|
}
|
|
|
|
protected override void SetupMaterialKeywords(Material material)
|
|
{
|
|
SetupCommonOptionsKeywords(material);
|
|
SetupLayersKeywords(material);
|
|
|
|
// Find first non null layer
|
|
int i = 0;
|
|
while (i < numLayer && (m_MaterialLayers[i] == null)) ++i;
|
|
|
|
if (i < numLayer)
|
|
{
|
|
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap + i));
|
|
SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap + i));
|
|
SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kSpecularOcclusionMap + i));
|
|
SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap + i));
|
|
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap + i));
|
|
|
|
SetKeyword(material, "_DETAIL_MAP_WITH_NORMAL", ((DetailMapMode)material.GetFloat(kDetailMapMode)) == DetailMapMode.DetailWithNormal);
|
|
bool perPixelDisplacement = material.GetFloat(kEnablePerPixelDisplacement) == 1.0;
|
|
SetKeyword(material, "_PER_PIXEL_DISPLACEMENT", perPixelDisplacement);
|
|
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", ((NormalMapSpace)material.GetFloat(kNormalMapSpace)) == NormalMapSpace.TangentSpace);
|
|
SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", ((SmoothnessMapChannel)material.GetFloat(kSmoothnessTextureChannel)) == SmoothnessMapChannel.AlbedoAlpha);
|
|
}
|
|
|
|
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
|
|
bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f;
|
|
if(useHeightBasedBlend)
|
|
{
|
|
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
|
|
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
|
|
SetKeyword(material, "_HEIGHT_BASED_BLEND", true);
|
|
}
|
|
else
|
|
{
|
|
if (material.GetTexture(kLayerMaskMap) != null)
|
|
{
|
|
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", material.GetFloat(kLayerMaskVertexColor) != 0.0f);
|
|
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
|
|
}
|
|
else
|
|
{
|
|
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", material.GetFloat(kLayerMaskVertexColor) != 0.0f);
|
|
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
|
|
}
|
|
SetKeyword(material, "_HEIGHT_BASED_BLEND", false);
|
|
}
|
|
|
|
// We have to check for each layer if the UV2 or UV3 is needed.
|
|
bool needUV3 = false;
|
|
bool needUV2 = false;
|
|
for (int layer = 0; layer < numLayer; ++layer)
|
|
{
|
|
string uvBase = string.Format("{0}{1}", kUVBase, layer);
|
|
string uvDetail = string.Format("{0}{1}", kUVDetail, layer);
|
|
|
|
if ( ((UVDetailMapping)material.GetFloat(uvDetail) == UVDetailMapping.UV2) ||
|
|
((LayerUVBaseMapping)material.GetFloat(uvBase) == LayerUVBaseMapping.UV2) )
|
|
{
|
|
needUV2 = true;
|
|
}
|
|
|
|
if ( ((UVDetailMapping)material.GetFloat(uvDetail) == UVDetailMapping.UV3) ||
|
|
((LayerUVBaseMapping)material.GetFloat(uvBase) == LayerUVBaseMapping.UV3) )
|
|
{
|
|
needUV3 = true;
|
|
break; // If we find it UV3 let's early out
|
|
}
|
|
}
|
|
|
|
if (needUV3)
|
|
{
|
|
material.DisableKeyword("_REQUIRE_UV2");
|
|
material.EnableKeyword("_REQUIRE_UV3");
|
|
}
|
|
else if (needUV2)
|
|
{
|
|
material.EnableKeyword("_REQUIRE_UV2");
|
|
material.DisableKeyword("_REQUIRE_UV3");
|
|
}
|
|
else
|
|
{
|
|
material.DisableKeyword("_REQUIRE_UV2");
|
|
material.DisableKeyword("_REQUIRE_UV3");
|
|
}
|
|
}
|
|
|
|
void SetupLayersKeywords(Material material)
|
|
{
|
|
if (numLayer == 4)
|
|
{
|
|
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true);
|
|
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
|
|
}
|
|
else if (numLayer == 3)
|
|
{
|
|
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
|
|
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true);
|
|
}
|
|
else
|
|
{
|
|
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
|
|
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
|
|
}
|
|
|
|
const string kLayerMappingTriplanar = "_LAYER_MAPPING_TRIPLANAR_";
|
|
|
|
for (int i = 0 ; i < numLayer; ++i)
|
|
{
|
|
// We setup the masking map based on the enum for each layer.
|
|
// using mapping mask allow to reduce the number of generated combination for a very small increase in ALU
|
|
string layerUVBaseParam = string.Format("{0}{1}", kUVBase, i);
|
|
LayerUVBaseMapping layerUVBaseMapping = (LayerUVBaseMapping)material.GetFloat(layerUVBaseParam);
|
|
string layerUVDetailParam = string.Format("{0}{1}", kUVDetail, i);
|
|
UVDetailMapping layerUVDetailMapping = (UVDetailMapping)material.GetFloat(layerUVDetailParam);
|
|
string currentLayerMappingTriplanar = string.Format("{0}{1}", kLayerMappingTriplanar, i);
|
|
|
|
float X, Y, Z, W;
|
|
X = (layerUVBaseMapping == LayerUVBaseMapping.UV0) ? 1.0f : 0.0f;
|
|
Y = (layerUVBaseMapping == LayerUVBaseMapping.UV1) ? 1.0f : 0.0f;
|
|
Z = (layerUVBaseMapping == LayerUVBaseMapping.UV2) ? 1.0f : 0.0f;
|
|
W = (layerUVBaseMapping == LayerUVBaseMapping.UV3) ? 1.0f : 0.0f;
|
|
layerUVMappingMask[i].colorValue = new Color(X, Y, Z, W);
|
|
layerUVMappingPlanar[i].floatValue = (layerUVBaseMapping == LayerUVBaseMapping.Planar) ? 1.0f : 0.0f;
|
|
|
|
SetKeyword(material, currentLayerMappingTriplanar, layerUVBaseMapping == LayerUVBaseMapping.Triplanar);
|
|
|
|
X = (layerUVDetailMapping == UVDetailMapping.UV0) ? 1.0f : 0.0f;
|
|
Y = (layerUVDetailMapping == UVDetailMapping.UV1) ? 1.0f : 0.0f;
|
|
Z = (layerUVDetailMapping == UVDetailMapping.UV2) ? 1.0f : 0.0f;
|
|
W = (layerUVDetailMapping == UVDetailMapping.UV3) ? 1.0f : 0.0f;
|
|
layerUVDetailsMappingMask[i].colorValue = new Color(X, Y, Z, W);
|
|
}
|
|
}
|
|
|
|
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
|
|
{
|
|
FindCommonOptionProperties(props);
|
|
FindMaterialProperties(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, ref m_MaterialLayers);
|
|
|
|
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)
|
|
{
|
|
SetupMaterialKeywords((Material)obj);
|
|
}
|
|
|
|
SaveMaterialLayers(materialImporter);
|
|
}
|
|
|
|
m_MaterialEditor.serializedObject.ApplyModifiedProperties();
|
|
}
|
|
}
|
|
} // namespace UnityEditor
|