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891 行
53 KiB
891 行
53 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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class LitGUI : BaseLitGUI
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{
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protected static class Styles
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{
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public static string InputsText = "Inputs";
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public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)");
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public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
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public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor");
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public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness scale factor");
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public static GUIContent smoothnessRemappingText = new GUIContent("Smoothness Remapping", "Smoothness remapping");
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public static GUIContent aoRemappingText = new GUIContent("AmbientOcclusion Remapping", "AmbientOcclusion remapping");
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public static GUIContent maskMapSText = new GUIContent("Mask Map - M(R), AO(G), D(B), S(A)", "Mask map");
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public static GUIContent maskMapSpecularText = new GUIContent("Mask Map - AO(G), D(B), S(A)", "Mask map");
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public static GUIContent normalMapSpaceText = new GUIContent("Normal Map space", "");
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public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");
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public static GUIContent normalMapOSText = new GUIContent("Normal Map OS", "Normal Map (BC7/DXT1/RGB)");
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public static GUIContent bentNormalMapText = new GUIContent("Bent normal map", "Use only with indirect diffuse lighting (Lightmap/lightprobe) - Cosine weighted Bent Normal Map (average unoccluded direction) (BC7/BC5/DXT5(nm))");
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public static GUIContent bentNormalMapOSText = new GUIContent("Bent normal map OS", "Use only with indirect diffuse lighting (Lightmap/lightprobe) - Bent Normal Map (BC7/DXT1/RGB)");
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// Height
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public static GUIContent heightMapText = new GUIContent("Height Map (R)", "Height Map.\nFor floating point textures, min, max and base value should be 0, 1 and 0.");
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public static GUIContent heightMapCenterText = new GUIContent("Base", "Base of the heightmap in the texture (between 0 and 1)");
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public static GUIContent heightMapMinText = new GUIContent("Min (cm)", "Minimum value in the heightmap (in centimeters)");
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public static GUIContent heightMapMaxText = new GUIContent("Max (cm)", "Maximum value in the heightmap (in centimeters)");
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public static GUIContent heightMapAmplitudeText = new GUIContent("Amplitude (cm)", "Amplitude of the heightmap (in centimeters)");
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public static GUIContent heightMapOffsetText = new GUIContent("Offset (cm)", "Offset applied to the heightmap (in centimeters)");
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public static GUIContent heightMapParametrization = new GUIContent("Parametrization", "Parametrization of the heightmap");
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public static GUIContent tangentMapText = new GUIContent("Tangent Map", "Tangent Map (BC7/BC5/DXT5(nm))");
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public static GUIContent tangentMapOSText = new GUIContent("Tangent Map OS", "Tangent Map (BC7/DXT1/RGB)");
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public static GUIContent anisotropyText = new GUIContent("Anisotropy", "Anisotropy scale factor");
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public static GUIContent anisotropyMapText = new GUIContent("Anisotropy Map (R)", "Anisotropy");
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public static GUIContent UVBaseMappingText = new GUIContent("Base UV mapping", "");
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public static GUIContent texWorldScaleText = new GUIContent("World scale", "Tiling factor applied to Planar/Trilinear mapping");
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// Details
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public static string detailText = "Detail Inputs";
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public static GUIContent UVDetailMappingText = new GUIContent("Detail UV mapping", "");
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public static GUIContent detailMapNormalText = new GUIContent("Detail Map A(R) Ny(G) S(B) Nx(A)", "Detail Map");
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public static GUIContent detailAlbedoScaleText = new GUIContent("Detail AlbedoScale", "Detail Albedo Scale factor");
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public static GUIContent detailNormalScaleText = new GUIContent("Detail NormalScale", "Normal Scale factor");
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public static GUIContent detailSmoothnessScaleText = new GUIContent("Detail SmoothnessScale", "Smoothness Scale factor");
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public static GUIContent linkDetailsWithBaseText = new GUIContent("Lock to Base Tiling/Offset", "Lock details Tiling/Offset to Base Tiling/Offset");
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// Subsurface
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public static GUIContent diffusionProfileText = new GUIContent("Diffusion profile", "A profile determines the shape of the SSS/transmission filter.");
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public static GUIContent subsurfaceMaskText = new GUIContent("Subsurface mask", "Determines the strength of the subsurface scattering effect.");
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public static GUIContent subsurfaceMaskMapText = new GUIContent("Subsurface mask map (R)", "Determines the strength of the subsurface scattering effect.");
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public static GUIContent thicknessText = new GUIContent("Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
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public static GUIContent thicknessMapText = new GUIContent("Thickness map (R)", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
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public static GUIContent thicknessRemapText = new GUIContent("Thickness Remap", "Remaps values of the thickness map from [0, 1] to the specified range.");
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// Clear Coat
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public static GUIContent coatMaskText = new GUIContent("Coat Mask", "Attenuate the coating effect (similar to change to IOR of 1");
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// Specular color
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public static GUIContent energyConservingSpecularColorText = new GUIContent("Energy Conserving Specular Color", "Enable energy conservation when using Specular Color mode (i.e high Specular Color mean lower Diffuse Color");
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public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular color (RGB)");
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// Specular occlusion
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public static GUIContent enableSpecularOcclusionText = new GUIContent("Enable Specular Occlusion from Bent normal", "Require cosine weighted bent normal and cosine weighted ambient occlusion. Specular occlusion for reflection probe");
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public static GUIContent specularOcclusionWarning = new GUIContent("Require a cosine weighted bent normal and ambient occlusion maps");
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// Emissive
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public static string lightingText = "Lighting Inputs";
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public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive");
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public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive");
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public static GUIContent albedoAffectEmissiveText = new GUIContent("Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.");
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public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping.");
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// Transparency
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public static string refractionModeText = "Refraction Mode";
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public static GUIContent refractionIORText = new GUIContent("Index of refraction", "Index of refraction");
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public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");
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public static GUIContent refractionThicknessMultiplierText = new GUIContent("Refraction Thickness multiplier (m)", "Thickness multiplier");
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public static GUIContent refractionThicknessMapText = new GUIContent("Refraction Thickness Map (R)", "Thickness multiplier");
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// Transparency absorption
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public static GUIContent transmittanceColorText = new GUIContent("Transmittance Color", "Absorption color (RGB)");
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public static GUIContent atDistanceText = new GUIContent("Transmittance Absorption Distance (m)", "Absorption distance reference");
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public static GUIContent perPixelDisplacementDetailsWarning = new GUIContent("For pixel displacement to work correctly, details and base map must use same UV mapping");
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}
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// Lit shader is not layered but some layered materials inherit from it. In order to share code we need LitUI to account for this.
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protected const int kMaxLayerCount = 4;
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protected int m_LayerCount = 1;
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protected string[] m_PropertySuffixes = { "", "", "", "" };
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public enum UVBaseMapping
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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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public enum NormalMapSpace
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{
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TangentSpace,
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ObjectSpace,
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}
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public enum HeightmapMode
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{
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Parallax,
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Displacement,
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}
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public enum UVDetailMapping
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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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}
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protected MaterialProperty[] UVBase = new MaterialProperty[kMaxLayerCount];
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protected const string kUVBase = "_UVBase";
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protected MaterialProperty[] TexWorldScale = new MaterialProperty[kMaxLayerCount];
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protected const string kTexWorldScale = "_TexWorldScale";
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protected MaterialProperty[] InvTilingScale = new MaterialProperty[kMaxLayerCount];
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protected const string kInvTilingScale = "_InvTilingScale";
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protected MaterialProperty[] UVMappingMask = new MaterialProperty[kMaxLayerCount];
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protected const string kUVMappingMask = "_UVMappingMask";
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protected MaterialProperty[] baseColor = new MaterialProperty[kMaxLayerCount];
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protected const string kBaseColor = "_BaseColor";
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protected MaterialProperty[] baseColorMap = new MaterialProperty[kMaxLayerCount];
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protected const string kBaseColorMap = "_BaseColorMap";
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protected MaterialProperty[] metallic = new MaterialProperty[kMaxLayerCount];
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protected const string kMetallic = "_Metallic";
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protected MaterialProperty[] smoothness = new MaterialProperty[kMaxLayerCount];
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protected const string kSmoothness = "_Smoothness";
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protected MaterialProperty[] smoothnessRemapMin = new MaterialProperty[kMaxLayerCount];
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protected const string kSmoothnessRemapMin = "_SmoothnessRemapMin";
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protected MaterialProperty[] smoothnessRemapMax = new MaterialProperty[kMaxLayerCount];
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protected const string kSmoothnessRemapMax = "_SmoothnessRemapMax";
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protected MaterialProperty[] aoRemapMin = new MaterialProperty[kMaxLayerCount];
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protected const string kAORemapMin = "_AORemapMin";
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protected MaterialProperty[] aoRemapMax = new MaterialProperty[kMaxLayerCount];
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protected const string kAORemapMax = "_AORemapMax";
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protected MaterialProperty[] maskMap = new MaterialProperty[kMaxLayerCount];
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protected const string kMaskMap = "_MaskMap";
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protected MaterialProperty[] normalScale = new MaterialProperty[kMaxLayerCount];
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protected const string kNormalScale = "_NormalScale";
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protected MaterialProperty[] normalMap = new MaterialProperty[kMaxLayerCount];
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protected const string kNormalMap = "_NormalMap";
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protected MaterialProperty[] normalMapOS = new MaterialProperty[kMaxLayerCount];
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protected const string kNormalMapOS = "_NormalMapOS";
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protected MaterialProperty[] bentNormalMap = new MaterialProperty[kMaxLayerCount];
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protected const string kBentNormalMap = "_BentNormalMap";
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protected MaterialProperty[] bentNormalMapOS = new MaterialProperty[kMaxLayerCount];
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protected const string kBentNormalMapOS = "_BentNormalMapOS";
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protected MaterialProperty[] normalMapSpace = new MaterialProperty[kMaxLayerCount];
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protected const string kNormalMapSpace = "_NormalMapSpace";
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protected MaterialProperty[] heightMap = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightMap = "_HeightMap";
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protected MaterialProperty[] heightAmplitude = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightAmplitude = "_HeightAmplitude";
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protected MaterialProperty[] heightCenter = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightCenter = "_HeightCenter";
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protected MaterialProperty[] heightPoMAmplitude = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightPoMAmplitude = "_HeightPoMAmplitude";
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protected MaterialProperty[] heightTessCenter = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightTessCenter = "_HeightTessCenter";
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protected MaterialProperty[] heightTessAmplitude = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightTessAmplitude = "_HeightTessAmplitude";
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protected MaterialProperty[] heightMin = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightMin = "_HeightMin";
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protected MaterialProperty[] heightMax = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightMax = "_HeightMax";
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protected MaterialProperty[] heightOffset = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightOffset = "_HeightOffset";
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protected MaterialProperty[] heightParametrization = new MaterialProperty[kMaxLayerCount];
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protected const string kHeightParametrization = "_HeightMapParametrization";
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protected MaterialProperty[] diffusionProfileID = new MaterialProperty[kMaxLayerCount];
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protected const string kDiffusionProfileID = "_DiffusionProfile";
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protected MaterialProperty[] subsurfaceMask = new MaterialProperty[kMaxLayerCount];
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protected const string kSubsurfaceMask = "_SubsurfaceMask";
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protected MaterialProperty[] subsurfaceMaskMap = new MaterialProperty[kMaxLayerCount];
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protected const string kSubsurfaceMaskMap = "_SubsurfaceMaskMap";
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protected MaterialProperty[] thickness = new MaterialProperty[kMaxLayerCount];
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protected const string kThickness = "_Thickness";
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protected MaterialProperty[] thicknessMap = new MaterialProperty[kMaxLayerCount];
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protected const string kThicknessMap = "_ThicknessMap";
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protected MaterialProperty[] thicknessRemap = new MaterialProperty[kMaxLayerCount];
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protected const string kThicknessRemap = "_ThicknessRemap";
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protected MaterialProperty[] UVDetail = new MaterialProperty[kMaxLayerCount];
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protected const string kUVDetail = "_UVDetail";
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protected MaterialProperty[] UVDetailsMappingMask = new MaterialProperty[kMaxLayerCount];
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protected const string kUVDetailsMappingMask = "_UVDetailsMappingMask";
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protected MaterialProperty[] detailMap = new MaterialProperty[kMaxLayerCount];
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protected const string kDetailMap = "_DetailMap";
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protected MaterialProperty[] linkDetailsWithBase = new MaterialProperty[kMaxLayerCount];
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protected const string kLinkDetailsWithBase = "_LinkDetailsWithBase";
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protected MaterialProperty[] detailAlbedoScale = new MaterialProperty[kMaxLayerCount];
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protected const string kDetailAlbedoScale = "_DetailAlbedoScale";
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protected MaterialProperty[] detailNormalScale = new MaterialProperty[kMaxLayerCount];
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protected const string kDetailNormalScale = "_DetailNormalScale";
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protected MaterialProperty[] detailSmoothnessScale = new MaterialProperty[kMaxLayerCount];
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protected const string kDetailSmoothnessScale = "_DetailSmoothnessScale";
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protected MaterialProperty energyConservingSpecularColor = null;
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protected const string kEnergyConservingSpecularColor = "_EnergyConservingSpecularColor";
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protected MaterialProperty specularColor = null;
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protected const string kSpecularColor = "_SpecularColor";
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protected MaterialProperty specularColorMap = null;
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protected const string kSpecularColorMap = "_SpecularColorMap";
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protected MaterialProperty tangentMap = null;
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protected const string kTangentMap = "_TangentMap";
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protected MaterialProperty tangentMapOS = null;
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protected const string kTangentMapOS = "_TangentMapOS";
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protected MaterialProperty anisotropy = null;
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protected const string kAnisotropy = "_Anisotropy";
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protected MaterialProperty anisotropyMap = null;
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protected const string kAnisotropyMap = "_AnisotropyMap";
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protected MaterialProperty coatMask = null;
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protected const string kCoatMask = "_CoatMask";
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protected MaterialProperty emissiveColorMode = null;
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protected const string kEmissiveColorMode = "_EmissiveColorMode";
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protected MaterialProperty emissiveColor = null;
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protected const string kEmissiveColor = "_EmissiveColor";
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protected MaterialProperty emissiveColorMap = null;
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protected const string kEmissiveColorMap = "_EmissiveColorMap";
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protected MaterialProperty emissiveIntensity = null;
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protected const string kEmissiveIntensity = "_EmissiveIntensity";
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protected MaterialProperty albedoAffectEmissive = null;
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protected const string kAlbedoAffectEmissive = "_AlbedoAffectEmissive";
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protected MaterialProperty UVEmissive = null;
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protected const string kUVEmissive = "_UVEmissive";
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protected MaterialProperty TexWorldScaleEmissive = null;
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protected const string kTexWorldScaleEmissive = "_TexWorldScaleEmissive";
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protected MaterialProperty UVMappingMaskEmissive = null;
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protected const string kUVMappingMaskEmissive = "_UVMappingMaskEmissive";
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protected MaterialProperty enableSpecularOcclusion = null;
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protected const string kEnableSpecularOcclusion = "_EnableSpecularOcclusion";
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// transparency params
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protected MaterialProperty ior = null;
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protected const string kIOR = "_IOR";
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protected MaterialProperty transmittanceColor = null;
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protected const string kTransmittanceColor = "_TransmittanceColor";
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protected MaterialProperty transmittanceColorMap = null;
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protected const string kTransmittanceColorMap = "_TransmittanceColorMap";
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protected MaterialProperty atDistance = null;
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protected const string kATDistance = "_ATDistance";
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protected MaterialProperty thicknessMultiplier = null;
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protected const string kThicknessMultiplier = "_ThicknessMultiplier";
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protected MaterialProperty refractionMode = null;
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protected const string kRefractionMode = "_RefractionMode";
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protected override bool showBlendModePopup
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{
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get { return refractionMode == null || refractionMode.floatValue == 0f; }
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}
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protected void FindMaterialLayerProperties(MaterialProperty[] props)
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{
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for (int i = 0; i < m_LayerCount; ++i)
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{
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UVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, m_PropertySuffixes[i]), props);
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TexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, m_PropertySuffixes[i]), props);
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InvTilingScale[i] = FindProperty(string.Format("{0}{1}", kInvTilingScale, m_PropertySuffixes[i]), props);
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UVMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVMappingMask, m_PropertySuffixes[i]), props);
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baseColor[i] = FindProperty(string.Format("{0}{1}", kBaseColor, m_PropertySuffixes[i]), props);
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baseColorMap[i] = FindProperty(string.Format("{0}{1}", kBaseColorMap, m_PropertySuffixes[i]), props);
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metallic[i] = FindProperty(string.Format("{0}{1}", kMetallic, m_PropertySuffixes[i]), props);
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smoothness[i] = FindProperty(string.Format("{0}{1}", kSmoothness, m_PropertySuffixes[i]), props);
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smoothnessRemapMin[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMin, m_PropertySuffixes[i]), props);
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smoothnessRemapMax[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMax, m_PropertySuffixes[i]), props);
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aoRemapMin[i] = FindProperty(string.Format("{0}{1}", kAORemapMin, m_PropertySuffixes[i]), props);
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aoRemapMax[i] = FindProperty(string.Format("{0}{1}", kAORemapMax, m_PropertySuffixes[i]), props);
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maskMap[i] = FindProperty(string.Format("{0}{1}", kMaskMap, m_PropertySuffixes[i]), props);
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normalMap[i] = FindProperty(string.Format("{0}{1}", kNormalMap, m_PropertySuffixes[i]), props);
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normalMapOS[i] = FindProperty(string.Format("{0}{1}", kNormalMapOS, m_PropertySuffixes[i]), props);
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normalScale[i] = FindProperty(string.Format("{0}{1}", kNormalScale, m_PropertySuffixes[i]), props);
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bentNormalMap[i] = FindProperty(string.Format("{0}{1}", kBentNormalMap, m_PropertySuffixes[i]), props);
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bentNormalMapOS[i] = FindProperty(string.Format("{0}{1}", kBentNormalMapOS, m_PropertySuffixes[i]), props);
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normalMapSpace[i] = FindProperty(string.Format("{0}{1}", kNormalMapSpace, m_PropertySuffixes[i]), props);
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// Height
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heightMap[i] = FindProperty(string.Format("{0}{1}", kHeightMap, m_PropertySuffixes[i]), props);
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heightAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightAmplitude, m_PropertySuffixes[i]), props);
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heightCenter[i] = FindProperty(string.Format("{0}{1}", kHeightCenter, m_PropertySuffixes[i]), props);
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heightPoMAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightPoMAmplitude, m_PropertySuffixes[i]), props);
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heightMin[i] = FindProperty(string.Format("{0}{1}", kHeightMin, m_PropertySuffixes[i]), props);
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heightMax[i] = FindProperty(string.Format("{0}{1}", kHeightMax, m_PropertySuffixes[i]), props);
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heightTessCenter[i] = FindProperty(string.Format("{0}{1}", kHeightTessCenter, m_PropertySuffixes[i]), props);
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heightTessAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightTessAmplitude, m_PropertySuffixes[i]), props);
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heightOffset[i] = FindProperty(string.Format("{0}{1}", kHeightOffset, m_PropertySuffixes[i]), props);
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heightParametrization[i] = FindProperty(string.Format("{0}{1}", kHeightParametrization, m_PropertySuffixes[i]), props);
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// Sub surface
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diffusionProfileID[i] = FindProperty(string.Format("{0}{1}", kDiffusionProfileID, m_PropertySuffixes[i]), props);
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subsurfaceMask[i] = FindProperty(string.Format("{0}{1}", kSubsurfaceMask, m_PropertySuffixes[i]), props);
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subsurfaceMaskMap[i] = FindProperty(string.Format("{0}{1}", kSubsurfaceMaskMap, m_PropertySuffixes[i]), props);
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thickness[i] = FindProperty(string.Format("{0}{1}", kThickness, m_PropertySuffixes[i]), props);
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thicknessMap[i] = FindProperty(string.Format("{0}{1}", kThicknessMap, m_PropertySuffixes[i]), props);
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thicknessRemap[i] = FindProperty(string.Format("{0}{1}", kThicknessRemap, m_PropertySuffixes[i]), props);
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// Details
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UVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, m_PropertySuffixes[i]), props);
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UVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, m_PropertySuffixes[i]), props);
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linkDetailsWithBase[i] = FindProperty(string.Format("{0}{1}", kLinkDetailsWithBase, m_PropertySuffixes[i]), props);
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detailMap[i] = FindProperty(string.Format("{0}{1}", kDetailMap, m_PropertySuffixes[i]), props);
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detailAlbedoScale[i] = FindProperty(string.Format("{0}{1}", kDetailAlbedoScale, m_PropertySuffixes[i]), props);
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detailNormalScale[i] = FindProperty(string.Format("{0}{1}", kDetailNormalScale, m_PropertySuffixes[i]), props);
|
|
detailSmoothnessScale[i] = FindProperty(string.Format("{0}{1}", kDetailSmoothnessScale, m_PropertySuffixes[i]), props);
|
|
}
|
|
}
|
|
|
|
protected void FindMaterialEmissiveProperties(MaterialProperty[] props)
|
|
{
|
|
emissiveColorMode = FindProperty(kEmissiveColorMode, props);
|
|
emissiveColor = FindProperty(kEmissiveColor, props);
|
|
emissiveColorMap = FindProperty(kEmissiveColorMap, props);
|
|
emissiveIntensity = FindProperty(kEmissiveIntensity, props);
|
|
albedoAffectEmissive = FindProperty(kAlbedoAffectEmissive, props);
|
|
|
|
UVEmissive = FindProperty(kUVEmissive, props);
|
|
TexWorldScaleEmissive = FindProperty(kTexWorldScaleEmissive, props);
|
|
UVMappingMaskEmissive = FindProperty(kUVMappingMaskEmissive, props);
|
|
|
|
enableSpecularOcclusion = FindProperty(kEnableSpecularOcclusion, props);
|
|
}
|
|
|
|
protected override void FindMaterialProperties(MaterialProperty[] props)
|
|
{
|
|
FindMaterialLayerProperties(props);
|
|
FindMaterialEmissiveProperties(props);
|
|
|
|
// The next properties are only supported for regular Lit shader (not layered ones) because it's complicated to blend those parameters if they are different on a per layer basis.
|
|
|
|
// Specular Color
|
|
energyConservingSpecularColor = FindProperty(kEnergyConservingSpecularColor, props);
|
|
specularColor = FindProperty(kSpecularColor, props);
|
|
specularColorMap = FindProperty(kSpecularColorMap, props);
|
|
|
|
// Anisotropy
|
|
tangentMap = FindProperty(kTangentMap, props);
|
|
tangentMapOS = FindProperty(kTangentMapOS, props);
|
|
anisotropy = FindProperty(kAnisotropy, props);
|
|
anisotropyMap = FindProperty(kAnisotropyMap, props);
|
|
|
|
// clear coat
|
|
coatMask = FindProperty(kCoatMask, props);
|
|
|
|
// Transparency
|
|
refractionMode = FindProperty(kRefractionMode, props, false);
|
|
transmittanceColor = FindProperty(kTransmittanceColor, props, false);
|
|
transmittanceColorMap = FindProperty(kTransmittanceColorMap, props, false);
|
|
atDistance = FindProperty(kATDistance, props, false);
|
|
thicknessMultiplier = FindProperty(kThicknessMultiplier, props, false);
|
|
ior = FindProperty(kIOR, props, false);
|
|
// We reuse thickness from SSS
|
|
}
|
|
|
|
protected void ShaderSpecularColorInputGUI(Material material)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);
|
|
EditorGUI.indentLevel++;
|
|
m_MaterialEditor.ShaderProperty(energyConservingSpecularColor, Styles.energyConservingSpecularColorText);
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
|
|
protected void ShaderSSSInputGUI(Material material, int layerIndex)
|
|
{
|
|
var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
|
|
var diffusionProfileSettings = hdPipeline.diffusionProfileSettings;
|
|
|
|
if (hdPipeline.IsInternalDiffusionProfile(diffusionProfileSettings))
|
|
{
|
|
EditorGUILayout.HelpBox("No diffusion profile Settings have been assigned to the render pipeline asset.", MessageType.Warning);
|
|
return;
|
|
}
|
|
|
|
// TODO: Optimize me
|
|
var profiles = diffusionProfileSettings.profiles;
|
|
var names = new GUIContent[profiles.Length + 1];
|
|
names[0] = new GUIContent("None");
|
|
|
|
var values = new int[names.Length];
|
|
values[0] = DiffusionProfileConstants.DIFFUSION_PROFILE_NEUTRAL_ID;
|
|
|
|
for (int i = 0; i < profiles.Length; i++)
|
|
{
|
|
names[i + 1] = new GUIContent(profiles[i].name);
|
|
values[i + 1] = i + 1;
|
|
}
|
|
|
|
using (var scope = new EditorGUI.ChangeCheckScope())
|
|
{
|
|
int profileID = (int)diffusionProfileID[layerIndex].floatValue;
|
|
|
|
using (new EditorGUILayout.HorizontalScope())
|
|
{
|
|
EditorGUILayout.PrefixLabel(Styles.diffusionProfileText);
|
|
|
|
using (new EditorGUILayout.HorizontalScope())
|
|
{
|
|
profileID = EditorGUILayout.IntPopup(profileID, names, values);
|
|
|
|
if (GUILayout.Button("Goto", EditorStyles.miniButton, GUILayout.Width(50f)))
|
|
Selection.activeObject = diffusionProfileSettings;
|
|
}
|
|
}
|
|
|
|
if (scope.changed)
|
|
diffusionProfileID[layerIndex].floatValue = profileID;
|
|
}
|
|
|
|
m_MaterialEditor.ShaderProperty(subsurfaceMask[layerIndex], Styles.subsurfaceMaskText);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.subsurfaceMaskMapText, subsurfaceMaskMap[layerIndex]);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap[layerIndex]);
|
|
if (thicknessMap[layerIndex].textureValue != null)
|
|
{
|
|
// Display the remap of texture values.
|
|
Vector2 remap = thicknessRemap[layerIndex].vectorValue;
|
|
EditorGUI.BeginChangeCheck();
|
|
EditorGUILayout.MinMaxSlider(Styles.thicknessRemapText, ref remap.x, ref remap.y, 0.0f, 1.0f);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
thicknessRemap[layerIndex].vectorValue = remap;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Allow the user to set the constant value of thickness if no thickness map is provided.
|
|
m_MaterialEditor.ShaderProperty(thickness[layerIndex], Styles.thicknessText);
|
|
}
|
|
}
|
|
|
|
protected void ShaderClearCoatInputGUI()
|
|
{
|
|
m_MaterialEditor.ShaderProperty(coatMask, Styles.coatMaskText);
|
|
}
|
|
|
|
protected void ShaderAnisoInputGUI()
|
|
{
|
|
if ((NormalMapSpace)normalMapSpace[0].floatValue == NormalMapSpace.TangentSpace)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapText, tangentMap);
|
|
}
|
|
else
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapOSText, tangentMapOS);
|
|
}
|
|
m_MaterialEditor.ShaderProperty(anisotropy, Styles.anisotropyText);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.anisotropyMapText, anisotropyMap);
|
|
}
|
|
|
|
protected override void UpdateDisplacement()
|
|
{
|
|
for(int i = 0; i < m_LayerCount; ++i)
|
|
{
|
|
UpdateDisplacement(i);
|
|
}
|
|
}
|
|
|
|
protected void UpdateDisplacement(int layerIndex)
|
|
{
|
|
DisplacementMode displaceMode = (DisplacementMode)displacementMode.floatValue;
|
|
if (displaceMode == DisplacementMode.Pixel)
|
|
{
|
|
heightAmplitude[layerIndex].floatValue = heightPoMAmplitude[layerIndex].floatValue * 0.01f; // Conversion centimeters to meters.
|
|
heightCenter[layerIndex].floatValue = 1.0f; // PoM is always inward so base (0 height) is mapped to 1 in the texture
|
|
}
|
|
else
|
|
{
|
|
HeightmapParametrization parametrization = (HeightmapParametrization)heightParametrization[layerIndex].floatValue;
|
|
if(parametrization == HeightmapParametrization.MinMax)
|
|
{
|
|
float offset = heightOffset[layerIndex].floatValue;
|
|
float amplitude = (heightMax[layerIndex].floatValue - heightMin[layerIndex].floatValue);
|
|
|
|
heightAmplitude[layerIndex].floatValue = amplitude * 0.01f; // Conversion centimeters to meters.
|
|
heightCenter[layerIndex].floatValue = -(heightMin[layerIndex].floatValue + offset) / amplitude;
|
|
}
|
|
else
|
|
{
|
|
float amplitude = heightTessAmplitude[layerIndex].floatValue;
|
|
heightAmplitude[layerIndex].floatValue = amplitude * 0.01f;
|
|
heightCenter[layerIndex].floatValue = -heightOffset[layerIndex].floatValue / amplitude + heightTessCenter[layerIndex].floatValue;
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void DoLayerGUI(Material material, int layerIndex)
|
|
{
|
|
EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
|
|
|
|
EditorGUI.indentLevel++;
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap[layerIndex], baseColor[layerIndex]);
|
|
|
|
if ((BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitStandard || (BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitAniso)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(metallic[layerIndex], Styles.metallicText);
|
|
}
|
|
|
|
if(maskMap[layerIndex].textureValue == null)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(smoothness[layerIndex], Styles.smoothnessText);
|
|
}
|
|
else
|
|
{
|
|
float remapMin = smoothnessRemapMin[layerIndex].floatValue;
|
|
float remapMax = smoothnessRemapMax[layerIndex].floatValue;
|
|
EditorGUI.BeginChangeCheck();
|
|
EditorGUILayout.MinMaxSlider(Styles.smoothnessRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
smoothnessRemapMin[layerIndex].floatValue = remapMin;
|
|
smoothnessRemapMax[layerIndex].floatValue = remapMax;
|
|
}
|
|
|
|
float aoMin = aoRemapMin[layerIndex].floatValue;
|
|
float aoMax = aoRemapMax[layerIndex].floatValue;
|
|
EditorGUI.BeginChangeCheck();
|
|
EditorGUILayout.MinMaxSlider(Styles.aoRemappingText, ref aoMin, ref aoMax, 0.0f, 1.0f);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
aoRemapMin[layerIndex].floatValue = aoMin;
|
|
aoRemapMax[layerIndex].floatValue = aoMax;
|
|
}
|
|
}
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(((BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitSpecular) ? Styles.maskMapSpecularText : Styles.maskMapSText, maskMap[layerIndex]);
|
|
|
|
m_MaterialEditor.ShaderProperty(normalMapSpace[layerIndex], Styles.normalMapSpaceText);
|
|
|
|
// Triplanar only work with tangent space normal
|
|
if ((NormalMapSpace)normalMapSpace[layerIndex].floatValue == NormalMapSpace.ObjectSpace && ((UVBaseMapping)UVBase[layerIndex].floatValue == UVBaseMapping.Triplanar))
|
|
{
|
|
EditorGUILayout.HelpBox(Styles.normalMapSpaceWarning.text, MessageType.Error);
|
|
}
|
|
|
|
// We have two different property for object space and tangent space normal map to allow
|
|
// 1. to go back and forth
|
|
// 2. to avoid the warning that ask to fix the object normal map texture (normalOS are just linear RGB texture
|
|
if ((NormalMapSpace)normalMapSpace[layerIndex].floatValue == NormalMapSpace.TangentSpace)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap[layerIndex], normalScale[layerIndex]);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.bentNormalMapText, bentNormalMap[layerIndex]);
|
|
}
|
|
else
|
|
{
|
|
// No scaling in object space
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapOSText, normalMapOS[layerIndex]);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.bentNormalMapOSText, bentNormalMapOS[layerIndex]);
|
|
}
|
|
|
|
DisplacementMode displaceMode = (DisplacementMode)displacementMode.floatValue;
|
|
if(displaceMode != DisplacementMode.None)
|
|
{
|
|
EditorGUI.BeginChangeCheck();
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap[layerIndex]);
|
|
if (!heightMap[layerIndex].hasMixedValue && heightMap[layerIndex].textureValue != null && !displacementMode.hasMixedValue)
|
|
{
|
|
EditorGUI.indentLevel++;
|
|
if (displaceMode == DisplacementMode.Pixel)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(heightPoMAmplitude[layerIndex], Styles.heightMapAmplitudeText);
|
|
}
|
|
else
|
|
{
|
|
m_MaterialEditor.ShaderProperty(heightParametrization[layerIndex], Styles.heightMapParametrization);
|
|
if(!heightParametrization[layerIndex].hasMixedValue)
|
|
{
|
|
HeightmapParametrization parametrization = (HeightmapParametrization)heightParametrization[layerIndex].floatValue;
|
|
if (parametrization == HeightmapParametrization.MinMax)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(heightMin[layerIndex], Styles.heightMapMinText);
|
|
m_MaterialEditor.ShaderProperty(heightMax[layerIndex], Styles.heightMapMaxText);
|
|
}
|
|
else
|
|
{
|
|
m_MaterialEditor.ShaderProperty(heightTessAmplitude[layerIndex], Styles.heightMapAmplitudeText);
|
|
m_MaterialEditor.ShaderProperty(heightTessCenter[layerIndex], Styles.heightMapCenterText);
|
|
}
|
|
|
|
m_MaterialEditor.ShaderProperty(heightOffset[layerIndex], Styles.heightMapOffsetText);
|
|
}
|
|
}
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
// UI only updates intermediate values, this will update the values actually used by the shader.
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
UpdateDisplacement(layerIndex);
|
|
}
|
|
}
|
|
|
|
switch ((BaseLitGUI.MaterialId)materialID.floatValue)
|
|
{
|
|
case BaseLitGUI.MaterialId.LitSSS:
|
|
ShaderSSSInputGUI(material, layerIndex);
|
|
break;
|
|
case BaseLitGUI.MaterialId.LitStandard:
|
|
// Nothing
|
|
break;
|
|
|
|
// Following mode are not supported by layered lit and will not be call by it
|
|
// as the MaterialId enum don't define it
|
|
case BaseLitGUI.MaterialId.LitAniso:
|
|
ShaderAnisoInputGUI();
|
|
break;
|
|
case BaseLitGUI.MaterialId.LitSpecular:
|
|
ShaderSpecularColorInputGUI(material);
|
|
break;
|
|
case BaseLitGUI.MaterialId.LitClearCoat:
|
|
ShaderClearCoatInputGUI();
|
|
break;
|
|
default:
|
|
Debug.Assert(false, "Encountered an unsupported MaterialID.");
|
|
break;
|
|
}
|
|
|
|
EditorGUILayout.Space();
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
m_MaterialEditor.ShaderProperty(UVBase[layerIndex], Styles.UVBaseMappingText);
|
|
|
|
UVBaseMapping uvBaseMapping = (UVBaseMapping)UVBase[layerIndex].floatValue;
|
|
|
|
float X, Y, Z, W;
|
|
X = (uvBaseMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
|
|
Y = (uvBaseMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
|
|
Z = (uvBaseMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
|
|
W = (uvBaseMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;
|
|
|
|
UVMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W);
|
|
|
|
if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar))
|
|
{
|
|
m_MaterialEditor.ShaderProperty(TexWorldScale[layerIndex], Styles.texWorldScaleText);
|
|
}
|
|
m_MaterialEditor.TextureScaleOffsetProperty(baseColorMap[layerIndex]);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
// Precompute.
|
|
InvTilingScale[layerIndex].floatValue = 2.0f / (Mathf.Abs(baseColorMap[layerIndex].textureScaleAndOffset.x) + Mathf.Abs(baseColorMap[layerIndex].textureScaleAndOffset.y));
|
|
if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar))
|
|
{
|
|
InvTilingScale[layerIndex].floatValue = InvTilingScale[layerIndex].floatValue / TexWorldScale[layerIndex].floatValue;
|
|
}
|
|
}
|
|
|
|
EditorGUI.indentLevel--;
|
|
EditorGUILayout.Space();
|
|
EditorGUILayout.LabelField(Styles.detailText, EditorStyles.boldLabel);
|
|
|
|
EditorGUI.indentLevel++;
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapNormalText, detailMap[layerIndex]);
|
|
|
|
// When Planar or Triplanar is enable the UVDetail use the same mode, so we disable the choice on UVDetail
|
|
if (uvBaseMapping == UVBaseMapping.Planar)
|
|
{
|
|
EditorGUILayout.LabelField(Styles.UVDetailMappingText.text + ": Planar");
|
|
}
|
|
else if (uvBaseMapping == UVBaseMapping.Triplanar)
|
|
{
|
|
EditorGUILayout.LabelField(Styles.UVDetailMappingText.text + ": Triplanar");
|
|
}
|
|
else
|
|
{
|
|
m_MaterialEditor.ShaderProperty(UVDetail[layerIndex], Styles.UVDetailMappingText);
|
|
}
|
|
|
|
// Setup the UVSet for detail, if planar/triplanar is use for base, it will override the mapping of detail (See shader code)
|
|
X = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV0) ? 1.0f : 0.0f;
|
|
Y = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV1) ? 1.0f : 0.0f;
|
|
Z = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV2) ? 1.0f : 0.0f;
|
|
W = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV3) ? 1.0f : 0.0f;
|
|
UVDetailsMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W);
|
|
|
|
EditorGUI.indentLevel++;
|
|
m_MaterialEditor.ShaderProperty(linkDetailsWithBase[layerIndex], Styles.linkDetailsWithBaseText);
|
|
EditorGUI.indentLevel--;
|
|
m_MaterialEditor.TextureScaleOffsetProperty(detailMap[layerIndex]);
|
|
if ((DisplacementMode)displacementMode.floatValue == DisplacementMode.Pixel && (UVDetail[layerIndex].floatValue != UVBase[layerIndex].floatValue))
|
|
{
|
|
if (material.GetTexture(kDetailMap + m_PropertySuffixes[layerIndex]))
|
|
EditorGUILayout.HelpBox(Styles.perPixelDisplacementDetailsWarning.text, MessageType.Warning);
|
|
}
|
|
m_MaterialEditor.ShaderProperty(detailAlbedoScale[layerIndex], Styles.detailAlbedoScaleText);
|
|
m_MaterialEditor.ShaderProperty(detailNormalScale[layerIndex], Styles.detailNormalScaleText);
|
|
m_MaterialEditor.ShaderProperty(detailSmoothnessScale[layerIndex], Styles.detailSmoothnessScaleText);
|
|
|
|
EditorGUI.indentLevel--;
|
|
|
|
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
|
|
if (surfaceTypeValue == SurfaceType.Transparent
|
|
&& refractionMode != null)
|
|
{
|
|
EditorGUILayout.Space();
|
|
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
|
|
++EditorGUI.indentLevel;
|
|
|
|
var isPrepass = material.HasProperty(kPreRefractionPass) && material.GetFloat(kPreRefractionPass) > 0.0;
|
|
if (refractionMode != null
|
|
// Refraction is not available for pre-refraction objects
|
|
&& !isPrepass)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
|
|
var mode = (Lit.RefractionMode)refractionMode.floatValue;
|
|
if (mode != Lit.RefractionMode.None)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
|
|
|
|
blendMode.floatValue = (float)BlendMode.Alpha;
|
|
|
|
if (thicknessMap[0].textureValue == null)
|
|
m_MaterialEditor.ShaderProperty(thickness[0], Styles.refractionThicknessText);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap[0]);
|
|
|
|
++EditorGUI.indentLevel;
|
|
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
|
|
thicknessMultiplier.floatValue = Mathf.Max(thicknessMultiplier.floatValue, 0);
|
|
--EditorGUI.indentLevel;
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.transmittanceColorText, transmittanceColorMap, transmittanceColor);
|
|
++EditorGUI.indentLevel;
|
|
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
|
|
atDistance.floatValue = Mathf.Max(atDistance.floatValue, 0);
|
|
--EditorGUI.indentLevel;
|
|
}
|
|
}
|
|
|
|
DoDistortionInputsGUI();
|
|
|
|
--EditorGUI.indentLevel;
|
|
}
|
|
}
|
|
|
|
protected void DoEmissiveGUI(Material material)
|
|
{
|
|
EditorGUILayout.Space();
|
|
EditorGUILayout.LabelField(Styles.lightingText, EditorStyles.boldLabel);
|
|
EditorGUI.indentLevel++;
|
|
m_MaterialEditor.ShaderProperty(enableSpecularOcclusion, Styles.enableSpecularOcclusionText);
|
|
// TODO: display warning if we don't have bent normal (either OS or TS) and ambient occlusion
|
|
//if (enableSpecularOcclusion.floatValue > 0.0f)
|
|
{
|
|
//EditorGUILayout.HelpBox(Styles.specularOcclusionWarning.text, MessageType.Error);
|
|
}
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
|
|
|
|
m_MaterialEditor.ShaderProperty(UVEmissive, Styles.UVBaseMappingText);
|
|
UVBaseMapping uvEmissiveMapping = (UVBaseMapping)UVEmissive.floatValue;
|
|
|
|
float X, Y, Z, W;
|
|
X = (uvEmissiveMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
|
|
Y = (uvEmissiveMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
|
|
Z = (uvEmissiveMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
|
|
W = (uvEmissiveMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;
|
|
|
|
UVMappingMaskEmissive.colorValue = new Color(X, Y, Z, W);
|
|
|
|
if ((uvEmissiveMapping == UVBaseMapping.Planar) || (uvEmissiveMapping == UVBaseMapping.Triplanar))
|
|
{
|
|
m_MaterialEditor.ShaderProperty(TexWorldScaleEmissive, Styles.texWorldScaleText);
|
|
}
|
|
|
|
m_MaterialEditor.TextureScaleOffsetProperty(emissiveColorMap);
|
|
|
|
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
|
|
m_MaterialEditor.ShaderProperty(albedoAffectEmissive, Styles.albedoAffectEmissiveText);
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
|
|
protected override void MaterialPropertiesGUI(Material material)
|
|
{
|
|
DoLayerGUI(material, 0);
|
|
DoEmissiveGUI(material);
|
|
// The parent Base.ShaderPropertiesGUI will call DoEmissionArea
|
|
}
|
|
|
|
protected override bool ShouldEmissionBeEnabled(Material mat)
|
|
{
|
|
return mat.GetFloat(kEmissiveIntensity) > 0.0f;
|
|
}
|
|
|
|
protected override void SetupMaterialKeywordsAndPassInternal(Material material)
|
|
{
|
|
SetupMaterialKeywordsAndPass(material);
|
|
}
|
|
|
|
// All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change
|
|
static public void SetupMaterialKeywordsAndPass(Material material)
|
|
{
|
|
SetupBaseLitKeywords(material);
|
|
SetupBaseLitMaterialPass(material);
|
|
|
|
NormalMapSpace normalMapSpace = (NormalMapSpace)material.GetFloat(kNormalMapSpace);
|
|
|
|
// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
|
|
// (MaterialProperty value might come from renderer material property block)
|
|
CoreUtils.SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar);
|
|
CoreUtils.SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar);
|
|
|
|
CoreUtils.SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace));
|
|
|
|
if (normalMapSpace == NormalMapSpace.TangentSpace)
|
|
{
|
|
// With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for it
|
|
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap));
|
|
CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
|
|
CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMap));
|
|
}
|
|
else // Object space
|
|
{
|
|
// With details map, we always use a normal map but in case of objects space there is no good default, so the result will be weird until users fix it
|
|
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS) || material.GetTexture(kDetailMap));
|
|
CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS));
|
|
CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS));
|
|
}
|
|
CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
|
|
|
|
CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Planar && material.GetTexture(kEmissiveColorMap));
|
|
CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
|
|
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
|
|
|
|
CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
|
|
CoreUtils.SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
|
|
CoreUtils.SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
|
|
CoreUtils.SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
|
|
CoreUtils.SetKeyword(material, "_SUBSURFACE_MASK_MAP", material.GetTexture(kSubsurfaceMaskMap));
|
|
CoreUtils.SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap));
|
|
CoreUtils.SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap));
|
|
|
|
bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;
|
|
bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;
|
|
|
|
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");
|
|
}
|
|
|
|
BaseLitGUI.MaterialId materialId = (BaseLitGUI.MaterialId)material.GetFloat(kMaterialID);
|
|
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING", materialId == BaseLitGUI.MaterialId.LitSSS);
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_TRANSMISSION", materialId == BaseLitGUI.MaterialId.LitSSS);
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_ANISOTROPY", materialId == BaseLitGUI.MaterialId.LitAniso);
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_CLEAR_COAT", materialId == BaseLitGUI.MaterialId.LitClearCoat);
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_IRIDESCENCE", materialId == BaseLitGUI.MaterialId.LitIridescence);
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SPECULAR_COLOR", materialId == BaseLitGUI.MaterialId.LitSpecular);
|
|
|
|
var refractionModeValue = (Lit.RefractionMode)material.GetFloat(kRefractionMode);
|
|
// We can't have refraction in pre-refraction queue
|
|
var canHaveRefraction = !material.HasProperty(kPreRefractionPass) || material.GetFloat(kPreRefractionPass) <= 0.0;
|
|
CoreUtils.SetKeyword(material, "_REFRACTION_PLANE", (refractionModeValue == Lit.RefractionMode.Plane) && canHaveRefraction);
|
|
CoreUtils.SetKeyword(material, "_REFRACTION_SPHERE", (refractionModeValue == Lit.RefractionMode.Sphere) && canHaveRefraction);
|
|
CoreUtils.SetKeyword(material, "_TRANSMITTANCECOLORMAP", material.GetTexture(kTransmittanceColorMap) && canHaveRefraction);
|
|
}
|
|
}
|
|
} // namespace UnityEditor
|