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197 行
4.9 KiB

using System;
using UnityEngine;
namespace UnityEditor.Graphs.Material
{
public class MaterialOptions : ScriptableObject
{
public enum BlendMode
{
One,
Zero,
SrcColor,
SrcAlpha,
DstColor,
DstAlpha,
OneMinusSrcColor,
OneMinusSrcAlpha,
OneMinusDstColor,
OneMinusDstAlpha,
}
public enum CullMode
{
Back,
Front,
Off
}
public enum ZTest
{
Less,
Greater,
LEqual,
GEqual,
Equal,
NotEqual,
Always
}
public enum ZWrite
{
On,
Off
}
public enum RenderQueue
{
Background,
Geometry,
Transparent,
Overlay,
}
public enum RenderType
{
Opaque,
Transparent,
TransparentCutout,
Background,
Overlay
}
[SerializeField]
private BlendMode m_SrcBlend;
[SerializeField]
private BlendMode m_DstBlend;
[SerializeField]
private CullMode m_CullMode;
[SerializeField]
private ZTest m_ZTest;
[SerializeField]
private ZWrite m_ZWrite;
[SerializeField]
private RenderQueue m_RenderQueue;
[SerializeField]
private RenderType m_RenderType;
[SerializeField]
private bool m_ShadowPass;
[SerializeField]
private bool m_FullForwardShadows;
[SerializeField]
private bool m_NoAmbient;
[SerializeField]
private bool m_NoVertexLights;
[SerializeField]
private bool m_NoLightmaps;
[SerializeField]
private bool m_NoDirLightmap;
[SerializeField]
private bool m_NoForwardAdd;
[SerializeField]
private bool m_ApproxView;
[SerializeField]
private bool m_HalfAsView;
public void Init()
{
srcBlend = BlendMode.One;
dstBlend = BlendMode.Zero;
cullMode = CullMode.Back;
zTest = ZTest.LEqual;
zWrite = ZWrite.On;
renderQueue = RenderQueue.Geometry;
renderType = RenderType.Opaque;
shadowPass = false;
fullForwardShadows = false;
noAmbient = false;
noVertexLights = false;
noLightmaps = false;
noDirLightmap = false;
noForwardAdd = false;
approxView = false;
halfAsView = false;
}
public void GetTags (ShaderGenerator visitor)
{
visitor.AddShaderChunk ("Tags {", false);
visitor.Indent ();
visitor.AddShaderChunk ("\"RenderType\"=\"" + renderType + "\"", false);
visitor.AddShaderChunk ("\"Queue\"=\"" + renderQueue + "\"", false);
visitor.Deindent ();
visitor.AddShaderChunk ("}", false);
}
public void GetBlend (ShaderGenerator visitor)
{
visitor.AddShaderChunk ("Blend " + srcBlend + " " + dstBlend, false);
}
public void GetCull (ShaderGenerator visitor)
{
visitor.AddShaderChunk ("Cull " + cullMode, false);
}
public void GetDepthWrite (ShaderGenerator visitor)
{
visitor.AddShaderChunk ("ZWrite " + zWrite, false);
}
public void GetDepthTest (ShaderGenerator visitor)
{
visitor.AddShaderChunk ("ZTest " + zTest, false);
}
private Vector2 m_ScrollPos;
public void DoGUI()
{
m_ScrollPos = GUILayout.BeginScrollView(m_ScrollPos);
GUILayout.BeginVertical();
srcBlend = (BlendMode)EditorGUILayout.EnumPopup ("Src Blend", srcBlend);
dstBlend = (BlendMode)EditorGUILayout.EnumPopup ("Dst Blend", dstBlend);
cullMode = (CullMode)EditorGUILayout.EnumPopup ("Cull Mode", cullMode);
zTest = (ZTest)EditorGUILayout.EnumPopup ("Z Test", zTest);
zWrite = (ZWrite)EditorGUILayout.EnumPopup ("Z Write", zWrite);
renderQueue = (RenderQueue)EditorGUILayout.EnumPopup ("Render Queue", renderQueue);
renderType = (RenderType)EditorGUILayout.EnumPopup ("Render Type", renderType);
GUILayout.EndVertical();
GUILayout.EndScrollView();
}
public BlendMode srcBlend { get { return m_SrcBlend; } set { m_SrcBlend = value; } }
public BlendMode dstBlend { get { return m_DstBlend; } set { m_DstBlend = value; } }
public CullMode cullMode { get { return m_CullMode; } set { m_CullMode = value; } }
public ZTest zTest { get { return m_ZTest; } set { m_ZTest = value; } }
public ZWrite zWrite { get { return m_ZWrite; } set { m_ZWrite = value; } }
public RenderQueue renderQueue { get { return m_RenderQueue; } set { m_RenderQueue = value; } }
public RenderType renderType { get { return m_RenderType; } set { m_RenderType = value; } }
public bool shadowPass { get { return m_ShadowPass; } set { m_ShadowPass = value; } }
public bool fullForwardShadows { get { return m_FullForwardShadows; } set { m_FullForwardShadows = value; } }
public bool noAmbient { get { return m_NoAmbient; } set { m_NoAmbient = value; } }
public bool noVertexLights { get { return m_NoVertexLights; } set { m_NoVertexLights = value; } }
public bool noLightmaps { get { return m_NoLightmaps; } set { m_NoLightmaps = value; } }
public bool noDirLightmap { get { return m_NoDirLightmap; } set { m_NoDirLightmap = value; } }
public bool noForwardAdd { get { return m_NoForwardAdd; } set { m_NoForwardAdd = value; } }
public bool approxView { get { return m_ApproxView; } set { m_ApproxView = value; } }
public bool halfAsView { get { return m_HalfAsView; } set { m_HalfAsView = value; } }
}
}