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290 行
13 KiB

using System;
using UnityEditor;
using UnityEngine;
using UnityEditor.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Experimental.Rendering;
public class LightweightStandardSimpleLightingGUI : LightweightShaderGUI
{
private const float kMinShininessValue = 0.01f;
private MaterialProperty albedoMapProp;
private MaterialProperty albedoColorProp;
private MaterialProperty specularSourceProp;
private MaterialProperty glossinessSourceProp;
private MaterialProperty specularGlossMapProp;
private MaterialProperty specularColorProp;
private MaterialProperty shininessProp;
private MaterialProperty bumpMapProp;
private MaterialProperty emissionMapProp;
private MaterialProperty emissionColorProp;
private static class Styles
{
public static GUIContent[] albedoGlosinessLabels =
{
new GUIContent("Base (RGB) Glossiness (A)", "Base Color (RGB) and Glossiness (A)"),
new GUIContent("Base (RGB)", "Base Color (RGB)")
};
public static GUIContent albedoAlphaLabel = new GUIContent("Base (RGB) Alpha (A)",
"Base Color (RGB) and Transparency (A)");
public static GUIContent[] specularGlossMapLabels =
{
new GUIContent("Specular Map (RGB)", "Specular Color (RGB)"),
new GUIContent("Specular Map (RGB) Glossiness (A)", "Specular Color (RGB) Glossiness (A)")
};
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map");
public static GUIContent emissionMapLabel = new GUIContent("Emission Map", "Emission Map");
public static readonly string[] glossinessSourceNames = Enum.GetNames(typeof(GlossinessSource));
public static string surfaceProperties = "Surface Properties";
public static string specularSourceLabel = "Specular";
public static string glossinessSourceLabel = "Glossiness Source";
public static string glossinessSource = "Glossiness Source";
public static string albedoColorLabel = "Base Color";
public static string albedoMapAlphaLabel = "Base(RGB) Alpha(A)";
public static string albedoMapGlossinessLabel = "Base(RGB) Glossiness (A)";
public static string shininessLabel = "Shininess";
public static string normalMapLabel = "Normal map";
public static string emissionColorLabel = "Emission Color";
}
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
albedoMapProp = FindProperty("_MainTex", properties);
albedoColorProp = FindProperty("_Color", properties);
specularSourceProp = FindProperty("_SpecSource", properties);
glossinessSourceProp = FindProperty("_GlossinessSource", properties);
specularGlossMapProp = FindProperty("_SpecGlossMap", properties);
specularColorProp = FindProperty("_SpecColor", properties);
shininessProp = FindProperty("_Shininess", properties);
bumpMapProp = FindProperty("_BumpMap", properties);
emissionMapProp = FindProperty("_EmissionMap", properties);
emissionColorProp = FindProperty("_EmissionColor", properties);
}
public override void ShaderPropertiesGUI(Material material)
{
EditorGUI.BeginChangeCheck();
{
base.ShaderPropertiesGUI(material);
GUILayout.Label(Styles.surfaceProperties, EditorStyles.boldLabel);
DoSurfaceArea();
DoSpecular();
EditorGUILayout.Space();
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMapProp);
EditorGUILayout.Space();
DoEmissionArea(material);
EditorGUI.BeginChangeCheck();
m_MaterialEditor.TextureScaleOffsetProperty(albedoMapProp);
if (EditorGUI.EndChangeCheck())
emissionMapProp.textureScaleAndOffset = albedoMapProp.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
}
if (EditorGUI.EndChangeCheck())
{
foreach (var obj in blendModeProp.targets)
MaterialChanged((Material)obj);
}
DoMaterialRenderingOptions();
}
public override void MaterialChanged(Material material)
{
material.shaderKeywords = null;
SetupMaterialBlendMode(material);
SetMaterialKeywords(material);
}
private void SetMaterialKeywords(Material material)
{
material.shaderKeywords = null;
SetupMaterialBlendMode(material);
UpdateMaterialSpecularSource(material);
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap"));
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
MaterialEditor.FixupEmissiveFlag(material);
bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
}
private void UpdateMaterialSpecularSource(Material material)
{
SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource");
if (specSource == SpecularSource.NoSpecular)
{
CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false);
CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false);
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
}
else
{
GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource");
bool hasGlossMap = material.GetTexture("_SpecGlossMap");
CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap);
CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap);
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == GlossinessSource.BaseAlpha);
}
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
base.AssignNewShaderToMaterial(material, oldShader, newShader);
// Shininess value cannot be zero since it will produce undefined values for cases where pow(0, 0).
float shininess = material.GetFloat("_Shininess");
material.SetFloat("_Shininess", Mathf.Clamp(shininess, kMinShininessValue, 1.0f));
string oldShaderName = oldShader.name;
string[] shaderStrings = oldShaderName.Split('/');
if (shaderStrings[0].Equals("Legacy Shaders") || shaderStrings[0].Equals("Mobile"))
{
ConvertFromLegacy(material, oldShaderName);
}
StandardSimpleLightingUpgrader.UpdateMaterialKeywords(material);
}
private bool RequiresAlpha()
{
SurfaceType surfaceType = (SurfaceType) surfaceTypeProp.floatValue;
return alphaClipProp.floatValue > 0.0f || surfaceType == SurfaceType.Transparent;
}
private void DoSurfaceArea()
{
EditorGUILayout.Space();
int surfaceTypeValue = (int)surfaceTypeProp.floatValue;
if ((SurfaceType)surfaceTypeValue == SurfaceType.Opaque)
{
int glossSource = (int)glossinessSourceProp.floatValue;
m_MaterialEditor.TexturePropertySingleLine(Styles.albedoGlosinessLabels[glossSource], albedoMapProp,
albedoColorProp);
}
else
{
m_MaterialEditor.TexturePropertySingleLine(Styles.albedoAlphaLabel, albedoMapProp, albedoColorProp);
}
}
private void DoSpecular()
{
EditorGUILayout.Space();
SpecularSource specularSource = (SpecularSource)specularSourceProp.floatValue;
EditorGUI.BeginChangeCheck();
bool enabled = EditorGUILayout.Toggle(Styles.specularSourceLabel, specularSource == SpecularSource.SpecularTextureAndColor);
if (EditorGUI.EndChangeCheck())
specularSourceProp.floatValue = enabled ? (float)SpecularSource.SpecularTextureAndColor : (float)SpecularSource.NoSpecular;
SpecularSource specSource = (SpecularSource)specularSourceProp.floatValue;
if (specSource != SpecularSource.NoSpecular)
{
bool hasSpecularMap = specularGlossMapProp.textureValue != null;
m_MaterialEditor.TexturePropertySingleLine(Styles.specularGlossMapLabels[(int)glossinessSourceProp.floatValue], specularGlossMapProp, hasSpecularMap ? null : specularColorProp);
EditorGUI.indentLevel += 2;
if (RequiresAlpha())
{
GUI.enabled = false;
glossinessSourceProp.floatValue = (float)EditorGUILayout.Popup(Styles.glossinessSourceLabel, (int) GlossinessSource.SpecularAlpha, Styles.glossinessSourceNames);
GUI.enabled = true;
}
else
{
int glossinessSource = (int)glossinessSourceProp.floatValue;
EditorGUI.BeginChangeCheck();
glossinessSource = EditorGUILayout.Popup(Styles.glossinessSourceLabel, glossinessSource, Styles.glossinessSourceNames);
if (EditorGUI.EndChangeCheck())
glossinessSourceProp.floatValue = glossinessSource;
GUI.enabled = true;
}
EditorGUI.BeginChangeCheck();
float shininess = EditorGUILayout.Slider(Styles.shininessLabel, shininessProp.floatValue,
kMinShininessValue, 1.0f);
if (EditorGUI.EndChangeCheck())
shininessProp.floatValue = shininess;
EditorGUI.indentLevel -= 2;
}
}
void DoEmissionArea(Material material)
{
// Emission for GI?
if (m_MaterialEditor.EmissionEnabledProperty())
{
bool hadEmissionTexture = emissionMapProp.textureValue != null;
// Texture and HDR color controls
m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionMapLabel, emissionMapProp, emissionColorProp, false);
// If texture was assigned and color was black set color to white
float brightness = emissionColorProp.colorValue.maxColorComponent;
if (emissionMapProp.textureValue != null && !hadEmissionTexture && brightness <= 0f)
emissionColorProp.colorValue = Color.white;
// LW does not support RealtimeEmissive. We set it to bake emissive and handle the emissive is black right.
material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive;
if (brightness <= 0f)
material.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
}
}
private void ConvertFromLegacy(Material material, string oldShaderName)
{
UpgradeParams shaderUpgradeParams;
if (oldShaderName.Contains("Transp"))
{
shaderUpgradeParams.surfaceType = UpgradeSurfaceType.Transparent;
shaderUpgradeParams.blendMode = UpgradeBlendMode.Alpha;
shaderUpgradeParams.alphaClip = false;
shaderUpgradeParams.glosinessSource = GlossinessSource.SpecularAlpha;
}
else if (oldShaderName.Contains("Cutout"))
{
shaderUpgradeParams.surfaceType = UpgradeSurfaceType.Opaque;
shaderUpgradeParams.blendMode = UpgradeBlendMode.Alpha;
shaderUpgradeParams.alphaClip = true;
shaderUpgradeParams.glosinessSource = GlossinessSource.SpecularAlpha;
}
else
{
shaderUpgradeParams.surfaceType = UpgradeSurfaceType.Opaque;
shaderUpgradeParams.blendMode = UpgradeBlendMode.Alpha;
shaderUpgradeParams.alphaClip = false;
shaderUpgradeParams.glosinessSource = GlossinessSource.BaseAlpha;
}
if (oldShaderName.Contains("Spec"))
shaderUpgradeParams.specularSource = SpecularSource.SpecularTextureAndColor;
else
shaderUpgradeParams.specularSource = SpecularSource.NoSpecular;
material.SetFloat("_Surface", (float)shaderUpgradeParams.surfaceType);
material.SetFloat("_Blend", (float)shaderUpgradeParams.blendMode);
material.SetFloat("_SpecSource", (float)shaderUpgradeParams.specularSource);
material.SetFloat("_GlossinessSource", (float)shaderUpgradeParams.glosinessSource);
if (oldShaderName.Contains("Self-Illumin"))
{
material.SetTexture("_EmissionMap", material.GetTexture("_MainTex"));
material.SetTexture("_MainTex", null);
material.SetColor("_EmissionColor", Color.white);
}
}
}