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191 行
7.4 KiB

using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using System.Linq;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class TerrainLitGUI : LitGUI
{
private class StylesLayer
{
public readonly GUIContent layersText = new GUIContent("Inputs");
public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask");
public readonly GUIContent useHeightBasedBlendText = new GUIContent("Use Height Based Blend", "Layer will be blended with the underlying layer based on the height.");
public readonly GUIContent heightTransition = new GUIContent("Height Transition", "Size in world units of the smooth transition between layers.");
}
static StylesLayer s_Styles = null;
private static StylesLayer styles { get { if (s_Styles == null) s_Styles = new StylesLayer(); return s_Styles; } }
public TerrainLitGUI()
{
m_PropertySuffixes[0] = "0";
m_PropertySuffixes[1] = "1";
m_PropertySuffixes[2] = "2";
m_PropertySuffixes[3] = "3";
}
// Layer options
MaterialProperty useHeightBasedBlend = null;
const string kUseHeightBasedBlend = "_UseHeightBasedBlend";
// Density/opacity mode
MaterialProperty[] opacityAsDensity = new MaterialProperty[kMaxLayerCount];
const string kOpacityAsDensity = "_OpacityAsDensity";
// Height blend
MaterialProperty heightTransition = null;
const string kHeightTransition = "_HeightTransition";
bool m_UseHeightBasedBlend;
protected override void FindMaterialProperties(MaterialProperty[] props)
{
useHeightBasedBlend = FindProperty(kUseHeightBasedBlend, props);
heightTransition = FindProperty(kHeightTransition, props);
for (int i = 0; i < kMaxLayerCount; ++i)
{
// Density/opacity mode
opacityAsDensity[i] = FindProperty(string.Format("{0}{1}", kOpacityAsDensity, i), props);
}
}
// We use the user data to save a string that represent the referenced lit material
// so we can keep reference during serialization
void DoLayeringInputGUI()
{
EditorGUI.indentLevel++;
GUILayout.Label(styles.layersText, EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useHeightBasedBlend.hasMixedValue;
m_UseHeightBasedBlend = EditorGUILayout.Toggle(styles.useHeightBasedBlendText, useHeightBasedBlend.floatValue > 0.0f);
if (EditorGUI.EndChangeCheck())
{
useHeightBasedBlend.floatValue = m_UseHeightBasedBlend ? 1.0f : 0.0f;
}
if (m_UseHeightBasedBlend)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(heightTransition, styles.heightTransition);
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}
bool DoLayersGUI(AssetImporter materialImporter)
{
bool layerChanged = false;
GUI.changed = false;
DoLayeringInputGUI();
EditorGUILayout.Space();
layerChanged |= GUI.changed;
GUI.changed = false;
return layerChanged;
}
protected override bool ShouldEmissionBeEnabled(Material mat)
{
return false;
}
protected override void SetupMaterialKeywordsAndPassInternal(Material material)
{
SetupMaterialKeywordsAndPass(material);
}
static public void SetupLayersMappingKeywords(Material material)
{
const string kLayerMappingPlanar = "_LAYER_MAPPING_PLANAR";
const string kLayerMappingTriplanar = "_LAYER_MAPPING_TRIPLANAR";
for (int i = 0; i < kMaxLayerCount; ++i)
{
string layerUVBaseParam = string.Format("{0}{1}", kUVBase, i);
UVBaseMapping layerUVBaseMapping = (UVBaseMapping)material.GetFloat(layerUVBaseParam);
string currentLayerMappingPlanar = string.Format("{0}{1}", kLayerMappingPlanar, i);
CoreUtils.SetKeyword(material, currentLayerMappingPlanar, layerUVBaseMapping == UVBaseMapping.Planar);
string currentLayerMappingTriplanar = string.Format("{0}{1}", kLayerMappingTriplanar, i);
CoreUtils.SetKeyword(material, currentLayerMappingTriplanar, layerUVBaseMapping == UVBaseMapping.Triplanar);
}
}
// All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change
static new public void SetupMaterialKeywordsAndPass(Material material)
{
SetupBaseLitKeywords(material);
SetupBaseLitMaterialPass(material);
// TODO: planar/triplannar supprt
//SetupLayersMappingKeywords(material);
for (int i = 0; i < kMaxLayerCount; ++i)
{
CoreUtils.SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i) || material.GetTexture(kDetailMap + i));
CoreUtils.SetKeyword(material, "_MASKMAP" + i, material.GetTexture(kMaskMap + i));
CoreUtils.SetKeyword(material, "_HEIGHTMAP" + i, material.GetTexture(kHeightMap + i));
CoreUtils.SetKeyword(material, "_THICKNESSMAP" + i, material.GetTexture(kThicknessMap + i));
}
bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f;
CoreUtils.SetKeyword(material, "_HEIGHT_BASED_BLEND", useHeightBasedBlend);
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
FindBaseMaterialProperties(props);
FindMaterialProperties(props);
m_MaterialEditor = materialEditor;
// We should always do this call at the beginning
m_MaterialEditor.serializedObject.Update();
Material material = m_MaterialEditor.target as Material;
AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
bool optionsChanged = false;
EditorGUI.BeginChangeCheck();
{
BaseMaterialPropertiesGUI();
EditorGUILayout.Space();
}
if (EditorGUI.EndChangeCheck())
{
optionsChanged = true;
}
bool layerChanged = DoLayersGUI(materialImporter);
EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.advancedText, EditorStyles.boldLabel);
// NB RenderQueue editor is not shown on purpose: we want to override it based on blend mode
EditorGUI.indentLevel++;
m_MaterialEditor.EnableInstancingField();
EditorGUI.indentLevel--;
if (layerChanged || optionsChanged)
{
foreach (var obj in m_MaterialEditor.targets)
{
SetupMaterialKeywordsAndPassInternal((Material)obj);
}
}
// We should always do this call at the end
m_MaterialEditor.serializedObject.ApplyModifiedProperties();
}
}
} // namespace UnityEditor