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101 行
4.1 KiB

using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
class StackLitGUI : BaseUnlitGUI
{
protected static class Styles
{
public static string InputsText = "Inputs";
public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)");
public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive");
public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive");
public static GUIContent albedoAffectEmissiveText = new GUIContent("Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.");
}
protected MaterialProperty baseColor = null;
protected const string kBaseColor = "_BaseColor";
protected MaterialProperty baseColorMap = null;
protected const string kBaseColorMap = "_BaseColorMap";
protected MaterialProperty emissiveColor = null;
protected const string kEmissiveColor = "_EmissiveColor";
protected MaterialProperty emissiveColorMap = null;
protected const string kEmissiveColorMap = "_EmissiveColorMap";
protected MaterialProperty emissiveIntensity = null;
protected const string kEmissiveIntensity = "_EmissiveIntensity";
protected MaterialProperty albedoAffectEmissive = null;
protected const string kAlbedoAffectEmissive = "_AlbedoAffectEmissive";
override protected void FindMaterialProperties(MaterialProperty[] props)
{
baseColor = FindProperty(kBaseColor, props);
baseColorMap = FindProperty(kBaseColorMap, props);
emissiveColor = FindProperty(kEmissiveColor, props);
emissiveColorMap = FindProperty(kEmissiveColorMap, props);
emissiveIntensity = FindProperty(kEmissiveIntensity, props);
albedoAffectEmissive = FindProperty(kAlbedoAffectEmissive, props);
}
protected override void MaterialPropertiesGUI(Material material)
{
EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap, baseColor);
m_MaterialEditor.TextureScaleOffsetProperty(baseColorMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.TextureScaleOffsetProperty(emissiveColorMap);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.ShaderProperty(albedoAffectEmissive, Styles.albedoAffectEmissiveText);
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
}
protected override void MaterialPropertiesAdvanceGUI(Material material)
{
}
protected override void VertexAnimationPropertiesGUI()
{
}
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)
{
SetupBaseUnlitKeywords(material);
SetupBaseUnlitMaterialPass(material);
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
}
}
} // namespace UnityEditor