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321 行
16 KiB

using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.ScriptableRenderLoop
{
class LitGUI : BaseLitGUI
{
public enum SmoothnessMapChannel
{
MaskAlpha,
AlbedoAlpha,
}
public enum UVBaseMapping
{
UV0,
Planar,
Triplanar
}
public enum NormalMapSpace
{
TangentSpace,
ObjectSpace,
}
public enum HeightmapMode
{
Parallax,
Displacement,
}
public enum DetailMapMode
{
DetailWithNormal,
DetailWithAOHeight,
}
public enum UVDetailMapping
{
UV0,
UV1,
UV3
}
public enum EmissiveColorMode
{
UseEmissiveColor,
UseEmissiveMask,
}
protected MaterialProperty smoothnessMapChannel = null;
protected const string kSmoothnessTextureChannel = "_SmoothnessTextureChannel";
protected MaterialProperty UVBase = null;
protected const string kUVBase = "_UVBase";
protected MaterialProperty TexWorldScale = null;
protected const string kTexWorldScale = "_TexWorldScale";
protected MaterialProperty UVMappingMask = null;
protected const string kUVMappingMask = "_UVMappingMask";
protected MaterialProperty normalMapSpace = null;
protected const string kNormalMapSpace = "_NormalMapSpace";
protected MaterialProperty heightMapMode = null;
protected const string kHeightMapMode = "_HeightMapMode";
protected MaterialProperty detailMapMode = null;
protected const string kDetailMapMode = "_DetailMapMode";
protected MaterialProperty UVDetail = null;
protected const string kUVDetail = "_UVDetail";
protected MaterialProperty UVDetailsMappingMask = null;
protected const string kUVDetailsMappingMask = "_UVDetailsMappingMask";
protected MaterialProperty emissiveColorMode = null;
protected const string kEmissiveColorMode = "_EmissiveColorMode";
protected MaterialProperty baseColor = null;
protected const string kBaseColor = "_BaseColor";
protected MaterialProperty baseColorMap = null;
protected const string kBaseColorMap = "_BaseColorMap";
protected MaterialProperty metallic = null;
protected const string kMetallic = "_Metallic";
protected MaterialProperty smoothness = null;
protected const string kSmoothness = "_Smoothness";
protected MaterialProperty maskMap = null;
protected const string kMaskMap = "_MaskMap";
protected MaterialProperty specularOcclusionMap = null;
protected const string kSpecularOcclusionMap = "_SpecularOcclusionMap";
protected MaterialProperty normalMap = null;
protected const string kNormalMap = "_NormalMap";
protected MaterialProperty heightMap = null;
protected const string kHeightMap = "_HeightMap";
protected MaterialProperty heightScale = null;
protected const string kHeightScale = "_HeightScale";
protected MaterialProperty heightBias = null;
protected const string kHeightBias= "_HeightBias";
protected MaterialProperty tangentMap = null;
protected const string kTangentMap = "_TangentMap";
protected MaterialProperty anisotropy = null;
protected const string kAnisotropy = "_Anisotropy";
protected MaterialProperty anisotropyMap = null;
protected const string kAnisotropyMap = "_AnisotropyMap";
protected MaterialProperty detailMap = null;
protected const string kDetailMap = "_DetailMap";
protected MaterialProperty detailMask = null;
protected const string kDetailMask = "_DetailMask";
protected MaterialProperty detailAlbedoScale = null;
protected const string kDetailAlbedoScale = "_DetailAlbedoScale";
protected MaterialProperty detailNormalScale = null;
protected const string kDetailNormalScale = "_DetailNormalScale";
protected MaterialProperty detailSmoothnessScale = null;
protected const string kDetailSmoothnessScale = "_DetailSmoothnessScale";
protected MaterialProperty detailHeightScale = null;
protected const string kDetailHeightScale = "_DetailHeightScale";
protected MaterialProperty detailAOScale = null;
protected const string kDetailAOScale = "_DetailAOScale";
// MaterialProperty subSurfaceRadius = null;
// MaterialProperty subSurfaceRadiusMap = null;
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";
override protected void FindInputOptionProperties(MaterialProperty[] props)
{
smoothnessMapChannel = FindProperty(kSmoothnessTextureChannel, props);
UVBase = FindProperty(kUVBase, props);
TexWorldScale = FindProperty(kTexWorldScale, props);
UVMappingMask = FindProperty(kUVMappingMask, props);
normalMapSpace = FindProperty(kNormalMapSpace, props);
heightMapMode = FindProperty(kHeightMapMode, props);
detailMapMode = FindProperty(kDetailMapMode, props);
UVDetail = FindProperty(kUVDetail, props);
UVDetailsMappingMask = FindProperty(kUVDetailsMappingMask, props);
emissiveColorMode = FindProperty(kEmissiveColorMode, props);
}
override protected void FindInputProperties(MaterialProperty[] props)
{
baseColor = FindProperty(kBaseColor, props);
baseColorMap = FindProperty(kBaseColorMap, props);
metallic = FindProperty(kMetallic, props);
smoothness = FindProperty(kSmoothness, props);
maskMap = FindProperty(kMaskMap, props);
specularOcclusionMap = FindProperty(kSpecularOcclusionMap, props);
normalMap = FindProperty(kNormalMap, props);
heightMap = FindProperty(kHeightMap, props);
heightScale = FindProperty(kHeightScale, props);
heightBias = FindProperty(kHeightBias, props);
tangentMap = FindProperty(kTangentMap, props);
anisotropy = FindProperty(kAnisotropy, props);
anisotropyMap = FindProperty(kAnisotropyMap, props);
detailMap = FindProperty(kDetailMap, props);
detailMask = FindProperty(kDetailMask, props);
detailAlbedoScale = FindProperty(kDetailAlbedoScale, props);
detailNormalScale = FindProperty(kDetailNormalScale, props);
detailSmoothnessScale = FindProperty(kDetailSmoothnessScale, props);
detailHeightScale = FindProperty(kDetailHeightScale, props);
detailAOScale = FindProperty(kDetailAOScale, props);
emissiveColor = FindProperty(kEmissiveColor, props);
emissiveColorMap = FindProperty(kEmissiveColorMap, props);
emissiveIntensity = FindProperty(kEmissiveIntensity, props);
}
override protected void ShaderInputOptionsGUI()
{
// When Planar or Triplanar is enable the UVDetail use the same mode, so we disable the choice on UVDetail
bool enableUVDetail = (UVBaseMapping)UVBase.floatValue == UVBaseMapping.UV0;
EditorGUI.indentLevel++;
GUILayout.Label(Styles.InputsOptionsText, EditorStyles.boldLabel);
m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText.text);
m_MaterialEditor.ShaderProperty(UVBase, enableUVDetail ? Styles.UVBaseDetailMappingText.text : Styles.UVBaseMappingText.text);
float X, Y, Z, W;
X = ((UVBaseMapping)UVBase.floatValue == UVBaseMapping.UV0) ? 1.0f : 0.0f;
W = ((UVBaseMapping)UVBase.floatValue == UVBaseMapping.Planar) ? 1.0f : 0.0f;
UVMappingMask.colorValue = new Color(X, 0.0f, 0.0f, W);
if (((UVBaseMapping)UVBase.floatValue == UVBaseMapping.Planar) || ((UVBaseMapping)UVBase.floatValue == UVBaseMapping.Triplanar))
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(TexWorldScale, Styles.texWorldScaleText.text);
EditorGUI.indentLevel--;
}
if (enableUVDetail)
{
m_MaterialEditor.ShaderProperty(UVDetail, Styles.UVDetailMappingText.text);
}
// If base is planar mode, detail is planar too
if (W > 0.0f)
{
X = Y = Z = 0.0f;
}
else
{
X = ((UVDetailMapping)UVDetail.floatValue == UVDetailMapping.UV0) ? 1.0f : 0.0f;
Y = ((UVDetailMapping)UVDetail.floatValue == UVDetailMapping.UV1) ? 1.0f : 0.0f;
Z = ((UVDetailMapping)UVDetail.floatValue == UVDetailMapping.UV3) ? 1.0f : 0.0f;
}
UVDetailsMappingMask.colorValue = new Color(X, Y, Z, 0.0f); // W Reuse planar mode from base
m_MaterialEditor.ShaderProperty(detailMapMode, Styles.detailMapModeText.text);
m_MaterialEditor.ShaderProperty(normalMapSpace, Styles.normalMapSpaceText.text);
m_MaterialEditor.ShaderProperty(heightMapMode, Styles.heightMapModeText.text);
m_MaterialEditor.ShaderProperty(emissiveColorMode, Styles.emissiveColorModeText.text);
EditorGUI.indentLevel--;
}
override protected void ShaderInputGUI()
{
EditorGUI.indentLevel++;
bool smoothnessInAlbedoAlpha = (SmoothnessMapChannel)smoothnessMapChannel.floatValue == SmoothnessMapChannel.AlbedoAlpha;
bool useDetailMapWithNormal = (DetailMapMode)detailMapMode.floatValue == DetailMapMode.DetailWithNormal;
bool useEmissiveMask = (EmissiveColorMode)emissiveColorMode.floatValue == EmissiveColorMode.UseEmissiveMask;
GUILayout.Label(Styles.InputsText, EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(smoothnessInAlbedoAlpha ? Styles.baseColorSmoothnessText : Styles.baseColorText, baseColorMap, baseColor);
m_MaterialEditor.ShaderProperty(metallic, Styles.metallicText);
m_MaterialEditor.ShaderProperty(smoothness, Styles.smoothnessText);
if (smoothnessInAlbedoAlpha && useEmissiveMask)
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapEText, maskMap);
else if (smoothnessInAlbedoAlpha && !useEmissiveMask)
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapText, maskMap);
else if (!smoothnessInAlbedoAlpha && useEmissiveMask)
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapESText, maskMap);
else if (!smoothnessInAlbedoAlpha && !useEmissiveMask)
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapSText, maskMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.specularOcclusionMapText, specularOcclusionMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightScale, heightBias);
m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapText, tangentMap);
m_MaterialEditor.ShaderProperty(anisotropy, Styles.anisotropyText);
m_MaterialEditor.TexturePropertySingleLine(Styles.anisotropyMapText, anisotropyMap);
EditorGUILayout.Space();
GUILayout.Label(Styles.detailText, EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
if (useDetailMapWithNormal)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapNormalText, detailMap);
}
else
{
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapAOHeightText, detailMap);
}
m_MaterialEditor.TextureScaleOffsetProperty(detailMap);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(detailAlbedoScale, Styles.detailAlbedoScaleText);
m_MaterialEditor.ShaderProperty(detailNormalScale, Styles.detailNormalScaleText);
m_MaterialEditor.ShaderProperty(detailSmoothnessScale, Styles.detailSmoothnessScaleText);
m_MaterialEditor.ShaderProperty(detailHeightScale, Styles.detailHeightScaleText);
m_MaterialEditor.ShaderProperty(detailAOScale, Styles.detailAOScaleText);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
GUILayout.Label(Styles.lightingText, EditorStyles.boldLabel);
if (!useEmissiveMask)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
}
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.indentLevel--;
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
base.AssignNewShaderToMaterial(material, oldShader, newShader);
}
protected virtual void SetupKeywordsForInputMaps(Material material)
{
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap)); // With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for ir
SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kSpecularOcclusionMap));
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
}
protected override bool ShouldEmissionBeEnabled(Material mat)
{
float emissiveIntensity = mat.GetFloat(kEmissiveIntensity);
var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
return emissiveIntensity > 0.0f || realtimeEmission;
}
override protected void SetupInputMaterial(Material material)
{
// 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)
SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", ((SmoothnessMapChannel)material.GetFloat(kSmoothnessTextureChannel)) == SmoothnessMapChannel.AlbedoAlpha);
SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar);
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", ((NormalMapSpace)material.GetFloat(kNormalMapSpace)) == NormalMapSpace.TangentSpace);
SetKeyword(material, "_HEIGHTMAP_AS_DISPLACEMENT", ((HeightmapMode)material.GetFloat(kHeightMapMode)) == HeightmapMode.Displacement);
SetKeyword(material, "_DETAIL_MAP_WITH_NORMAL", ((DetailMapMode)material.GetFloat(kDetailMapMode)) == DetailMapMode.DetailWithNormal);
SetKeyword(material, "_REQUIRE_UV3", ((UVDetailMapping)material.GetFloat(kUVDetail)) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0);
SetKeyword(material, "_EMISSIVE_COLOR", ((EmissiveColorMode)material.GetFloat(kEmissiveColorMode)) == EmissiveColorMode.UseEmissiveColor);
SetupKeywordsForInputMaps(material);
}
}
} // namespace UnityEditor