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