您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
253 行
13 KiB
253 行
13 KiB
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Experimental.Rendering.HDPipeline;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace UnityEditor.Experimental.Rendering.HDPipeline
|
|
{
|
|
public class DecalUI : ShaderGUI
|
|
{
|
|
protected static class Styles
|
|
{
|
|
public static string InputsText = "Inputs";
|
|
|
|
public static GUIContent baseColorText = new GUIContent("BaseColor (RGB) and Opacity (A)", "BaseColor (RGB) and Opacity (A)");
|
|
public static GUIContent baseColorText2 = new GUIContent("Opacity(A)", "Opacity (A)");
|
|
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");
|
|
public static GUIContent decalBlendText = new GUIContent("Global Opacity", "Whole decal Opacity");
|
|
public static GUIContent AlbedoModeText = new GUIContent("Affect BaseColor", "Base color + Opacity, Opacity only");
|
|
|
|
public static GUIContent[] maskMapText =
|
|
{
|
|
new GUIContent("Error", "Mask map"), // Not possible
|
|
new GUIContent("Mask Map - M(R), Opacity(B)", "Mask map - Metal(R), Opacity(B)"), // Decal.MaskBlendFlags.Metal:
|
|
new GUIContent("Mask Map - AO(G), Opacity(B)", "Mask map - Ambient Occlusion(G), Opacity(B)"), // Decal.MaskBlendFlags.AO:
|
|
new GUIContent("Mask Map - M(R), AO(G), Opacity(B)", "Mask map - Metal(R), Ambient Occlusion(G), Opacity(B)"), // Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.AO:
|
|
new GUIContent("Mask Map - Opacity(B), S(A)", "Mask map - Opacity(B), Smoothness(A)"), // Decal.MaskBlendFlags.Smoothness:
|
|
new GUIContent("Mask Map - M(R), Opacity(B), S(A)", "Mask map - Metal(R), Opacity(B), Smoothness(A)"), // Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.Smoothness:
|
|
new GUIContent("Mask Map - AO(G), Opacity(B), S(A)", "Mask map - Ambient Occlusion(G), Opacity(B), Smoothness(A)"), // Decal.MaskBlendFlags.AO | Decal.MaskBlendFlags.Smoothness:
|
|
new GUIContent("Mask Map - M(R), AO(G), Opacity(B), S(A)", "Mask map - Metal(R), Ambient Occlusion(G), Opacity(B), Smoothness(A)") // Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.AO | Decal.MaskBlendFlags.Smoothness:
|
|
};
|
|
}
|
|
|
|
enum BlendSource
|
|
{
|
|
BaseColorMapAlpha,
|
|
MaskMapBlue
|
|
}
|
|
protected string[] blendSourceNames = Enum.GetNames(typeof(BlendSource));
|
|
|
|
protected string[] blendModeNames = Enum.GetNames(typeof(BlendMode));
|
|
|
|
protected MaterialProperty baseColorMap = new MaterialProperty();
|
|
protected const string kBaseColorMap = "_BaseColorMap";
|
|
|
|
protected MaterialProperty baseColor = new MaterialProperty();
|
|
protected const string kBaseColor = "_BaseColor";
|
|
|
|
protected MaterialProperty normalMap = new MaterialProperty();
|
|
protected const string kNormalMap = "_NormalMap";
|
|
|
|
protected MaterialProperty maskMap = new MaterialProperty();
|
|
protected const string kMaskMap = "_MaskMap";
|
|
|
|
protected MaterialProperty decalBlend = new MaterialProperty();
|
|
protected const string kDecalBlend = "_DecalBlend";
|
|
|
|
protected MaterialProperty albedoMode = new MaterialProperty();
|
|
protected const string kAlbedoMode = "_AlbedoMode";
|
|
|
|
protected MaterialProperty normalBlendSrc = new MaterialProperty();
|
|
protected const string kNormalBlendSrc = "_NormalBlendSrc";
|
|
|
|
protected MaterialProperty maskBlendSrc = new MaterialProperty();
|
|
protected const string kMaskBlendSrc = "_MaskBlendSrc";
|
|
|
|
protected MaterialProperty maskBlendMode = new MaterialProperty();
|
|
protected const string kMaskBlendMode = "_MaskBlendMode";
|
|
|
|
protected MaterialProperty maskmapMetal = new MaterialProperty();
|
|
protected const string kMaskmapMetal = "_MaskmapMetal";
|
|
|
|
protected MaterialProperty maskmapAO = new MaterialProperty();
|
|
protected const string kMaskmapAO = "_MaskmapAO";
|
|
|
|
protected MaterialProperty maskmapSmoothness = new MaterialProperty();
|
|
protected const string kMaskmapSmoothness = "_MaskmapSmoothness";
|
|
|
|
protected MaterialEditor m_MaterialEditor;
|
|
|
|
// This is call by the inspector
|
|
|
|
void FindMaterialProperties(MaterialProperty[] props)
|
|
{
|
|
baseColor = FindProperty(kBaseColor, props);
|
|
baseColorMap = FindProperty(kBaseColorMap, props);
|
|
normalMap = FindProperty(kNormalMap, props);
|
|
maskMap = FindProperty(kMaskMap, props);
|
|
decalBlend = FindProperty(kDecalBlend, props);
|
|
albedoMode = FindProperty(kAlbedoMode, props);
|
|
normalBlendSrc = FindProperty(kNormalBlendSrc, props);
|
|
maskBlendSrc = FindProperty(kMaskBlendSrc, props);
|
|
maskBlendMode = FindProperty(kMaskBlendMode, props);
|
|
maskmapMetal = FindProperty(kMaskmapMetal, props);
|
|
maskmapAO = FindProperty(kMaskmapAO, props);
|
|
maskmapSmoothness = FindProperty(kMaskmapSmoothness, props);
|
|
|
|
// always instanced
|
|
SerializedProperty instancing = m_MaterialEditor.serializedObject.FindProperty("m_EnableInstancingVariants");
|
|
instancing.boolValue = true;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
Decal.MaskBlendFlags blendMode = (Decal.MaskBlendFlags)material.GetFloat(kMaskBlendMode);
|
|
|
|
CoreUtils.SetKeyword(material, "_ALBEDOCONTRIBUTION", material.GetFloat(kAlbedoMode) == 1.0f);
|
|
CoreUtils.SetKeyword(material, "_COLORMAP", material.GetTexture(kBaseColorMap));
|
|
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap));
|
|
CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
|
|
CoreUtils.SetKeyword(material, "_NORMAL_BLEND_SRC_B", material.GetFloat(kNormalBlendSrc) == 1.0f);
|
|
CoreUtils.SetKeyword(material, "_MASK_BLEND_SRC_B", material.GetFloat(kMaskBlendSrc) == 1.0f);
|
|
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMStr, false);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsAOStr, false);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMAOStr, false);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsSStr, false);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMSStr, false);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsAOSStr, false);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMAOSStr, false);
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecals3RTStr, true);
|
|
switch (blendMode)
|
|
{
|
|
case Decal.MaskBlendFlags.Metal:
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMStr, true);
|
|
break;
|
|
|
|
case Decal.MaskBlendFlags.AO:
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsAOStr, true);
|
|
break;
|
|
|
|
case Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.AO:
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMAOStr, true);
|
|
break;
|
|
|
|
case Decal.MaskBlendFlags.Smoothness:
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsSStr, true);
|
|
break;
|
|
|
|
case Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.Smoothness:
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMSStr, true);
|
|
break;
|
|
|
|
case Decal.MaskBlendFlags.AO | Decal.MaskBlendFlags.Smoothness:
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsAOSStr, true);
|
|
break;
|
|
|
|
case Decal.MaskBlendFlags.Metal | Decal.MaskBlendFlags.AO | Decal.MaskBlendFlags.Smoothness:
|
|
material.SetShaderPassEnabled(HDShaderPassNames.s_MeshDecalsMAOSStr, true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
protected void SetupMaterialKeywordsAndPassInternal(Material material)
|
|
{
|
|
SetupMaterialKeywordsAndPass(material);
|
|
}
|
|
|
|
public void ShaderPropertiesGUI(Material material)
|
|
{
|
|
// Use default labelWidth
|
|
EditorGUIUtility.labelWidth = 0f;
|
|
float normalBlendSrcValue = normalBlendSrc.floatValue;
|
|
float maskBlendSrcValue = maskBlendSrc.floatValue;
|
|
|
|
Decal.MaskBlendFlags maskBlendFlags = (Decal.MaskBlendFlags)maskBlendMode.floatValue;
|
|
|
|
HDRenderPipelineAsset hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
|
|
bool perChannelMask = hdrp.renderPipelineSettings.decalSettings.perChannelMask;
|
|
|
|
// Detect any changes to the material
|
|
EditorGUI.BeginChangeCheck();
|
|
{
|
|
EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
|
|
|
|
EditorGUI.indentLevel++;
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine((material.GetFloat(kAlbedoMode) == 1.0f) ? Styles.baseColorText : Styles.baseColorText2, baseColorMap, baseColor);
|
|
// Currently always display Albedo contribution as we have an albedo tint that apply
|
|
EditorGUI.indentLevel++;
|
|
m_MaterialEditor.ShaderProperty(albedoMode, Styles.AlbedoModeText);
|
|
EditorGUI.indentLevel--;
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap);
|
|
if (material.GetTexture(kNormalMap))
|
|
{
|
|
EditorGUI.indentLevel++;
|
|
normalBlendSrcValue = EditorGUILayout.Popup("Normal Opacity channel", (int)normalBlendSrcValue, blendSourceNames);
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapText[(int)maskBlendFlags], maskMap);
|
|
if (material.GetTexture(kMaskMap))
|
|
{
|
|
EditorGUI.indentLevel++;
|
|
maskBlendSrcValue = EditorGUILayout.Popup("Mask Opacity channel", (int) maskBlendSrcValue, blendSourceNames);
|
|
if (perChannelMask)
|
|
{
|
|
// Following condition force users to always have at least one attribute enabled
|
|
m_MaterialEditor.ShaderProperty(maskmapMetal, "Affect Metal");
|
|
if ((maskmapMetal.floatValue == 0.0f) && (maskmapAO.floatValue == 0.0f) && (maskmapSmoothness.floatValue == 0.0f))
|
|
maskmapMetal.floatValue = 1.0f;
|
|
m_MaterialEditor.ShaderProperty(maskmapAO, "Affect AO");
|
|
if ((maskmapMetal.floatValue == 0.0f) && (maskmapAO.floatValue == 0.0f) && (maskmapSmoothness.floatValue == 0.0f))
|
|
maskmapAO.floatValue = 1.0f;
|
|
m_MaterialEditor.ShaderProperty(maskmapSmoothness, "Affect Smoothness");
|
|
if ((maskmapMetal.floatValue == 0.0f) && (maskmapAO.floatValue == 0.0f) && (maskmapSmoothness.floatValue == 0.0f))
|
|
maskmapSmoothness.floatValue = 1.0f;
|
|
|
|
if (maskmapMetal.floatValue == 1.0f)
|
|
maskBlendFlags |= Decal.MaskBlendFlags.Metal;
|
|
if (maskmapAO.floatValue == 1.0f)
|
|
maskBlendFlags |= Decal.MaskBlendFlags.AO;
|
|
if (maskmapSmoothness.floatValue == 1.0f)
|
|
maskBlendFlags |= Decal.MaskBlendFlags.Smoothness;
|
|
}
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
m_MaterialEditor.ShaderProperty(decalBlend, Styles.decalBlendText);
|
|
EditorGUI.indentLevel--;
|
|
|
|
EditorGUILayout.HelpBox(
|
|
"Control of AO and Metal is based on option 'Enable Metal and AO properties' in HDRP Asset.\nThere is a performance cost of enabling this option.",
|
|
MessageType.Info);
|
|
}
|
|
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
normalBlendSrc.floatValue = normalBlendSrcValue;
|
|
maskBlendSrc.floatValue = maskBlendSrcValue;
|
|
maskBlendMode.floatValue = (float) maskBlendFlags;
|
|
foreach (var obj in m_MaterialEditor.targets)
|
|
SetupMaterialKeywordsAndPassInternal((Material)obj);
|
|
}
|
|
}
|
|
|
|
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
|
|
{
|
|
m_MaterialEditor = materialEditor;
|
|
// We should always do this call at the beginning
|
|
m_MaterialEditor.serializedObject.Update();
|
|
|
|
FindMaterialProperties(props);
|
|
|
|
Material material = materialEditor.target as Material;
|
|
ShaderPropertiesGUI(material);
|
|
|
|
// We should always do this call at the end
|
|
m_MaterialEditor.serializedObject.ApplyModifiedProperties();
|
|
}
|
|
}
|
|
}
|