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using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class LitGUI : BaseLitGUI
{
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 metallicText = new GUIContent("Metallic", "Metallic scale factor");
public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness scale factor");
public static GUIContent smoothnessRemappingText = new GUIContent("Smoothness Remapping", "Smoothness remapping");
public static GUIContent aoRemappingText = new GUIContent("AmbientOcclusion Remapping", "AmbientOcclusion remapping");
public static GUIContent maskMapSText = new GUIContent("Mask Map - M(R), AO(G), D(B), S(A)", "Mask map");
public static GUIContent maskMapSpecularText = new GUIContent("Mask Map - AO(G), D(B), S(A)", "Mask map");
public static GUIContent normalMapSpaceText = new GUIContent("Normal Map space", "");
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");
public static GUIContent normalMapOSText = new GUIContent("Normal Map OS", "Normal Map (BC7/DXT1/RGB)");
public static GUIContent bentNormalMapText = new GUIContent("Bent normal map", "Use only with indirect diffuse lighting (Lightmap/lightprobe) - Cosine weighted Bent Normal Map (average unoccluded direction) (BC7/BC5/DXT5(nm))");
public static GUIContent bentNormalMapOSText = new GUIContent("Bent normal map OS", "Use only with indirect diffuse lighting (Lightmap/lightprobe) - Bent Normal Map (BC7/DXT1/RGB)");
// Height
public static GUIContent heightMapText = new GUIContent("Height Map (R)", "Height Map.\nFor floating point textures, min, max and base value should be 0, 1 and 0.");
public static GUIContent heightMapCenterText = new GUIContent("Base", "Base of the heightmap in the texture (between 0 and 1)");
public static GUIContent heightMapMinText = new GUIContent("Min (cm)", "Minimum value in the heightmap (in centimeters)");
public static GUIContent heightMapMaxText = new GUIContent("Max (cm)", "Maximum value in the heightmap (in centimeters)");
public static GUIContent heightMapAmplitudeText = new GUIContent("Amplitude (cm)", "Amplitude of the heightmap (in centimeters)");
public static GUIContent heightMapOffsetText = new GUIContent("Offset (cm)", "Offset applied to the heightmap (in centimeters)");
public static GUIContent heightMapParametrization = new GUIContent("Parametrization", "Parametrization of the heightmap");
public static GUIContent tangentMapText = new GUIContent("Tangent Map", "Tangent Map (BC7/BC5/DXT5(nm))");
public static GUIContent tangentMapOSText = new GUIContent("Tangent Map OS", "Tangent Map (BC7/DXT1/RGB)");
public static GUIContent anisotropyText = new GUIContent("Anisotropy", "Anisotropy scale factor");
public static GUIContent anisotropyMapText = new GUIContent("Anisotropy Map (R)", "Anisotropy");
public static GUIContent UVBaseMappingText = new GUIContent("Base UV mapping", "");
public static GUIContent texWorldScaleText = new GUIContent("World scale", "Tiling factor applied to Planar/Trilinear mapping");
// Details
public static string detailText = "Detail Inputs";
public static GUIContent UVDetailMappingText = new GUIContent("Detail UV mapping", "");
public static GUIContent detailMapNormalText = new GUIContent("Detail Map A(R) Ny(G) S(B) Nx(A)", "Detail Map");
public static GUIContent detailAlbedoScaleText = new GUIContent("Detail AlbedoScale", "Detail Albedo Scale factor");
public static GUIContent detailNormalScaleText = new GUIContent("Detail NormalScale", "Normal Scale factor");
public static GUIContent detailSmoothnessScaleText = new GUIContent("Detail SmoothnessScale", "Smoothness Scale factor");
public static GUIContent linkDetailsWithBaseText = new GUIContent("Lock to Base Tiling/Offset", "Lock details Tiling/Offset to Base Tiling/Offset");
// Subsurface
public static GUIContent diffusionProfileText = new GUIContent("Diffusion profile", "A profile determines the shape of the SSS/transmission filter.");
public static GUIContent subsurfaceMaskText = new GUIContent("Subsurface mask", "Determines the strength of the subsurface scattering effect.");
public static GUIContent subsurfaceMaskMapText = new GUIContent("Subsurface mask map (R)", "Determines the strength of the subsurface scattering effect.");
public static GUIContent thicknessText = new GUIContent("Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
public static GUIContent thicknessMapText = new GUIContent("Thickness map (R)", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
public static GUIContent thicknessRemapText = new GUIContent("Thickness Remap", "Remaps values of the thickness map from [0, 1] to the specified range.");
// Iridescence
public static GUIContent iridescenceMaskText = new GUIContent("Iridescence Mask (R)", "Control intensity of the iridescence");
public static GUIContent iridescenceThicknessText = new GUIContent("Iridescence Layer Thickness");
public static GUIContent iridescenceThicknessMapText = new GUIContent("Iridescence Layer Thickness map (R)");
public static GUIContent iridescenceThicknessRemapText = new GUIContent("Iridescence Layer Thickness remap");
// Clear Coat
public static GUIContent coatMaskText = new GUIContent("Coat Mask", "Attenuate the coating effect (similar to change to IOR of 1");
// Specular color
public static GUIContent energyConservingSpecularColorText = new GUIContent("Energy Conserving Specular Color", "Enable energy conservation when using Specular Color mode (i.e high Specular Color mean lower Diffuse Color");
public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular color (RGB)");
// Specular occlusion
public static GUIContent enableSpecularOcclusionText = new GUIContent("Enable Specular Occlusion from Bent normal", "Require cosine weighted bent normal and cosine weighted ambient occlusion. Specular occlusion for reflection probe");
public static GUIContent specularOcclusionWarning = new GUIContent("Require a cosine weighted bent normal and ambient occlusion maps");
// Emissive
public static string emissiveLabelText = "Emissive Inputs";
public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive Color (linear RGB) in nits unit");
public static GUIContent albedoAffectEmissiveText = new GUIContent("Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.");
public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping.");
// Transparency
public static string refractionModelText = "Refraction Model";
public static GUIContent refractionProjectionModelText = new GUIContent("SSRay Model", "Screen Space Ray Model");
public static GUIContent refractionIorText = new GUIContent("Index of refraction", "Index of refraction");
public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");
public static GUIContent refractionThicknessMultiplierText = new GUIContent("Refraction Thickness multiplier (m)", "Thickness multiplier");
public static GUIContent refractionThicknessMapText = new GUIContent("Refraction Thickness Map (R)", "Thickness multiplier");
// Transparency absorption
public static GUIContent transmittanceColorText = new GUIContent("Transmittance Color", "Absorption color (RGB)");
public static GUIContent atDistanceText = new GUIContent("Transmittance Absorption Distance (m)", "Absorption distance reference");
public static GUIContent perPixelDisplacementDetailsWarning = new GUIContent("For pixel displacement to work correctly, details and base map must use same UV mapping");
}
// Lit shader is not layered but some layered materials inherit from it. In order to share code we need LitUI to account for this.
protected const int kMaxLayerCount = 4;
protected int m_LayerCount = 1;
protected string[] m_PropertySuffixes = { "", "", "", "" };
public enum UVBaseMapping
{
UV0,
UV1,
UV2,
UV3,
Planar,
Triplanar
}
public enum NormalMapSpace
{
TangentSpace,
ObjectSpace,
}
public enum HeightmapMode
{
Parallax,
Displacement,
}
public enum UVDetailMapping
{
UV0,
UV1,
UV2,
UV3
}
protected MaterialProperty[] UVBase = new MaterialProperty[kMaxLayerCount];
protected const string kUVBase = "_UVBase";
protected MaterialProperty[] TexWorldScale = new MaterialProperty[kMaxLayerCount];
protected const string kTexWorldScale = "_TexWorldScale";
protected MaterialProperty[] InvTilingScale = new MaterialProperty[kMaxLayerCount];
protected const string kInvTilingScale = "_InvTilingScale";
protected MaterialProperty[] UVMappingMask = new MaterialProperty[kMaxLayerCount];
protected const string kUVMappingMask = "_UVMappingMask";
protected MaterialProperty[] baseColor = new MaterialProperty[kMaxLayerCount];
protected const string kBaseColor = "_BaseColor";
protected MaterialProperty[] baseColorMap = new MaterialProperty[kMaxLayerCount];
protected const string kBaseColorMap = "_BaseColorMap";
protected MaterialProperty[] metallic = new MaterialProperty[kMaxLayerCount];
protected const string kMetallic = "_Metallic";
protected MaterialProperty[] smoothness = new MaterialProperty[kMaxLayerCount];
protected const string kSmoothness = "_Smoothness";
protected MaterialProperty[] smoothnessRemapMin = new MaterialProperty[kMaxLayerCount];
protected const string kSmoothnessRemapMin = "_SmoothnessRemapMin";
protected MaterialProperty[] smoothnessRemapMax = new MaterialProperty[kMaxLayerCount];
protected const string kSmoothnessRemapMax = "_SmoothnessRemapMax";
protected MaterialProperty[] aoRemapMin = new MaterialProperty[kMaxLayerCount];
protected const string kAORemapMin = "_AORemapMin";
protected MaterialProperty[] aoRemapMax = new MaterialProperty[kMaxLayerCount];
protected const string kAORemapMax = "_AORemapMax";
protected MaterialProperty[] maskMap = new MaterialProperty[kMaxLayerCount];
protected const string kMaskMap = "_MaskMap";
protected MaterialProperty[] normalScale = new MaterialProperty[kMaxLayerCount];
protected const string kNormalScale = "_NormalScale";
protected MaterialProperty[] normalMap = new MaterialProperty[kMaxLayerCount];
protected const string kNormalMap = "_NormalMap";
protected MaterialProperty[] normalMapOS = new MaterialProperty[kMaxLayerCount];
protected const string kNormalMapOS = "_NormalMapOS";
protected MaterialProperty[] bentNormalMap = new MaterialProperty[kMaxLayerCount];
protected const string kBentNormalMap = "_BentNormalMap";
protected MaterialProperty[] bentNormalMapOS = new MaterialProperty[kMaxLayerCount];
protected const string kBentNormalMapOS = "_BentNormalMapOS";
protected MaterialProperty[] normalMapSpace = new MaterialProperty[kMaxLayerCount];
protected const string kNormalMapSpace = "_NormalMapSpace";
protected MaterialProperty[] heightMap = new MaterialProperty[kMaxLayerCount];
protected const string kHeightMap = "_HeightMap";
protected MaterialProperty[] heightAmplitude = new MaterialProperty[kMaxLayerCount];
protected const string kHeightAmplitude = "_HeightAmplitude";
protected MaterialProperty[] heightCenter = new MaterialProperty[kMaxLayerCount];
protected const string kHeightCenter = "_HeightCenter";
protected MaterialProperty[] heightPoMAmplitude = new MaterialProperty[kMaxLayerCount];
protected const string kHeightPoMAmplitude = "_HeightPoMAmplitude";
protected MaterialProperty[] heightTessCenter = new MaterialProperty[kMaxLayerCount];
protected const string kHeightTessCenter = "_HeightTessCenter";
protected MaterialProperty[] heightTessAmplitude = new MaterialProperty[kMaxLayerCount];
protected const string kHeightTessAmplitude = "_HeightTessAmplitude";
protected MaterialProperty[] heightMin = new MaterialProperty[kMaxLayerCount];
protected const string kHeightMin = "_HeightMin";
protected MaterialProperty[] heightMax = new MaterialProperty[kMaxLayerCount];
protected const string kHeightMax = "_HeightMax";
protected MaterialProperty[] heightOffset = new MaterialProperty[kMaxLayerCount];
protected const string kHeightOffset = "_HeightOffset";
protected MaterialProperty[] heightParametrization = new MaterialProperty[kMaxLayerCount];
protected const string kHeightParametrization = "_HeightMapParametrization";
protected MaterialProperty[] diffusionProfileID = new MaterialProperty[kMaxLayerCount];
protected const string kDiffusionProfileID = "_DiffusionProfile";
protected MaterialProperty[] subsurfaceMask = new MaterialProperty[kMaxLayerCount];
protected const string kSubsurfaceMask = "_SubsurfaceMask";
protected MaterialProperty[] subsurfaceMaskMap = new MaterialProperty[kMaxLayerCount];
protected const string kSubsurfaceMaskMap = "_SubsurfaceMaskMap";
protected MaterialProperty[] thickness = new MaterialProperty[kMaxLayerCount];
protected const string kThickness = "_Thickness";
protected MaterialProperty[] thicknessMap = new MaterialProperty[kMaxLayerCount];
protected const string kThicknessMap = "_ThicknessMap";
protected MaterialProperty[] thicknessRemap = new MaterialProperty[kMaxLayerCount];
protected const string kThicknessRemap = "_ThicknessRemap";
protected MaterialProperty[] UVDetail = new MaterialProperty[kMaxLayerCount];
protected const string kUVDetail = "_UVDetail";
protected MaterialProperty[] UVDetailsMappingMask = new MaterialProperty[kMaxLayerCount];
protected const string kUVDetailsMappingMask = "_UVDetailsMappingMask";
protected MaterialProperty[] detailMap = new MaterialProperty[kMaxLayerCount];
protected const string kDetailMap = "_DetailMap";
protected MaterialProperty[] linkDetailsWithBase = new MaterialProperty[kMaxLayerCount];
protected const string kLinkDetailsWithBase = "_LinkDetailsWithBase";
protected MaterialProperty[] detailAlbedoScale = new MaterialProperty[kMaxLayerCount];
protected const string kDetailAlbedoScale = "_DetailAlbedoScale";
protected MaterialProperty[] detailNormalScale = new MaterialProperty[kMaxLayerCount];
protected const string kDetailNormalScale = "_DetailNormalScale";
protected MaterialProperty[] detailSmoothnessScale = new MaterialProperty[kMaxLayerCount];
protected const string kDetailSmoothnessScale = "_DetailSmoothnessScale";
protected MaterialProperty energyConservingSpecularColor = null;
protected const string kEnergyConservingSpecularColor = "_EnergyConservingSpecularColor";
protected MaterialProperty specularColor = null;
protected const string kSpecularColor = "_SpecularColor";
protected MaterialProperty specularColorMap = null;
protected const string kSpecularColorMap = "_SpecularColorMap";
protected MaterialProperty tangentMap = null;
protected const string kTangentMap = "_TangentMap";
protected MaterialProperty tangentMapOS = null;
protected const string kTangentMapOS = "_TangentMapOS";
protected MaterialProperty anisotropy = null;
protected const string kAnisotropy = "_Anisotropy";
protected MaterialProperty anisotropyMap = null;
protected const string kAnisotropyMap = "_AnisotropyMap";
protected MaterialProperty iridescenceMask = null;
protected const string kIridescenceMask = "_IridescenceMask";
protected MaterialProperty iridescenceMaskMap = null;
protected const string kIridescenceMaskMap = "_IridescenceMaskMap";
protected MaterialProperty iridescenceThickness = null;
protected const string kIridescenceThickness = "_IridescenceThickness";
protected MaterialProperty iridescenceThicknessMap = null;
protected const string kIridescenceThicknessMap = "_IridescenceThicknessMap";
protected MaterialProperty iridescenceThicknessRemap = null;
protected const string kIridescenceThicknessRemap = "_IridescenceThicknessRemap";
protected MaterialProperty coatMask = null;
protected const string kCoatMask = "_CoatMask";
protected MaterialProperty coatMaskMap = null;
protected const string kCoatMaskMap = "_CoatMaskMap";
protected MaterialProperty emissiveColorMode = null;
protected const string kEmissiveColorMode = "_EmissiveColorMode";
protected MaterialProperty emissiveColor = null;
protected const string kEmissiveColor = "_EmissiveColor";
protected MaterialProperty emissiveColorMap = null;
protected const string kEmissiveColorMap = "_EmissiveColorMap";
protected MaterialProperty albedoAffectEmissive = null;
protected const string kAlbedoAffectEmissive = "_AlbedoAffectEmissive";
protected MaterialProperty UVEmissive = null;
protected const string kUVEmissive = "_UVEmissive";
protected MaterialProperty TexWorldScaleEmissive = null;
protected const string kTexWorldScaleEmissive = "_TexWorldScaleEmissive";
protected MaterialProperty UVMappingMaskEmissive = null;
protected const string kUVMappingMaskEmissive = "_UVMappingMaskEmissive";
protected MaterialProperty enableSpecularOcclusion = null;
protected const string kEnableSpecularOcclusion = "_EnableSpecularOcclusion";
// transparency params
protected MaterialProperty ior = null;
protected const string kIor = "_Ior";
protected MaterialProperty transmittanceColor = null;
protected const string kTransmittanceColor = "_TransmittanceColor";
protected MaterialProperty transmittanceColorMap = null;
protected const string kTransmittanceColorMap = "_TransmittanceColorMap";
protected MaterialProperty atDistance = null;
protected const string kATDistance = "_ATDistance";
protected MaterialProperty thicknessMultiplier = null;
protected const string kThicknessMultiplier = "_ThicknessMultiplier";
protected MaterialProperty refractionModel = null;
protected const string kRefractionModel = "_RefractionModel";
protected MaterialProperty ssrefractionProjectionModel = null;
protected const string kSSRefractionProjectionModel = "_SSRefractionProjectionModel";
protected override bool showBlendModePopup
{
get { return refractionModel == null || refractionModel.floatValue == 0f; }
}
protected void FindMaterialLayerProperties(MaterialProperty[] props)
{
for (int i = 0; i < m_LayerCount; ++i)
{
UVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, m_PropertySuffixes[i]), props);
TexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, m_PropertySuffixes[i]), props);
InvTilingScale[i] = FindProperty(string.Format("{0}{1}", kInvTilingScale, m_PropertySuffixes[i]), props);
UVMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVMappingMask, m_PropertySuffixes[i]), props);
baseColor[i] = FindProperty(string.Format("{0}{1}", kBaseColor, m_PropertySuffixes[i]), props);
baseColorMap[i] = FindProperty(string.Format("{0}{1}", kBaseColorMap, m_PropertySuffixes[i]), props);
metallic[i] = FindProperty(string.Format("{0}{1}", kMetallic, m_PropertySuffixes[i]), props);
smoothness[i] = FindProperty(string.Format("{0}{1}", kSmoothness, m_PropertySuffixes[i]), props);
smoothnessRemapMin[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMin, m_PropertySuffixes[i]), props);
smoothnessRemapMax[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMax, m_PropertySuffixes[i]), props);
aoRemapMin[i] = FindProperty(string.Format("{0}{1}", kAORemapMin, m_PropertySuffixes[i]), props);
aoRemapMax[i] = FindProperty(string.Format("{0}{1}", kAORemapMax, m_PropertySuffixes[i]), props);
maskMap[i] = FindProperty(string.Format("{0}{1}", kMaskMap, m_PropertySuffixes[i]), props);
normalMap[i] = FindProperty(string.Format("{0}{1}", kNormalMap, m_PropertySuffixes[i]), props);
normalMapOS[i] = FindProperty(string.Format("{0}{1}", kNormalMapOS, m_PropertySuffixes[i]), props);
normalScale[i] = FindProperty(string.Format("{0}{1}", kNormalScale, m_PropertySuffixes[i]), props);
bentNormalMap[i] = FindProperty(string.Format("{0}{1}", kBentNormalMap, m_PropertySuffixes[i]), props);
bentNormalMapOS[i] = FindProperty(string.Format("{0}{1}", kBentNormalMapOS, m_PropertySuffixes[i]), props);
normalMapSpace[i] = FindProperty(string.Format("{0}{1}", kNormalMapSpace, m_PropertySuffixes[i]), props);
// Height
heightMap[i] = FindProperty(string.Format("{0}{1}", kHeightMap, m_PropertySuffixes[i]), props);
heightAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightAmplitude, m_PropertySuffixes[i]), props);
heightCenter[i] = FindProperty(string.Format("{0}{1}", kHeightCenter, m_PropertySuffixes[i]), props);
heightPoMAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightPoMAmplitude, m_PropertySuffixes[i]), props);
heightMin[i] = FindProperty(string.Format("{0}{1}", kHeightMin, m_PropertySuffixes[i]), props);
heightMax[i] = FindProperty(string.Format("{0}{1}", kHeightMax, m_PropertySuffixes[i]), props);
heightTessCenter[i] = FindProperty(string.Format("{0}{1}", kHeightTessCenter, m_PropertySuffixes[i]), props);
heightTessAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightTessAmplitude, m_PropertySuffixes[i]), props);
heightOffset[i] = FindProperty(string.Format("{0}{1}", kHeightOffset, m_PropertySuffixes[i]), props);
heightParametrization[i] = FindProperty(string.Format("{0}{1}", kHeightParametrization, m_PropertySuffixes[i]), props);
// Sub surface
diffusionProfileID[i] = FindProperty(string.Format("{0}{1}", kDiffusionProfileID, m_PropertySuffixes[i]), props);
subsurfaceMask[i] = FindProperty(string.Format("{0}{1}", kSubsurfaceMask, m_PropertySuffixes[i]), props);
subsurfaceMaskMap[i] = FindProperty(string.Format("{0}{1}", kSubsurfaceMaskMap, m_PropertySuffixes[i]), props);
thickness[i] = FindProperty(string.Format("{0}{1}", kThickness, m_PropertySuffixes[i]), props);
thicknessMap[i] = FindProperty(string.Format("{0}{1}", kThicknessMap, m_PropertySuffixes[i]), props);
thicknessRemap[i] = FindProperty(string.Format("{0}{1}", kThicknessRemap, m_PropertySuffixes[i]), props);
// Details
UVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, m_PropertySuffixes[i]), props);
UVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, m_PropertySuffixes[i]), props);
linkDetailsWithBase[i] = FindProperty(string.Format("{0}{1}", kLinkDetailsWithBase, m_PropertySuffixes[i]), props);
detailMap[i] = FindProperty(string.Format("{0}{1}", kDetailMap, m_PropertySuffixes[i]), props);
detailAlbedoScale[i] = FindProperty(string.Format("{0}{1}", kDetailAlbedoScale, m_PropertySuffixes[i]), props);
detailNormalScale[i] = FindProperty(string.Format("{0}{1}", kDetailNormalScale, m_PropertySuffixes[i]), props);
detailSmoothnessScale[i] = FindProperty(string.Format("{0}{1}", kDetailSmoothnessScale, m_PropertySuffixes[i]), props);
}
}
protected void FindMaterialEmissiveProperties(MaterialProperty[] props)
{
emissiveColorMode = FindProperty(kEmissiveColorMode, props);
emissiveColor = FindProperty(kEmissiveColor, props);
emissiveColorMap = FindProperty(kEmissiveColorMap, props);
albedoAffectEmissive = FindProperty(kAlbedoAffectEmissive, props);
UVEmissive = FindProperty(kUVEmissive, props);
TexWorldScaleEmissive = FindProperty(kTexWorldScaleEmissive, props);
UVMappingMaskEmissive = FindProperty(kUVMappingMaskEmissive, props);
enableSpecularOcclusion = FindProperty(kEnableSpecularOcclusion, props);
}
protected override void FindMaterialProperties(MaterialProperty[] props)
{
FindMaterialLayerProperties(props);
FindMaterialEmissiveProperties(props);
// The next properties are only supported for regular Lit shader (not layered ones) because it's complicated to blend those parameters if they are different on a per layer basis.
// Specular Color
energyConservingSpecularColor = FindProperty(kEnergyConservingSpecularColor, props);
specularColor = FindProperty(kSpecularColor, props);
specularColorMap = FindProperty(kSpecularColorMap, props);
// Anisotropy
tangentMap = FindProperty(kTangentMap, props);
tangentMapOS = FindProperty(kTangentMapOS, props);
anisotropy = FindProperty(kAnisotropy, props);
anisotropyMap = FindProperty(kAnisotropyMap, props);
// Iridescence
iridescenceMask = FindProperty(kIridescenceMask, props);
iridescenceMaskMap = FindProperty(kIridescenceMaskMap, props);
iridescenceThickness = FindProperty(kIridescenceThickness, props);
iridescenceThicknessMap = FindProperty(kIridescenceThicknessMap, props);
iridescenceThicknessRemap = FindProperty(kIridescenceThicknessRemap, props);
// clear coat
coatMask = FindProperty(kCoatMask, props);
coatMaskMap = FindProperty(kCoatMaskMap, props);
// Transparency
refractionModel = FindProperty(kRefractionModel, props, false);
ssrefractionProjectionModel = FindProperty(kSSRefractionProjectionModel, props, false);
transmittanceColor = FindProperty(kTransmittanceColor, props, false);
transmittanceColorMap = FindProperty(kTransmittanceColorMap, props, false);
atDistance = FindProperty(kATDistance, props, false);
thicknessMultiplier = FindProperty(kThicknessMultiplier, props, false);
ior = FindProperty(kIor, props, false);
// We reuse thickness from SSS
}
protected void ShaderSpecularColorInputGUI(Material material)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(energyConservingSpecularColor, Styles.energyConservingSpecularColorText);
EditorGUI.indentLevel--;
}
protected void ShaderSSSAndTransmissionInputGUI(Material material, int layerIndex)
{
var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
if (hdPipeline == null)
return;
var diffusionProfileSettings = hdPipeline.diffusionProfileSettings;
if (hdPipeline.IsInternalDiffusionProfile(diffusionProfileSettings))
{
EditorGUILayout.HelpBox("No diffusion profile Settings have been assigned to the render pipeline asset.", MessageType.Warning);
return;
}
// TODO: Optimize me
var profiles = diffusionProfileSettings.profiles;
var names = new GUIContent[profiles.Length + 1];
names[0] = new GUIContent("None");
var values = new int[names.Length];
values[0] = DiffusionProfileConstants.DIFFUSION_PROFILE_NEUTRAL_ID;
for (int i = 0; i < profiles.Length; i++)
{
names[i + 1] = new GUIContent(profiles[i].name);
values[i + 1] = i + 1;
}
using (var scope = new EditorGUI.ChangeCheckScope())
{
int profileID = (int)diffusionProfileID[layerIndex].floatValue;
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PrefixLabel(Styles.diffusionProfileText);
using (new EditorGUILayout.HorizontalScope())
{
profileID = EditorGUILayout.IntPopup(profileID, names, values);
if (GUILayout.Button("Goto", EditorStyles.miniButton, GUILayout.Width(50f)))
Selection.activeObject = diffusionProfileSettings;
}
}
if (scope.changed)
diffusionProfileID[layerIndex].floatValue = profileID;
}
if ((int)materialID.floatValue == (int)BaseLitGUI.MaterialId.LitSSS)
{
m_MaterialEditor.ShaderProperty(subsurfaceMask[layerIndex], Styles.subsurfaceMaskText);
m_MaterialEditor.TexturePropertySingleLine(Styles.subsurfaceMaskMapText, subsurfaceMaskMap[layerIndex]);
}
if ((int)materialID.floatValue == (int)BaseLitGUI.MaterialId.LitTranslucent ||
((int)materialID.floatValue == (int)BaseLitGUI.MaterialId.LitSSS && transmissionEnable.floatValue > 0.0f))
{
m_MaterialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap[layerIndex]);
if (thicknessMap[layerIndex].textureValue != null)
{
// Display the remap of texture values.
Vector2 remap = thicknessRemap[layerIndex].vectorValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(Styles.thicknessRemapText, ref remap.x, ref remap.y, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
thicknessRemap[layerIndex].vectorValue = remap;
}
}
else
{
// Allow the user to set the constant value of thickness if no thickness map is provided.
m_MaterialEditor.ShaderProperty(thickness[layerIndex], Styles.thicknessText);
}
}
}
protected void ShaderIridescenceInputGUI()
{
m_MaterialEditor.TexturePropertySingleLine(Styles.iridescenceMaskText, iridescenceMaskMap, iridescenceMask);
if (iridescenceThicknessMap.textureValue != null)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.iridescenceThicknessMapText, iridescenceThicknessMap);
// Display the remap of texture values.
Vector2 remap = iridescenceThicknessRemap.vectorValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(Styles.iridescenceThicknessRemapText, ref remap.x, ref remap.y, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
iridescenceThicknessRemap.vectorValue = remap;
}
}
else
{
// Allow the user to set the constant value of thickness if no thickness map is provided.
m_MaterialEditor.TexturePropertySingleLine(Styles.iridescenceThicknessMapText, iridescenceThicknessMap, iridescenceThickness);
}
}
protected void ShaderClearCoatInputGUI()
{
m_MaterialEditor.TexturePropertySingleLine(Styles.coatMaskText, coatMaskMap, coatMask);
}
protected void ShaderAnisoInputGUI()
{
if ((NormalMapSpace)normalMapSpace[0].floatValue == NormalMapSpace.TangentSpace)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapText, tangentMap);
}
else
{
m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapOSText, tangentMapOS);
}
m_MaterialEditor.ShaderProperty(anisotropy, Styles.anisotropyText);
m_MaterialEditor.TexturePropertySingleLine(Styles.anisotropyMapText, anisotropyMap);
}
protected override void UpdateDisplacement()
{
for (int i = 0; i < m_LayerCount; ++i)
{
UpdateDisplacement(i);
}
}
protected void UpdateDisplacement(int layerIndex)
{
DisplacementMode displaceMode = (DisplacementMode)displacementMode.floatValue;
if (displaceMode == DisplacementMode.Pixel)
{
heightAmplitude[layerIndex].floatValue = heightPoMAmplitude[layerIndex].floatValue * 0.01f; // Conversion centimeters to meters.
heightCenter[layerIndex].floatValue = 1.0f; // PoM is always inward so base (0 height) is mapped to 1 in the texture
}
else
{
HeightmapParametrization parametrization = (HeightmapParametrization)heightParametrization[layerIndex].floatValue;
if (parametrization == HeightmapParametrization.MinMax)
{
float offset = heightOffset[layerIndex].floatValue;
float amplitude = (heightMax[layerIndex].floatValue - heightMin[layerIndex].floatValue);
heightAmplitude[layerIndex].floatValue = amplitude * 0.01f; // Conversion centimeters to meters.
heightCenter[layerIndex].floatValue = -(heightMin[layerIndex].floatValue + offset) / Mathf.Max(1e-6f, amplitude);
}
else
{
float amplitude = heightTessAmplitude[layerIndex].floatValue;
heightAmplitude[layerIndex].floatValue = amplitude * 0.01f;
heightCenter[layerIndex].floatValue = -heightOffset[layerIndex].floatValue / Mathf.Max(1e-6f, amplitude) + heightTessCenter[layerIndex].floatValue;
}
}
}
protected void DoLayerGUI(Material material, int layerIndex, bool isLayeredLit, bool showHeightMap)
{
EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap[layerIndex], baseColor[layerIndex]);
if ((BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitStandard ||
(BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitAniso ||
(BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitIridescence)
{
m_MaterialEditor.ShaderProperty(metallic[layerIndex], Styles.metallicText);
}
if (maskMap[layerIndex].textureValue == null)
{
m_MaterialEditor.ShaderProperty(smoothness[layerIndex], Styles.smoothnessText);
}
else
{
float remapMin = smoothnessRemapMin[layerIndex].floatValue;
float remapMax = smoothnessRemapMax[layerIndex].floatValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(Styles.smoothnessRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
smoothnessRemapMin[layerIndex].floatValue = remapMin;
smoothnessRemapMax[layerIndex].floatValue = remapMax;
}
float aoMin = aoRemapMin[layerIndex].floatValue;
float aoMax = aoRemapMax[layerIndex].floatValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(Styles.aoRemappingText, ref aoMin, ref aoMax, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
aoRemapMin[layerIndex].floatValue = aoMin;
aoRemapMax[layerIndex].floatValue = aoMax;
}
}
m_MaterialEditor.TexturePropertySingleLine(((BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitSpecular) ? Styles.maskMapSpecularText : Styles.maskMapSText, maskMap[layerIndex]);
m_MaterialEditor.ShaderProperty(normalMapSpace[layerIndex], Styles.normalMapSpaceText);
// Triplanar only work with tangent space normal
if ((NormalMapSpace)normalMapSpace[layerIndex].floatValue == NormalMapSpace.ObjectSpace && ((UVBaseMapping)UVBase[layerIndex].floatValue == UVBaseMapping.Triplanar))
{
EditorGUILayout.HelpBox(Styles.normalMapSpaceWarning.text, MessageType.Error);
}
// We have two different property for object space and tangent space normal map to allow
// 1. to go back and forth
// 2. to avoid the warning that ask to fix the object normal map texture (normalOS are just linear RGB texture
if ((NormalMapSpace)normalMapSpace[layerIndex].floatValue == NormalMapSpace.TangentSpace)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap[layerIndex], normalScale[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine(Styles.bentNormalMapText, bentNormalMap[layerIndex]);
}
else
{
// No scaling in object space
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapOSText, normalMapOS[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine(Styles.bentNormalMapOSText, bentNormalMapOS[layerIndex]);
}
DisplacementMode displaceMode = (DisplacementMode)displacementMode.floatValue;
if (displaceMode != DisplacementMode.None || showHeightMap)
{
EditorGUI.BeginChangeCheck();
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap[layerIndex]);
if (!heightMap[layerIndex].hasMixedValue && heightMap[layerIndex].textureValue != null && !displacementMode.hasMixedValue)
{
EditorGUI.indentLevel++;
if (displaceMode == DisplacementMode.Pixel)
{
m_MaterialEditor.ShaderProperty(heightPoMAmplitude[layerIndex], Styles.heightMapAmplitudeText);
}
else
{
m_MaterialEditor.ShaderProperty(heightParametrization[layerIndex], Styles.heightMapParametrization);
if (!heightParametrization[layerIndex].hasMixedValue)
{
HeightmapParametrization parametrization = (HeightmapParametrization)heightParametrization[layerIndex].floatValue;
if (parametrization == HeightmapParametrization.MinMax)
{
m_MaterialEditor.ShaderProperty(heightMin[layerIndex], Styles.heightMapMinText);
m_MaterialEditor.ShaderProperty(heightMax[layerIndex], Styles.heightMapMaxText);
}
else
{
m_MaterialEditor.ShaderProperty(heightTessAmplitude[layerIndex], Styles.heightMapAmplitudeText);
m_MaterialEditor.ShaderProperty(heightTessCenter[layerIndex], Styles.heightMapCenterText);
}
m_MaterialEditor.ShaderProperty(heightOffset[layerIndex], Styles.heightMapOffsetText);
}
}
EditorGUI.indentLevel--;
}
// UI only updates intermediate values, this will update the values actually used by the shader.
if (EditorGUI.EndChangeCheck())
{
UpdateDisplacement(layerIndex);
}
}
switch ((BaseLitGUI.MaterialId)materialID.floatValue)
{
case BaseLitGUI.MaterialId.LitSSS:
case BaseLitGUI.MaterialId.LitTranslucent:
ShaderSSSAndTransmissionInputGUI(material, layerIndex);
break;
case BaseLitGUI.MaterialId.LitStandard:
// Nothing
break;
// Following mode are not supported by layered lit and will not be call by it
// as the MaterialId enum don't define it
case BaseLitGUI.MaterialId.LitAniso:
ShaderAnisoInputGUI();
break;
case BaseLitGUI.MaterialId.LitSpecular:
ShaderSpecularColorInputGUI(material);
break;
case BaseLitGUI.MaterialId.LitIridescence:
ShaderIridescenceInputGUI();
break;
default:
Debug.Assert(false, "Encountered an unsupported MaterialID.");
break;
}
if (!isLayeredLit)
{
ShaderClearCoatInputGUI();
}
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
m_MaterialEditor.ShaderProperty(UVBase[layerIndex], Styles.UVBaseMappingText);
UVBaseMapping uvBaseMapping = (UVBaseMapping)UVBase[layerIndex].floatValue;
float X, Y, Z, W;
X = (uvBaseMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
Y = (uvBaseMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
Z = (uvBaseMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
W = (uvBaseMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;
UVMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W);
if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar))
{
m_MaterialEditor.ShaderProperty(TexWorldScale[layerIndex], Styles.texWorldScaleText);
}
m_MaterialEditor.TextureScaleOffsetProperty(baseColorMap[layerIndex]);
if (EditorGUI.EndChangeCheck())
{
// Precompute.
InvTilingScale[layerIndex].floatValue = 2.0f / (Mathf.Abs(baseColorMap[layerIndex].textureScaleAndOffset.x) + Mathf.Abs(baseColorMap[layerIndex].textureScaleAndOffset.y));
if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar))
{
InvTilingScale[layerIndex].floatValue = InvTilingScale[layerIndex].floatValue / TexWorldScale[layerIndex].floatValue;
}
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.detailText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapNormalText, detailMap[layerIndex]);
if (material.GetTexture(isLayeredLit ? kDetailMap + layerIndex : kDetailMap))
{
EditorGUI.indentLevel++;
// When Planar or Triplanar is enable the UVDetail use the same mode, so we disable the choice on UVDetail
if (uvBaseMapping == UVBaseMapping.Planar)
{
EditorGUILayout.LabelField(Styles.UVDetailMappingText.text + ": Planar");
}
else if (uvBaseMapping == UVBaseMapping.Triplanar)
{
EditorGUILayout.LabelField(Styles.UVDetailMappingText.text + ": Triplanar");
}
else
{
m_MaterialEditor.ShaderProperty(UVDetail[layerIndex], Styles.UVDetailMappingText);
}
// Setup the UVSet for detail, if planar/triplanar is use for base, it will override the mapping of detail (See shader code)
X = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV0) ? 1.0f : 0.0f;
Y = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV1) ? 1.0f : 0.0f;
Z = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV2) ? 1.0f : 0.0f;
W = ((UVDetailMapping)UVDetail[layerIndex].floatValue == UVDetailMapping.UV3) ? 1.0f : 0.0f;
UVDetailsMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(linkDetailsWithBase[layerIndex], Styles.linkDetailsWithBaseText);
EditorGUI.indentLevel--;
m_MaterialEditor.TextureScaleOffsetProperty(detailMap[layerIndex]);
if ((DisplacementMode)displacementMode.floatValue == DisplacementMode.Pixel && (UVDetail[layerIndex].floatValue != UVBase[layerIndex].floatValue))
{
if (material.GetTexture(kDetailMap + m_PropertySuffixes[layerIndex]))
EditorGUILayout.HelpBox(Styles.perPixelDisplacementDetailsWarning.text, MessageType.Warning);
}
m_MaterialEditor.ShaderProperty(detailAlbedoScale[layerIndex], Styles.detailAlbedoScaleText);
m_MaterialEditor.ShaderProperty(detailNormalScale[layerIndex], Styles.detailNormalScaleText);
m_MaterialEditor.ShaderProperty(detailSmoothnessScale[layerIndex], Styles.detailSmoothnessScaleText);
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent
&& refractionModel != null)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
var isPrepass = material.HasProperty(kPreRefractionPass) && material.GetFloat(kPreRefractionPass) > 0.0;
if (refractionModel != null
// Refraction is not available for pre-refraction objects
&& !isPrepass)
{
m_MaterialEditor.ShaderProperty(refractionModel, Styles.refractionModelText);
var mode = (ScreenSpaceLighting.RefractionModel)refractionModel.floatValue;
if (mode != ScreenSpaceLighting.RefractionModel.None)
{
m_MaterialEditor.ShaderProperty(ssrefractionProjectionModel, Styles.refractionProjectionModelText);
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIorText);
blendMode.floatValue = (float)BlendMode.Alpha;
if (thicknessMap[0].textureValue == null)
m_MaterialEditor.ShaderProperty(thickness[0], Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap[0]);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
thicknessMultiplier.floatValue = Mathf.Max(thicknessMultiplier.floatValue, 0);
--EditorGUI.indentLevel;
m_MaterialEditor.TexturePropertySingleLine(Styles.transmittanceColorText, transmittanceColorMap, transmittanceColor);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
atDistance.floatValue = Mathf.Max(atDistance.floatValue, 0);
--EditorGUI.indentLevel;
}
}
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
}
protected void DoEmissiveGUI(Material material)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.emissiveLabelText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
// TODO: display warning if we don't have bent normal (either OS or TS) and ambient occlusion
//if (enableSpecularOcclusion.floatValue > 0.0f)
{
//EditorGUILayout.HelpBox(Styles.specularOcclusionWarning.text, MessageType.Error);
}
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
if (material.GetTexture(kEmissiveColorMap))
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(UVEmissive, Styles.UVBaseMappingText);
UVBaseMapping uvEmissiveMapping = (UVBaseMapping)UVEmissive.floatValue;
float X, Y, Z, W;
X = (uvEmissiveMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
Y = (uvEmissiveMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
Z = (uvEmissiveMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
W = (uvEmissiveMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;
UVMappingMaskEmissive.colorValue = new Color(X, Y, Z, W);
if ((uvEmissiveMapping == UVBaseMapping.Planar) || (uvEmissiveMapping == UVBaseMapping.Triplanar))
{
m_MaterialEditor.ShaderProperty(TexWorldScaleEmissive, Styles.texWorldScaleText);
}
m_MaterialEditor.TextureScaleOffsetProperty(emissiveColorMap);
EditorGUI.indentLevel--;
}
m_MaterialEditor.ShaderProperty(albedoAffectEmissive, Styles.albedoAffectEmissiveText);
EditorGUI.indentLevel--;
}
protected override void MaterialPropertiesGUI(Material material)
{
DoLayerGUI(material, 0, false, false);
DoEmissiveGUI(material);
// The parent Base.ShaderPropertiesGUI will call DoEmissionArea
}
protected override void MaterialPropertiesAdvanceGUI(Material material)
{
m_MaterialEditor.ShaderProperty(enableSpecularOcclusion, Styles.enableSpecularOcclusionText);
}
protected override bool ShouldEmissionBeEnabled(Material material)
{
return (material.GetColor(kEmissiveColor) != Color.black) || material.GetTexture(kEmissiveColorMap);
}
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)
{
SetupBaseLitKeywords(material);
SetupBaseLitMaterialPass(material);
NormalMapSpace normalMapSpace = (NormalMapSpace)material.GetFloat(kNormalMapSpace);
// 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)
CoreUtils.SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar);
CoreUtils.SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar);
CoreUtils.SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace));
if (normalMapSpace == NormalMapSpace.TangentSpace)
{
// With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for it
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMap));
}
else // Object space
{
// With details map, we always use a normal map but in case of objects space there is no good default, so the result will be weird until users fix it
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS) || material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS));
CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS));
}
CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Planar && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
CoreUtils.SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
CoreUtils.SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
CoreUtils.SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_SUBSURFACE_MASK_MAP", material.GetTexture(kSubsurfaceMaskMap));
CoreUtils.SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap));
CoreUtils.SetKeyword(material, "_IRIDESCENCE_THICKNESSMAP", material.GetTexture(kIridescenceThicknessMap));
CoreUtils.SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap));
bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 || (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV2;
bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 || (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV3;
if (needUV3)
{
material.DisableKeyword("_REQUIRE_UV2");
material.EnableKeyword("_REQUIRE_UV3");
}
else if (needUV2)
{
material.EnableKeyword("_REQUIRE_UV2");
material.DisableKeyword("_REQUIRE_UV3");
}
else
{
material.DisableKeyword("_REQUIRE_UV2");
material.DisableKeyword("_REQUIRE_UV3");
}
BaseLitGUI.MaterialId materialId = (BaseLitGUI.MaterialId)material.GetFloat(kMaterialID);
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING", materialId == BaseLitGUI.MaterialId.LitSSS);
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_TRANSMISSION", materialId == BaseLitGUI.MaterialId.LitTranslucent || (materialId == BaseLitGUI.MaterialId.LitSSS && material.GetFloat(kTransmissionEnable) > 0.0f));
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_ANISOTROPY", materialId == BaseLitGUI.MaterialId.LitAniso);
// No material Id for clear coat, just test the attribute
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_CLEAR_COAT", material.GetFloat(kCoatMask) > 0.0 || material.GetTexture(kCoatMaskMap));
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_IRIDESCENCE", materialId == BaseLitGUI.MaterialId.LitIridescence);
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SPECULAR_COLOR", materialId == BaseLitGUI.MaterialId.LitSpecular);
var refractionModelValue = (ScreenSpaceLighting.RefractionModel)material.GetFloat(kRefractionModel);
var refractionProjectionModelValue = (ScreenSpaceLighting.ProjectionModel)material.GetFloat(kSSRefractionProjectionModel);
// We can't have refraction in pre-refraction queue
var canHaveRefraction = !material.HasProperty(kPreRefractionPass) || material.GetFloat(kPreRefractionPass) <= 0.0;
CoreUtils.SetKeyword(material, "_REFRACTION_PLANE", (refractionModelValue == ScreenSpaceLighting.RefractionModel.Plane) && canHaveRefraction);
CoreUtils.SetKeyword(material, "_REFRACTION_SPHERE", (refractionModelValue == ScreenSpaceLighting.RefractionModel.Sphere) && canHaveRefraction);
CoreUtils.SetKeyword(material, "_TRANSMITTANCECOLORMAP", material.GetTexture(kTransmittanceColorMap) && canHaveRefraction);
CoreUtils.SetKeyword(material, "_REFRACTION_SSRAY_PROXY", (refractionProjectionModelValue == ScreenSpaceLighting.ProjectionModel.Proxy) && canHaveRefraction);
CoreUtils.SetKeyword(material, "_REFRACTION_SSRAY_HIZ", (refractionProjectionModelValue == ScreenSpaceLighting.ProjectionModel.HiZ) && canHaveRefraction);
}
}
} // namespace UnityEditor