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121 行
5.3 KiB
121 行
5.3 KiB
using System;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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public class DecalUI : ShaderGUI
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{
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protected static class Styles
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{
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public static string InputsText = "Inputs";
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public static GUIContent baseColorText = new GUIContent("Albedo (RGB) and Blend Factor (A)", "Albedo (RGB) and Blend Factor (A)");
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public static GUIContent baseColorText2 = new GUIContent("Blend Factor (A)", "Blend Factor (A)");
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public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");
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public static GUIContent maskMapText = new GUIContent("Mask Map - M(R), AO(G), D(B), S(A)", "Mask map");
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public static GUIContent decalBlendText = new GUIContent("Decal Blend", "Whole decal blend");
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public static GUIContent BlendText = new GUIContent("Decal Blend", "Whole decal blend");
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public static GUIContent AlbedoModeText = new GUIContent("Albedo contribution", "Base color + Blend, Blend only");
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}
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protected MaterialProperty baseColorMap = new MaterialProperty();
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protected const string kBaseColorMap = "_BaseColorMap";
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protected MaterialProperty baseColor = new MaterialProperty();
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protected const string kBaseColor = "_BaseColor";
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protected MaterialProperty normalMap = new MaterialProperty();
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protected const string kNormalMap = "_NormalMap";
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protected MaterialProperty maskMap = new MaterialProperty();
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protected const string kMaskMap = "_MaskMap";
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protected MaterialProperty decalBlend = new MaterialProperty();
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protected const string kDecalBlend = "_DecalBlend";
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protected MaterialProperty albedoMode = new MaterialProperty();
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protected const string kAlbedoMode = "_AlbedoMode";
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protected MaterialEditor m_MaterialEditor;
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// This is call by the inspector
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void FindMaterialProperties(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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normalMap = FindProperty(kNormalMap, props);
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maskMap = FindProperty(kMaskMap, props);
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decalBlend = FindProperty(kDecalBlend, props);
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albedoMode = FindProperty(kAlbedoMode, props);
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// always instanced
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SerializedProperty instancing = m_MaterialEditor.serializedObject.FindProperty("m_EnableInstancingVariants");
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instancing.boolValue = true;
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}
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// All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change
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static public void SetupMaterialKeywordsAndPass(Material material)
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{
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CoreUtils.SetKeyword(material, "_ALBEDOCONTRIBUTION", material.GetFloat(kAlbedoMode) == 1.0f);
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CoreUtils.SetKeyword(material, "_COLORMAP", material.GetTexture(kBaseColorMap));
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CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap));
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CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
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}
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protected void SetupMaterialKeywordsAndPassInternal(Material material)
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{
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SetupMaterialKeywordsAndPass(material);
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}
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public void ShaderPropertiesGUI(Material material)
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{
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// Use default labelWidth
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EditorGUIUtility.labelWidth = 0f;
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// Detect any changes to the material
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EditorGUI.BeginChangeCheck();
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{
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EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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m_MaterialEditor.ShaderProperty(albedoMode, Styles.AlbedoModeText);
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if (material.GetFloat(kAlbedoMode) == 1.0f)
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{
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m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap, baseColor);
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}
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else
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{
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m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText2, baseColorMap, baseColor);
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}
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m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap);
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m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapText, maskMap);
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m_MaterialEditor.ShaderProperty(decalBlend, Styles.decalBlendText);
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EditorGUI.indentLevel--;
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}
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var obj in m_MaterialEditor.targets)
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SetupMaterialKeywordsAndPassInternal((Material)obj);
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}
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}
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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
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{
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m_MaterialEditor = materialEditor;
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// We should always do this call at the beginning
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m_MaterialEditor.serializedObject.Update();
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FindMaterialProperties(props);
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Material material = materialEditor.target as Material;
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ShaderPropertiesGUI(material);
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// We should always do this call at the end
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m_MaterialEditor.serializedObject.ApplyModifiedProperties();
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}
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}
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}
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