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452 行
25 KiB
452 行
25 KiB
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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class StackLitGUI : BaseMaterialGUI
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{
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protected static class StylesStackLit
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{
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public static GUIContent useLocalPlanarMapping = new GUIContent("Use Local Planar Mapping", "Use local space for planar/triplanar mapping instead of world space");
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};
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#region Strings
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protected const string k_DoubleSidedNormalMode = "_DoubleSidedNormalMode";
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protected const string k_UVBase = "_UVBase";
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// Base
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protected const string k_BaseColor = "_BaseColor";
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protected const string k_BaseColorMap = "_BaseColorMap";
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protected const string k_BaseColorMapUV = "_BaseColorMapUV";
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protected const string k_Metallic = "_Metallic";
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protected const string k_MetallicMap = "_MetallicMap";
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protected const string k_MetallicMapUV = "_MetallicMapUV";
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protected const string k_DielectricIor = "_DielectricIor";
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protected const string k_SmoothnessA = "_SmoothnessA";
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protected const string k_SmoothnessAMap = "_SmoothnessAMap";
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protected const string k_SmoothnessAMapUV = "_SmoothnessAMapUV";
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protected const string k_NormalMap = "_NormalMap";
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protected const string k_NormalMapUV = "_NormalMapUV";
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protected const string k_NormalScale = "_NormalScale";
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protected const string k_AmbientOcclusion = "_AmbientOcclusion";
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protected const string k_AmbientOcclusionMap = "_AmbientOcclusionMap";
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protected const string k_AmbientOcclusionMapUV = "_AmbientOcclusionMapUV";
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// Emissive
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protected const string k_EmissiveColor = "_EmissiveColor";
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protected const string k_EmissiveColorMap = "_EmissiveColorMap";
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protected const string k_EmissiveColorMapUV = "_EmissiveColorMapUV";
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protected const string k_EmissiveIntensity = "_EmissiveIntensity";
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protected const string k_AlbedoAffectEmissive = "_AlbedoAffectEmissive";
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// Coat
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protected const string k_EnableCoat = "_EnableCoat";
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protected const string k_CoatSmoothness = "_CoatSmoothness";
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protected const string k_CoatSmoothnessMap = "_CoatSmoothnessMap";
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protected const string k_CoatSmoothnessMapUV = "_CoatSmoothnessMapUV";
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protected const string k_CoatIor = "_CoatIor";
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protected const string k_CoatThickness = "_CoatThickness";
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protected const string k_CoatExtinction = "_CoatExtinction";
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protected const string k_EnableCoatNormalMap = "_EnableCoatNormalMap";
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protected const string k_CoatNormalMap = "_CoatNormalMap";
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protected const string k_CoatNormalMapUV = "_CoatNormalMapUV";
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protected const string k_CoatNormalScale = "_CoatNormalScale";
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// SSS
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protected const string k_EnableSubsurfaceScattering = "_EnableSubsurfaceScattering";
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protected const string k_DiffusionProfile = "_DiffusionProfile";
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protected const string k_SubsurfaceMask = "_SubsurfaceMask";
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protected const string k_SubsurfaceMaskMap = "_SubsurfaceMaskMap";
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protected const string k_SubsurfaceMaskMapUV = "_SubsurfaceMaskMapUV";
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// Translucency
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protected const string k_EnableTransmission = "_EnableTransmission";
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protected const string k_Thickness = "_Thickness";
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protected const string k_ThicknessMap = "_ThicknessMap";
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protected const string k_ThicknessMapUV = "_ThicknessMapUV";
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// Second Lobe.
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protected const string k_EnableDualSpecularLobe = "_EnableDualSpecularLobe";
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protected const string k_SmoothnessB = "_SmoothnessB";
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protected const string k_SmoothnessBMap = "_SmoothnessBMap";
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protected const string k_SmoothnessBMapUV = "_SmoothnessBMapUV";
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protected const string k_LobeMix = "_LobeMix";
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// Anisotropy
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protected const string k_EnableAnisotropy = "_EnableAnisotropy";
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protected const string k_Anisotropy = "_Anisotropy";
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protected const string k_AnisotropyMap = "_AnisotropyMap";
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protected const string k_AnisotropyMapUV = "_AnisotropyMapUV";
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// Iridescence
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protected const string k_EnableIridescence = "_EnableIridescence";
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protected const string k_IridescenceIor = "_IridescenceIor";
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protected const string k_IridescenceThickness = "_IridescenceThickness";
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protected const string k_IridescenceThicknessMap = "_IridescenceThicknessMap";
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protected const string k_IridescenceThicknessMapUV = "_IridescenceThicknessMapUV";
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// Stencil is use to control lighting mode (regular, split lighting)
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protected const string kStencilRef = "_StencilRef";
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protected const string kStencilWriteMask = "_StencilWriteMask";
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protected const string kStencilRefMV = "_StencilRefMV";
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protected const string kStencilWriteMaskMV = "_StencilWriteMaskMV";
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protected const string k_SpecularAntiAliasingEnabled = "_SpecularAntiAliasingEnabled";
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protected const string k_NormalCurvatureToRoughnessEnabled = "_NormalCurvatureToRoughnessEnabled";
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#endregion
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// Add the properties into an array.
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private readonly GroupProperty _baseMaterialProperties = null;
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private readonly GroupProperty _materialProperties = null;
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private Property EnableSSS;
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private Property EnableTransmission;
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private Property EnableCoat;
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private Property EnableCoatNormalMap;
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private Property EnableAnisotropy;
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private Property EnableDualSpecularLobe;
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private Property EnableIridescence;
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private Property EnableSpecularAA;
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private Property EnableNormalCurvatureToRoughness;
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public StackLitGUI()
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{
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_baseMaterialProperties = new GroupProperty(this, "_BaseMaterial", new BaseProperty[]
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{
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// JFFTODO: Find the proper condition, and proper way to display this.
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new Property(this, k_DoubleSidedNormalMode, "Normal mode", "This will modify the normal base on the selected mode. Mirror: Mirror the normal with vertex normal plane, Flip: Flip the normal.", false),
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});
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//
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EnableSSS = new Property(this, k_EnableSubsurfaceScattering, "Enable Subsurface Scattering", "Enable Subsurface Scattering", true);
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EnableTransmission = new Property(this, k_EnableTransmission, "Enable Transmission", "Enable Transmission", true);
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EnableCoat = new Property(this, k_EnableCoat, "Enable Coat", "Enable coat layer with true vertical physically based BSDF mixing", true);
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EnableCoatNormalMap = new Property(this, k_EnableCoatNormalMap, "Enable Coat Normal Map", "Enable separate top coat normal map", true);
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EnableAnisotropy = new Property(this, k_EnableAnisotropy, "Enable Anisotropy", "Enable anisotropy, correct anisotropy for punctual light but very coarse approximated for reflection", true);
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EnableDualSpecularLobe = new Property(this, k_EnableDualSpecularLobe, "Enable Dual Specular Lobe", "Enable a second specular lobe, aim to simulate a mix of a narrow and a haze lobe that better match measured material", true);
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EnableIridescence = new Property(this, k_EnableIridescence, "Enable Iridescence", "Enable physically based iridescence layer", true);
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EnableSpecularAA = new Property(this, k_SpecularAntiAliasingEnabled, k_SpecularAntiAliasingEnabled, k_SpecularAntiAliasingEnabled, true);
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EnableNormalCurvatureToRoughness = new Property(this, k_NormalCurvatureToRoughnessEnabled, k_NormalCurvatureToRoughnessEnabled, k_NormalCurvatureToRoughnessEnabled, true);
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// All material properties
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_materialProperties = new GroupProperty(this, "_Material", new BaseProperty[]
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{
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new GroupProperty(this, "_MaterialFeatures", "Material Features", new BaseProperty[]
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{
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EnableDualSpecularLobe,
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EnableAnisotropy,
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EnableCoat,
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EnableCoatNormalMap,
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EnableIridescence,
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EnableSSS,
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EnableTransmission
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}),
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new GroupProperty(this, "_Standard", "Standard", new BaseProperty[]
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{
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new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Base Color + Opacity", "Albedo (RGB) and Opacity (A)", true, false),
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new TextureProperty(this, k_MetallicMap, k_Metallic, "Metallic", "Metallic", false, false),
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new Property(this, k_DielectricIor, "DieletricIor", "IOR use for dielectric material (i.e non metallic material)", false),
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new TextureProperty(this, k_SmoothnessAMap, k_SmoothnessA, "Smoothness", "Smoothness", false, false),
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new TextureProperty(this, k_NormalMap, k_NormalScale, "Normal", "Normal Map", true, false, true),
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new TextureProperty(this, k_AmbientOcclusionMap, k_AmbientOcclusion, "AmbientOcclusion", "AmbientOcclusion Map", false, false),
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}),
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new GroupProperty(this, "_DualSpecularLobe", "Dual Specular Lobe", new BaseProperty[]
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{
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new TextureProperty(this, k_SmoothnessBMap, k_SmoothnessB, "Smoothness B", "Smoothness B", false, false),
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new Property(this, k_LobeMix, "Lobe Mix", "Lobe Mix", false),
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}, _ => EnableDualSpecularLobe.BoolValue == true),
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new GroupProperty(this, "_Anisotropy", "Anisotropy", new BaseProperty[]
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{
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new Property(this, k_Anisotropy, "Anisotropy", "Anisotropy of base layer", false),
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// TODO: Tangent map and rotation
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}, _ => EnableAnisotropy.BoolValue == true),
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new GroupProperty(this, "_Coat", "Coat", new BaseProperty[]
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{
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new TextureProperty(this, k_CoatSmoothnessMap, k_CoatSmoothness, "Coat smoothness", "Coat smoothness", false),
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new TextureProperty(this, k_CoatNormalMap, k_CoatNormalScale, "Coat Normal Map", "Coat Normal Map", true, false, true, _ => EnableCoatNormalMap.BoolValue == true),
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new Property(this, "_CoatIor", "Coat IOR", "Index of refraction", false),
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new Property(this, "_CoatThickness", "Coat Thickness", "Coat thickness", false),
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new Property(this, "_CoatExtinction", "Coat Absorption", "Coat absorption tint (the thicker the coat, the more that color is removed)", false),
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}, _ =>EnableCoat.BoolValue == true),
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new GroupProperty(this, "_Iridescence", "Iridescence", new BaseProperty[]
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{
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new Property(this, "_IridescenceIor", "IOR", "Index of refraction of iridescence layer", false),
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new Property(this, "_IridescenceThickness", "Thickness", "Iridescence thickness (Remap to 0..3000nm)", false),
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}, _ => EnableIridescence.BoolValue == true),
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new GroupProperty(this, "_SSS", "Sub-Surface Scattering", new BaseProperty[]
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{
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new DiffusionProfileProperty(this, k_DiffusionProfile, "Diffusion Profile", "A profile determines the shape of the SSS/transmission filter.", false),
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new TextureProperty(this, k_SubsurfaceMaskMap, k_SubsurfaceMask, "Subsurface mask map (R)", "Determines the strength of the subsurface scattering effect.", false, false),
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}, _ => EnableSSS.BoolValue == true ),
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new GroupProperty(this, "_Transmission", "Transmission", new BaseProperty[]
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{
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new DiffusionProfileProperty(this, k_DiffusionProfile, "Diffusion Profile", "A profile determines the shape of the SSS/transmission filter.", false, _ => EnableSSS.BoolValue == false),
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new TextureProperty(this, k_ThicknessMap, k_Thickness, "Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.", false),
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}, _ => EnableTransmission.BoolValue == true),
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new GroupProperty(this, "_Emissive", "Emissive", new BaseProperty[]
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{
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new TextureProperty(this, k_EmissiveColorMap, k_EmissiveColor, "Emissive Color", "Emissive", true, false),
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new Property(this, k_EmissiveIntensity, "Emissive Intensity", "Emissive", false),
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new Property(this, k_AlbedoAffectEmissive, "Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.", false),
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}),
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new GroupProperty(this, "_Debug", "Debug", new BaseProperty[]
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{
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new Property(this, "_VlayerRecomputePerLight", "Vlayer Recompute Per Light", "", false),
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new Property(this, "_VlayerUseRefractedAnglesForBase", "Vlayer Use Refracted Angles For Base", "", false),
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new Property(this, "_DebugEnable", "Debug Enable", "Switch to a debug version of the shader", false),
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new Property(this, "_DebugEnvLobeMask", "DebugEnvLobeMask", "xyz is Environments Lobe 0 1 2 Enable, w is Enable VLayering", false),
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new Property(this, "_DebugLobeMask", "DebugLobeMask", "xyz is Analytical Lobe 0 1 2 Enable", false),
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new Property(this, "_DebugAniso", "DebugAniso", "x is Hack Enable, y is factor", false),
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EnableSpecularAA,
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new Property(this, "_SpecularAntiAliasingScreenSpaceVariance", "Specular Aliasing Enable", "Specular Aliasing Enable", false, _ => EnableSpecularAA.BoolValue == true),
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new Property(this, "_SpecularAntiAliasingThreshold", "Specular Aliasing Enable", "Specular Aliasing Enable", false, _ => EnableSpecularAA.BoolValue == true),
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EnableNormalCurvatureToRoughness,
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new Property(this, "_NormalCurvatureToRoughnessScale", "Normal Curvature To Roughness Scale", "Normal Curvature To Roughness Scale", false, _ => EnableNormalCurvatureToRoughness.BoolValue == true),
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new Property(this, "_NormalCurvatureToRoughnessBias", "Normal Curvature To Roughness Bias", "Normal Curvature To Roughness Bias", false, _ => EnableNormalCurvatureToRoughness.BoolValue == true),
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new Property(this, "_NormalCurvatureToRoughnessExponent", "Normal Curvature To Roughness Exponent", "Normal Curvature To Roughness Exponent", false, _ => EnableNormalCurvatureToRoughness.BoolValue == true),
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}),
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});
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}
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protected override bool ShouldEmissionBeEnabled(Material material)
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{
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return material.GetFloat(k_EmissiveIntensity) > 0.0f;
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}
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protected override void FindBaseMaterialProperties(MaterialProperty[] props)
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{
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base.FindBaseMaterialProperties(props);
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_baseMaterialProperties.OnFindProperty(props);
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}
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protected override void FindMaterialProperties(MaterialProperty[] props)
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{
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//base.FindMaterialProperties(props);
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_materialProperties.OnFindProperty(props);
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}
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protected override void BaseMaterialPropertiesGUI()
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{
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base.BaseMaterialPropertiesGUI();
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_baseMaterialProperties.OnGUI();
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}
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protected override void MaterialPropertiesGUI(Material material)
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{
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//if (GUILayout.Button("Generate All Properties"))
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//{
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// Debug.Log(_materialProperties.ToShaderPropertiesStringInternal());
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//}
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_materialProperties.OnGUI();
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}
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protected override void MaterialPropertiesAdvanceGUI(Material material)
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{
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}
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protected override void VertexAnimationPropertiesGUI()
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{
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}
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protected override void SetupMaterialKeywordsAndPassInternal(Material material)
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{
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SetupMaterialKeywordsAndPass(material);
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}
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protected static void SetupTextureMaterialProperty(Material material, string basePropertyName)
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{
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// TODO: Caution this can generate a lot of garbage collection call ?
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string useMapPropertyName = basePropertyName + "UseMap";
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string mapPropertyName = basePropertyName + "Map";
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string remapPropertyName = basePropertyName + "Remap";
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string invertPropertyName = basePropertyName + "RemapInverted";
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string rangePropertyName = basePropertyName + "Range";
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string channelPropertyName = basePropertyName + "MapChannel";
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string channelMaskPropertyName = basePropertyName + "MapChannelMask";
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if (material.GetTexture(mapPropertyName))
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{
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Vector4 rangeVector = material.GetVector(remapPropertyName);
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if (material.HasProperty(invertPropertyName) && material.GetFloat(invertPropertyName) > 0.0f)
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{
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float s = rangeVector.x;
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rangeVector.x = rangeVector.y;
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rangeVector.y = s;
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}
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material.SetFloat(useMapPropertyName, 1.0f);
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material.SetVector(rangePropertyName, rangeVector);
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int channel = (int)material.GetFloat(channelPropertyName);
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switch (channel)
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{
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case 0:
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material.SetVector(channelMaskPropertyName, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
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break;
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case 1:
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material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
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break;
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case 2:
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material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 0.0f, 1.0f, 0.0f));
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break;
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case 3:
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material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
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break;
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}
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}
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else
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{
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material.SetFloat(useMapPropertyName, 0.0f);
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material.SetVector(rangePropertyName, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
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material.SetVector(channelMaskPropertyName, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
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}
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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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public static void SetupMaterialKeywordsAndPass(Material material)
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{
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//TODO see BaseLitUI.cs:SetupBaseLitKeywords (stencil etc)
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SetupBaseUnlitKeywords(material);
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SetupBaseUnlitMaterialPass(material);
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bool doubleSidedEnable = material.GetFloat(kDoubleSidedEnable) > 0.0f;
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if (doubleSidedEnable)
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{
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BaseLitGUI.DoubleSidedNormalMode doubleSidedNormalMode =
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(BaseLitGUI.DoubleSidedNormalMode) material.GetFloat(k_DoubleSidedNormalMode);
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switch (doubleSidedNormalMode)
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{
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case BaseLitGUI.DoubleSidedNormalMode.Mirror: // Mirror mode (in tangent space)
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material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
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break;
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case BaseLitGUI.DoubleSidedNormalMode.Flip: // Flip mode (in tangent space)
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material.SetVector("_DoubleSidedConstants", new Vector4(-1.0f, -1.0f, -1.0f, 0.0f));
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break;
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case BaseLitGUI.DoubleSidedNormalMode.None: // None mode (in tangent space)
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material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, 1.0f, 0.0f));
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break;
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}
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}
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//TODO: stencil state, displacement, wind, depthoffset, tessellation
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SetupMainTexForAlphaTestGI("_BaseColorMap", "_BaseColor", material);
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//TODO: disable DBUFFER
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SetupTextureMaterialProperty(material, k_Metallic);
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SetupTextureMaterialProperty(material, k_SmoothnessA);
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SetupTextureMaterialProperty(material, k_SmoothnessB);
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SetupTextureMaterialProperty(material, k_AmbientOcclusion);
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SetupTextureMaterialProperty(material, k_SubsurfaceMask);
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SetupTextureMaterialProperty(material, k_Thickness);
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SetupTextureMaterialProperty(material, k_Anisotropy);
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SetupTextureMaterialProperty(material, k_IridescenceThickness);
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SetupTextureMaterialProperty(material, k_CoatSmoothness);
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// Check if we are using specific UVs.
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TextureProperty.UVMapping[] uvIndices = new[]
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{
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(TextureProperty.UVMapping) material.GetFloat(k_BaseColorMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_MetallicMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_NormalMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_SmoothnessAMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_SmoothnessBMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_AmbientOcclusionMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_EmissiveColorMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_SubsurfaceMaskMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_ThicknessMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_AnisotropyMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_IridescenceThicknessMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_CoatSmoothnessMapUV),
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(TextureProperty.UVMapping) material.GetFloat(k_CoatNormalMapUV),
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};
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// Set keyword for mapping
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//bool requireUv2 = false;
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//bool requireUv3 = false;
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bool requireTriplanar = false;
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for (int i = 0; i < uvIndices.Length; ++i)
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{
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//requireUv2 = requireUv2 || uvIndices[i] == TextureProperty.UVMapping.UV2;
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//requireUv3 = requireUv3 || uvIndices[i] == TextureProperty.UVMapping.UV3;
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requireTriplanar = requireTriplanar || uvIndices[i] == TextureProperty.UVMapping.Triplanar;
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}
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CoreUtils.SetKeyword(material, "_USE_TRIPLANAR", requireTriplanar);
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|
|
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bool dualSpecularLobeEnabled = material.HasProperty(k_EnableDualSpecularLobe) && material.GetFloat(k_EnableDualSpecularLobe) > 0.0f;
|
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CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_DUAL_SPECULAR_LOBE", dualSpecularLobeEnabled);
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|
|
|
bool anisotropyEnabled = material.HasProperty(k_EnableAnisotropy) && material.GetFloat(k_EnableAnisotropy) > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_ANISOTROPY", anisotropyEnabled);
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|
|
|
bool iridescenceEnabled = material.HasProperty(k_EnableIridescence) && material.GetFloat(k_EnableIridescence) > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_IRIDESCENCE", iridescenceEnabled);
|
|
|
|
bool transmissionEnabled = material.HasProperty(k_EnableTransmission) && material.GetFloat(k_EnableTransmission) > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_TRANSMISSION", transmissionEnabled);
|
|
|
|
bool sssEnabled = material.HasProperty(k_EnableSubsurfaceScattering) && material.GetFloat(k_EnableSubsurfaceScattering) > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING", sssEnabled);
|
|
|
|
bool coatEnabled = material.HasProperty(k_EnableCoat) && material.GetFloat(k_EnableCoat) > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_COAT", coatEnabled);
|
|
|
|
bool coatNormalMapEnabled = material.HasProperty(k_EnableCoatNormalMap) && material.GetFloat(k_EnableCoatNormalMap) > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_COAT_NORMALMAP", coatNormalMapEnabled);
|
|
|
|
// TEMP - Remove once dev is finish
|
|
bool debugEnabled = material.HasProperty("_DebugEnable") && material.GetFloat("_DebugEnable") > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_STACKLIT_DEBUG", debugEnabled);
|
|
|
|
bool vlayerRecomputePerLight = material.HasProperty("_VlayerRecomputePerLight") && material.GetFloat("_VlayerRecomputePerLight") > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_VLAYERED_RECOMPUTE_PERLIGHT", vlayerRecomputePerLight);
|
|
|
|
bool vlayerUseRefractedAnglesForBase = material.HasProperty("_VlayerUseRefractedAnglesForBase") && material.GetFloat("_VlayerUseRefractedAnglesForBase") > 0.0f;
|
|
CoreUtils.SetKeyword(material, "_VLAYERED_USE_REFRACTED_ANGLES_FOR_BASE", vlayerUseRefractedAnglesForBase);
|
|
|
|
|
|
// Set the reference value for the stencil test - required for SSS
|
|
int stencilRef = (int)StencilLightingUsage.RegularLighting;
|
|
if (sssEnabled)
|
|
{
|
|
stencilRef = (int)StencilLightingUsage.SplitLighting;
|
|
}
|
|
|
|
// As we tag both during velocity pass and Gbuffer pass we need a separate state and we need to use the write mask
|
|
material.SetInt(kStencilRef, stencilRef);
|
|
material.SetInt(kStencilWriteMask, (int)HDRenderPipeline.StencilBitMask.LightingMask);
|
|
material.SetInt(kStencilRefMV, (int)HDRenderPipeline.StencilBitMask.ObjectVelocity);
|
|
material.SetInt(kStencilWriteMaskMV, (int)HDRenderPipeline.StencilBitMask.ObjectVelocity);
|
|
}
|
|
}
|
|
} // namespace UnityEditor
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