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using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
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 baseColorSmoothnessText = new GUIContent("Base Color + Smoothness", "Albedo (RGB) and Smoothness (A)");
public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
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 maskMapSText = new GUIContent("Mask Map - M(R), 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)");
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("Height Map Base", "Base of the heightmap in the texture (between 0 and 1)");
public static GUIContent heightMapMinText = new GUIContent("Height Min (cm)", "Minimum value in the heightmap (in centimeters)");
public static GUIContent heightMapMaxText = new GUIContent("Height Max (cm)", "Maximum value in the heightmap (in centimeters)");
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");
// Subsurface
public static GUIContent subsurfaceProfileText = new GUIContent("Subsurface profile", "A profile determines the shape of the blur filter.");
public static GUIContent subsurfaceRadiusText = new GUIContent("Subsurface radius", "Determines the range of the blur.");
public static GUIContent subsurfaceRadiusMapText = new GUIContent("Subsurface radius map (R)", "Determines the range of the blur.");
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.");
// Clear Coat
public static GUIContent coatCoverageText = new GUIContent("Coat Coverage", "Percentage of clear coat coverage");
public static GUIContent coatIORText = new GUIContent("Coat IOR", "IOR of clear coat, value is [0..1] + 1.0. i.e 0.5 is IOR 1.5");
// Specular 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 lightingText = "Lighting Inputs";
public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive");
public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive");
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 TransparencyInputsText = "Transparency Inputs";
public static string refractionModeText = "Refraction Mode";
public static GUIContent refractionIORText = new GUIContent("Indice of refraction", "Indice of refraction");
public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");
public static GUIContent refractionThicknessMultiplierText = new GUIContent("Refraction Thickness multiplier", "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", "Absorption distance reference");
}
// 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[] 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[] 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[] heightMin = new MaterialProperty[kMaxLayerCount];
protected const string kHeightMin = "_HeightMin";
protected MaterialProperty[] heightMax = new MaterialProperty[kMaxLayerCount];
protected const string kHeightMax = "_HeightMax";
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[] 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 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 subsurfaceProfileID = null;
protected const string kSubsurfaceProfileID = "_SubsurfaceProfile";
protected MaterialProperty subsurfaceRadius = null;
protected const string kSubsurfaceRadius = "_SubsurfaceRadius";
protected MaterialProperty subsurfaceRadiusMap = null;
protected const string kSubsurfaceRadiusMap = "_SubsurfaceRadiusMap";
protected MaterialProperty thickness = null;
protected const string kThickness = "_Thickness";
protected MaterialProperty thicknessMap = null;
protected const string kThicknessMap = "_ThicknessMap";
protected MaterialProperty coatCoverage = null;
protected const string kCoatCoverage = "_CoatCoverage";
protected MaterialProperty coatIOR = null;
protected const string kCoatIOR = "_CoatIOR";
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 emissiveIntensity = null;
protected const string kEmissiveIntensity = "_EmissiveIntensity";
protected MaterialProperty albedoAffectEmissive = null;
protected const string kAlbedoAffectEmissive = "_AlbedoAffectEmissive";
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 atDistance = null;
protected const string kATDistance = "_ATDistance";
protected MaterialProperty thicknessMultiplier = null;
protected const string kThicknessMultiplier = "_ThicknessMultiplier";
protected MaterialProperty refractionMode = null;
protected const string kRefractionMode = "_RefractionMode";
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);
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);
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);
heightMap[i] = FindProperty(string.Format("{0}{1}", kHeightMap, m_PropertySuffixes[i]), props);
heightAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightAmplitude, 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);
heightCenter[i] = FindProperty(string.Format("{0}{1}", kHeightCenter, 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);
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);
emissiveIntensity = FindProperty(kEmissiveIntensity, props);
albedoAffectEmissive = FindProperty(kAlbedoAffectEmissive, 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
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);
// Sub surface
subsurfaceProfileID = FindProperty(kSubsurfaceProfileID, props);
subsurfaceRadius = FindProperty(kSubsurfaceRadius, props);
subsurfaceRadiusMap = FindProperty(kSubsurfaceRadiusMap, props);
thickness = FindProperty(kThickness, props);
thicknessMap = FindProperty(kThicknessMap, props);
// clear coat
coatCoverage = FindProperty(kCoatCoverage, props);
coatIOR = FindProperty(kCoatIOR, props);
// Transparency
refractionMode = FindProperty(kRefractionMode, props, false);
transmittanceColor = FindProperty(kTransmittanceColor, props, false);
atDistance = FindProperty(kATDistance, props, false);
thicknessMultiplier = FindProperty(kThicknessMultiplier, props, false);
ior = FindProperty(kIOR, props, false);
// We reuse thickness from SSS
}
protected void ShaderSSSInputGUI(Material material)
{
var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
var sssSettings = hdPipeline.sssSettings;
if (sssSettings == null)
{
EditorGUILayout.HelpBox("No Subsurface Scattering Settings have been assigned to the render pipeline asset.", MessageType.Warning);
return;
}
// TODO: Optimize me
var profiles = hdPipeline.sssSettings.profiles;
var names = new GUIContent[profiles.Length + 1];
names[0] = new GUIContent("None");
var values = new int[names.Length];
values[0] = SssConstants.SSS_NEUTRAL_PROFILE_ID;
for (int i = 0; i < profiles.Length; i++)
{
names[i + 1] = new GUIContent(profiles[i].name);
values[i + 1] = i;
}
using (var scope = new EditorGUI.ChangeCheckScope())
{
int profileID = (int)subsurfaceProfileID.floatValue;
profileID = EditorGUILayout.IntPopup(Styles.subsurfaceProfileText, profileID, names, values);
if (scope.changed)
subsurfaceProfileID.floatValue = profileID;
}
m_MaterialEditor.ShaderProperty(subsurfaceRadius, Styles.subsurfaceRadiusText);
m_MaterialEditor.TexturePropertySingleLine(Styles.subsurfaceRadiusMapText, subsurfaceRadiusMap);
m_MaterialEditor.ShaderProperty(thickness, Styles.thicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap);
}
protected void ShaderClearCoatInputGUI()
{
m_MaterialEditor.ShaderProperty(coatCoverage, Styles.coatCoverageText);
m_MaterialEditor.ShaderProperty(coatIOR, Styles.coatIORText);
}
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 void DoLayerGUI(Material material, int layerIndex)
{
EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap[layerIndex], baseColor[layerIndex]);
if ( materialID == null || // Will be the case for Layered materials where we only support standard and the parameter does not exist
(Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitStandard || (Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitAniso)
{
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;
}
}
m_MaterialEditor.TexturePropertySingleLine(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]);
}
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap[layerIndex]);
if (!heightMap[layerIndex].hasMixedValue && heightMap[layerIndex].textureValue != null)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(heightMin[layerIndex], Styles.heightMapMinText);
m_MaterialEditor.ShaderProperty(heightMax[layerIndex], Styles.heightMapMaxText);
heightAmplitude[layerIndex].floatValue = (heightMax[layerIndex].floatValue - heightMin[layerIndex].floatValue) * 0.01f; // Conversion centimeters to meters.
m_MaterialEditor.ShaderProperty(heightCenter[layerIndex], Styles.heightMapCenterText);
EditorGUI.showMixedValue = false;
EditorGUI.indentLevel--;
}
if(materialID != null)
{
switch ((Lit.MaterialId)materialID.floatValue)
{
case Lit.MaterialId.LitSSS:
ShaderSSSInputGUI(material);
break;
case Lit.MaterialId.LitStandard:
// Nothing
break;
case Lit.MaterialId.LitAniso:
ShaderAnisoInputGUI();
break;
case Lit.MaterialId.LitSpecular:
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);
break;
case Lit.MaterialId.LitClearCoat:
ShaderClearCoatInputGUI();
break;
default:
Debug.Assert(false, "Encountered an unsupported MaterialID.");
break;
}
}
EditorGUILayout.Space();
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]);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.detailText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapNormalText, detailMap[layerIndex]);
// 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);
m_MaterialEditor.TextureScaleOffsetProperty(detailMap[layerIndex]);
m_MaterialEditor.ShaderProperty(detailAlbedoScale[layerIndex], Styles.detailAlbedoScaleText);
m_MaterialEditor.ShaderProperty(detailNormalScale[layerIndex], Styles.detailNormalScaleText);
m_MaterialEditor.ShaderProperty(detailSmoothnessScale[layerIndex], Styles.detailSmoothnessScaleText);
EditorGUI.indentLevel--;
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent
&& refractionMode != null)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
{
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
if (mode != Lit.RefractionMode.ThinPlane)
{
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
--EditorGUI.indentLevel;
}
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
}
--EditorGUI.indentLevel;
}
}
private void DoEmissiveGUI(Material material)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.lightingText, EditorStyles.boldLabel);
m_MaterialEditor.ShaderProperty(enableSpecularOcclusion, Styles.enableSpecularOcclusionText);
// 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);
}
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.ShaderProperty(albedoAffectEmissive, Styles.albedoAffectEmissiveText);
EditorGUI.indentLevel--;
}
protected override void MaterialPropertiesGUI(Material material)
{
DoLayerGUI(material, 0);
DoEmissiveGUI(material);
// The parent Base.ShaderPropertiesGUI will call DoEmissionArea
}
protected override bool ShouldEmissionBeEnabled(Material mat)
{
return mat.GetFloat(kEmissiveIntensity) > 0.0f;
}
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)
SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar);
SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar);
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
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
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
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS) || material.GetTexture(kDetailMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS));
SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS));
}
SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
SetKeyword(material, "_SUBSURFACE_RADIUS_MAP", material.GetTexture(kSubsurfaceRadiusMap));
SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap));
SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap));
bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;
bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;
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");
}
Lit.MaterialId materialId = (Lit.MaterialId)material.GetFloat(kMaterialID);
SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS);
//SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat);
var refractionModeValue = (Lit.RefractionMode)material.GetFloat(kRefractionMode);
SetKeyword(material, "_REFRACTION_THINPLANE", refractionModeValue == Lit.RefractionMode.ThinPlane);
SetKeyword(material, "_REFRACTION_THICKPLANE", refractionModeValue == Lit.RefractionMode.ThickPlane);
SetKeyword(material, "_REFRACTION_THICKSPHERE", refractionModeValue == Lit.RefractionMode.ThickSphere);
}
}
} // namespace UnityEditor