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using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor;
using System.Linq;
//namespace UnityEditor.Experimental.Rendering.HDPipeline
//{
internal class LayeredPhotogrammetryGUI : ShaderGUI//LitGUI
{
protected const string kUVBase = "_UVBase";
protected const string kTexWorldScale = "_TexWorldScale";
protected const string kUVMappingMask = "_UVMappingMask";
protected const string kBaseColor = "_BaseColor";
protected const string kBaseColorMap = "_BaseColorMap";
protected const string kMetallic = "_Metallic";
protected const string kSmoothness = "_Smoothness";
protected const string kMaskMap = "_MaskMap";
protected const string kNormalMap = "_NormalMap";
protected const string kNormalScale = "_NormalScale";
protected const string kHeightMap = "_HeightMap";
protected const string kHeightAmplitude = "_LayerHeightAmplitude";
protected const string kHeightCenter = "_LayerHeightCenter";
protected const string kUVDetail = "_UVDetail";
protected const string kUVDetailsMappingMask = "_UVDetailsMappingMask";
protected const string kDetailMap = "_DetailMap";
protected const string kDetailMask = "_DetailMask";
protected const string kDetailAlbedoScale = "_DetailAlbedoScale";
protected const string kDetailNormalScale = "_DetailNormalScale";
protected const string kDetailSmoothnessScale = "_DetailSmoothnessScale";
protected MaterialProperty alphaCutoffEnable = null;
protected const string kAlphaCutoffEnabled = "_AlphaCutoffEnable";
protected MaterialProperty alphaCutoff = null;
protected const string kAlphaCutoff = "_AlphaCutoff";
protected MaterialEditor m_MaterialEditor;
public enum LayerUVBaseMapping
{
UV0,
UV1,
UV2,
UV3,
Planar,
}
public enum VertexColorMode
{
None,
Multiply,
Add
}
public enum UVBaseMapping
{
UV0,
Planar,
}
public enum HeightmapMode
{
Parallax,
Displacement,
}
public enum UVDetailMapping
{
UV0,
UV1,
UV2,
UV3
}
public enum EmissiveColorMode
{
UseEmissiveColor,
UseEmissiveMask,
}
private class StylesLayer
{
public readonly GUIContent[] layerLabels =
{
new GUIContent("Main layer"),
new GUIContent("Layer 1"),
new GUIContent("Layer 2"),
new GUIContent("Layer 3"),
};
public readonly GUIStyle[] layerLabelColors =
{
new GUIStyle(EditorStyles.label),
new GUIStyle(EditorStyles.label),
new GUIStyle(EditorStyles.label),
new GUIStyle(EditorStyles.label)
};
public readonly GUIContent layersText = new GUIContent("Inputs");
public readonly GUIContent emissiveText = new GUIContent("Emissive");
public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask");
public readonly GUIContent vertexColorModeText = new GUIContent("Vertex Color Mode", "Mode multiply: vertex color is multiply with the mask. Mode additive: vertex color values are remapped between -1 and 1 and added to the mask (neutral at 0.5 vertex color).");
public readonly GUIContent layerCountText = new GUIContent("Layer Count", "Number of layers.");
public readonly GUIContent layerTilingBlendMaskText = new GUIContent("Tiling", "Tiling for the blend mask.");
public readonly GUIContent objectScaleAffectTileText = new GUIContent("Tiling 0123 follow object Scale", "Tiling will be affected by the object scale.");
public readonly GUIContent objectScaleAffectTileText2 = new GUIContent("Tiling 123 follow object Scale", "Tiling will be affected by the object scale.");
public readonly GUIContent layerBaseColor = new GUIContent("Base Color");
public readonly GUIContent layerMetallic = new GUIContent("Metallic");
public readonly GUIContent layerMask = new GUIContent("Mask Map - M(R), AO(G), S(A)", "Mask map");
public readonly GUIContent layerSmoothness = new GUIContent("Smoothness");
public readonly GUIContent layerNormalMap = new GUIContent("Normal Map");
public readonly GUIContent layerHeightMapText = new GUIContent("Height Map (R)", "Height Map");
public readonly GUIContent layerHeightMapAmplitudeText = new GUIContent("Height Map Amplitude", "Height Map amplitude in world units.");
public readonly GUIContent layerHeightMapCenterText = new GUIContent("Height Map Center", "Center of the heightmap in the texture (between 0 and 1)");
public readonly GUIContent layerTilingText = new GUIContent("Tiling", "Tiling factor applied to UVSet.");
public readonly GUIContent layerTexWorldScaleText = new GUIContent("World Scale", "Tiling factor applied to Planar/Trilinear mapping");
public readonly GUIContent UVBaseText = new GUIContent("Base UV Mapping", "Base UV Mapping mode of the layer.");
public readonly GUIContent UVBlendMaskText = new GUIContent("BlendMask UV Mapping", "Base UV Mapping mode of the layer.");
public readonly GUIContent UVDetailText = new GUIContent("Detail UV Mapping", "Detail UV Mapping mode of the layer.");
public readonly GUIContent mainLayerInfluenceText = new GUIContent("Main layer influence", "Main layer influence.");
public readonly GUIContent densityOpacityInfluenceText = new GUIContent("Density / Opacity", "Density / Opacity");
public readonly GUIContent useHeightBasedBlendText = new GUIContent("Use Height Based Blend", "Layer will be blended with the underlying layer based on the height.");
public readonly GUIContent useDensityModeModeText = new GUIContent("Use Density Mode", "Enable density mode");
public readonly GUIContent useMainLayerInfluenceModeText = new GUIContent("Main Layer Influence", "Switch between regular layers mode and base/layers mode");
public readonly GUIContent heightControlText = new GUIContent("Height control");
public readonly GUIContent layerDetailMapNormalText = new GUIContent("Detail Map A(R) Ny(G) S(B) Nx(A)", "Detail Map");
public readonly GUIContent layerDetailMaskText = new GUIContent("Detail Mask (G)", "Mask for detailMap");
public readonly GUIContent layerDetailAlbedoScaleText = new GUIContent("Detail AlbedoScale", "Detail Albedo Scale factor");
public readonly GUIContent layerDetailNormalScaleText = new GUIContent("Detail NormalScale", "Normal Scale factor");
public readonly GUIContent layerDetailSmoothnessScaleText = new GUIContent("Detail SmoothnessScale", "Smoothness Scale factor");
public readonly GUIContent blendUsingHeight = new GUIContent("Blend Using Height", "Blend Layers using height.");
public readonly GUIContent inheritBaseColorThresholdText = new GUIContent("Threshold", "Inherit the base color from the base layer.");
public readonly GUIContent minimumOpacityText = new GUIContent("Minimum Opacity", "Minimum Opacity.");
public readonly GUIContent opacityAsDensityText = new GUIContent("Use Opacity as Density", "Use Opacity as Density.");
public readonly GUIContent inheritBaseNormalText = new GUIContent("Normal influence", "Inherit the normal from the base layer.");
public readonly GUIContent inheritBaseHeightText = new GUIContent("Heightmap influence", "Inherit the height from the base layer.");
public readonly GUIContent inheritBaseColorText = new GUIContent("BaseColor influence", "Inherit the base color from the base layer.");
public static GUIContent alphaCutoffEnableText = new GUIContent("Alpha Cutoff Enable", "Threshold for alpha cutoff");
public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static string advancedText = "Advanced Options";
public StylesLayer()
{
layerLabelColors[0].normal.textColor = Color.white;
layerLabelColors[1].normal.textColor = Color.red;
layerLabelColors[2].normal.textColor = Color.green;
layerLabelColors[3].normal.textColor = Color.blue;
}
}
static StylesLayer s_Styles = null;
private static StylesLayer styles { get { if (s_Styles == null) s_Styles = new StylesLayer(); return s_Styles; } }
// Needed for json serialization to work
[Serializable]
internal struct SerializeableGUIDs
{
public string[] GUIDArray;
}
const int kMaxLayerCount = 4;
// Layer options
MaterialProperty layerCount = null;
const string kLayerCount = "_LayerCount";
MaterialProperty layerMaskMap = null;
const string kLayerMaskMap = "_LayerMaskMap";
MaterialProperty vertexColorMode = null;
const string kVertexColorMode = "_VertexColorMode";
MaterialProperty objectScaleAffectTile = null;
const string kObjectScaleAffectTile = "_ObjectScaleAffectTile";
MaterialProperty UVBlendMask = null;
const string kUVBlendMask = "_UVBlendMask";
MaterialProperty layerTilingBlendMask = null;
const string kLayerTilingBlendMask = "_LayerTilingBlendMask";
MaterialProperty texWorldScaleBlendMask = null;
const string kTexWorldScaleBlendMask = "_TexWorldScaleBlendMask";
MaterialProperty useMainLayerInfluence = null;
const string kkUseMainLayerInfluence = "_UseMainLayerInfluence";
MaterialProperty useHeightBasedBlend = null;
const string kUseHeightBasedBlend = "_UseHeightBasedBlend";
// Lit properties
MaterialProperty[] layerBaseColor = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerBaseColorMap = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerSmoothness = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerMetallic = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerNormalMap = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerNormalScale = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerMask = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerHeightMap = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerHeightAmplitude = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerHeightCenter = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerDetailMask = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerDetailMap = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerDetailAlbedoScale = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerDetailNormalScale = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerDetailSmoothnessScale = new MaterialProperty[kMaxLayerCount];
// Properties for multiple layers inherit from referenced lit materials
MaterialProperty[] layerTexWorldScale = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerUVBase = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerUVMappingMask = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerUVDetail = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] layerUVDetailsMappingMask = new MaterialProperty[kMaxLayerCount];
// This one is specific to layer lit
MaterialProperty[] layerTiling = new MaterialProperty[kMaxLayerCount];
const string kLayerTiling = "_LayerTiling";
// Density/opacity mode
MaterialProperty useDensityMode = null;
const string kUseDensityMode = "_UseDensityMode";
MaterialProperty[] opacityAsDensity = new MaterialProperty[kMaxLayerCount];
const string kOpacityAsDensity = "_OpacityAsDensity";
MaterialProperty[] minimumOpacity = new MaterialProperty[kMaxLayerCount];
const string kMinimumOpacity = "_MinimumOpacity";
// HeightmapMode control
MaterialProperty[] blendUsingHeight = new MaterialProperty[kMaxLayerCount - 1]; // Only in case of influence mode
const string kBlendUsingHeight = "_BlendUsingHeight";
// Influence
MaterialProperty[] inheritBaseNormal = new MaterialProperty[kMaxLayerCount - 1];
const string kInheritBaseNormal = "_InheritBaseNormal";
MaterialProperty[] inheritBaseHeight = new MaterialProperty[kMaxLayerCount - 1];
const string kInheritBaseHeight = "_InheritBaseHeight";
MaterialProperty[] inheritBaseColor = new MaterialProperty[kMaxLayerCount - 1];
const string kInheritBaseColor = "_InheritBaseColor";
MaterialProperty[] inheritBaseColorThreshold = new MaterialProperty[kMaxLayerCount - 1];
const string kInheritBaseColorThreshold = "_InheritBaseColorThreshold";
protected void FindMaterialProperties(MaterialProperty[] props)
{
// Inherit from LitUI
layerCount = FindProperty(kLayerCount, props);
layerMaskMap = FindProperty(kLayerMaskMap, props);
vertexColorMode = FindProperty(kVertexColorMode, props);
objectScaleAffectTile = FindProperty(kObjectScaleAffectTile, props);
UVBlendMask = FindProperty(kUVBlendMask, props);
layerTilingBlendMask = FindProperty(kLayerTilingBlendMask, props);
texWorldScaleBlendMask = FindProperty(kTexWorldScaleBlendMask, props);
useMainLayerInfluence = FindProperty(kkUseMainLayerInfluence, props);
useHeightBasedBlend = FindProperty(kUseHeightBasedBlend, props);
useDensityMode = FindProperty(kUseDensityMode, props);
for (int i = 0; i < kMaxLayerCount; ++i)
{
layerBaseColor[i] = FindProperty(string.Format("{0}{1}", kBaseColor, i), props);
layerBaseColorMap[i] = FindProperty(string.Format("{0}{1}", kBaseColorMap, i), props);
layerSmoothness[i] = FindProperty(string.Format("{0}{1}", kSmoothness, i), props);
layerMetallic[i] = FindProperty(string.Format("{0}{1}", kMetallic, i), props);
layerNormalMap[i] = FindProperty(string.Format("{0}{1}", kNormalMap, i), props);
layerNormalScale[i] = FindProperty(string.Format("{0}{1}", kNormalScale, i), props);
layerMask[i] = FindProperty(string.Format("{0}{1}", kMaskMap, i), props);
layerHeightMap[i] = FindProperty(string.Format("{0}{1}", kHeightMap, i), props);
layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, i), props);
layerUVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, i), props);
layerUVMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVMappingMask, i), props);
layerUVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, i), props);
layerUVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, i), props);
layerTiling[i] = FindProperty(string.Format("{0}{1}", kLayerTiling, i), props);
layerDetailMap[i] = FindProperty(string.Format("{0}{1}", kDetailMap, i), props);
layerDetailMask[i] = FindProperty(string.Format("{0}{1}", kDetailMask, i), props);
layerDetailAlbedoScale[i] = FindProperty(string.Format("{0}{1}", kDetailAlbedoScale, i), props);
layerDetailNormalScale[i] = FindProperty(string.Format("{0}{1}", kDetailNormalScale, i), props);
layerDetailSmoothnessScale[i] = FindProperty(string.Format("{0}{1}", kDetailSmoothnessScale, i), props);
// Density/opacity mode
opacityAsDensity[i] = FindProperty(string.Format("{0}{1}", kOpacityAsDensity, i), props);
minimumOpacity[i] = FindProperty(string.Format("{0}{1}", kMinimumOpacity, i), props);
layerHeightAmplitude[i] = FindProperty(string.Format("{0}{1}", kHeightAmplitude, i), props);
layerHeightCenter[i] = FindProperty(string.Format("{0}{1}", kHeightCenter, i), props);
if (i != 0)
{
blendUsingHeight[i - 1] = FindProperty(string.Format("{0}{1}", kBlendUsingHeight, i), props);
// Influence
inheritBaseNormal[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseNormal, i), props);
inheritBaseHeight[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseHeight, i), props);
inheritBaseColor[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseColor, i), props);
inheritBaseColorThreshold[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseColorThreshold, i), props);
}
}
// Reuse property from LitUI.cs
//emissiveColor = FindProperty(kEmissiveColor, props);
//emissiveColorMap = FindProperty(kEmissiveColorMap, props);
//emissiveIntensity = FindProperty(kEmissiveIntensity, props);
}
int numLayer
{
set { layerCount.floatValue = (float)value; }
get { return (int)layerCount.floatValue; }
}
bool DoLayerGUI(AssetImporter materialImporter, int layerIndex)
{
bool result = false;
Material material = m_MaterialEditor.target as Material;
bool mainLayerInfluenceEnable = useMainLayerInfluence.floatValue > 0.0f;
EditorGUILayout.LabelField(styles.layerLabels[layerIndex], styles.layerLabelColors[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine(styles.layerBaseColor, layerBaseColorMap[layerIndex], layerBaseColor[layerIndex]);
m_MaterialEditor.ShaderProperty(layerMetallic[layerIndex], styles.layerMetallic);
m_MaterialEditor.ShaderProperty(layerSmoothness[layerIndex], styles.layerSmoothness);
m_MaterialEditor.TexturePropertySingleLine(styles.layerMask, layerMask[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine(styles.layerNormalMap, layerNormalMap[layerIndex], layerNormalScale[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine(styles.layerHeightMapText, layerHeightMap[layerIndex]);
if (!layerHeightMap[layerIndex].hasMixedValue && layerHeightMap[layerIndex].textureValue != null)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(layerHeightAmplitude[layerIndex], styles.layerHeightMapAmplitudeText);
m_MaterialEditor.ShaderProperty(layerHeightCenter[layerIndex], styles.layerHeightMapCenterText);
EditorGUI.showMixedValue = false;
EditorGUI.indentLevel--;
}
EditorGUI.BeginChangeCheck();
m_MaterialEditor.ShaderProperty(layerUVBase[layerIndex], styles.UVBaseText);
if (EditorGUI.EndChangeCheck())
{
result = true;
}
if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar))
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(layerTexWorldScale[layerIndex], styles.layerTexWorldScaleText);
EditorGUI.indentLevel--;
}
else
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(layerTiling[layerIndex], styles.layerTilingText);
EditorGUI.indentLevel--;
}
m_MaterialEditor.TextureScaleOffsetProperty(layerBaseColorMap[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine(styles.layerDetailMaskText, layerDetailMask[layerIndex]);
m_MaterialEditor.TexturePropertySingleLine(styles.layerDetailMapNormalText, layerDetailMap[layerIndex]);
if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar))
{
GUILayout.Label(" " + styles.UVDetailText.text + ": Planar");
}
else
{
EditorGUI.BeginChangeCheck();
m_MaterialEditor.ShaderProperty(layerUVDetail[layerIndex], styles.UVDetailText);
if (EditorGUI.EndChangeCheck())
{
result = true;
}
}
m_MaterialEditor.TextureScaleOffsetProperty(layerDetailMap[layerIndex]);
m_MaterialEditor.ShaderProperty(layerDetailAlbedoScale[layerIndex], styles.layerDetailAlbedoScaleText);
m_MaterialEditor.ShaderProperty(layerDetailNormalScale[layerIndex], styles.layerDetailNormalScaleText);
m_MaterialEditor.ShaderProperty(layerDetailSmoothnessScale[layerIndex], styles.layerDetailSmoothnessScaleText);
// We setup the masking map based on the enum for each layer.
// using mapping mask allow to reduce the number of generated combination for a very small increase in ALU
LayerUVBaseMapping layerUVBaseMapping = (LayerUVBaseMapping)layerUVBase[layerIndex].floatValue;
float X, Y, Z, W;
X = (layerUVBaseMapping == LayerUVBaseMapping.UV0) ? 1.0f : 0.0f;
Y = (layerUVBaseMapping == LayerUVBaseMapping.UV1) ? 1.0f : 0.0f;
Z = (layerUVBaseMapping == LayerUVBaseMapping.UV2) ? 1.0f : 0.0f;
W = (layerUVBaseMapping == LayerUVBaseMapping.UV3) ? 1.0f : 0.0f;
layerUVMappingMask[layerIndex].colorValue = (layerIndex == 0) ? new Color(1.0f, 0.0f, 0.0f, 0.0f) : new Color(X, Y, Z, W); // Special case for Main Layer and Blend Mask, only UV0. As Layer0 is share by both here, need to force X to 1.0 in all case
UVDetailMapping layerUVDetailMapping = (UVDetailMapping)layerUVDetail[layerIndex].floatValue;
X = (layerUVDetailMapping == UVDetailMapping.UV0) ? 1.0f : 0.0f;
Y = (layerUVDetailMapping == UVDetailMapping.UV1) ? 1.0f : 0.0f;
Z = (layerUVDetailMapping == UVDetailMapping.UV2) ? 1.0f : 0.0f;
W = (layerUVDetailMapping == UVDetailMapping.UV3) ? 1.0f : 0.0f;
layerUVDetailsMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W);
bool useDensityModeEnable = useDensityMode.floatValue != 0.0f;
if (useDensityModeEnable)
{
EditorGUILayout.LabelField(styles.densityOpacityInfluenceText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(opacityAsDensity[layerIndex], styles.opacityAsDensityText);
m_MaterialEditor.ShaderProperty(minimumOpacity[layerIndex], styles.minimumOpacityText);
EditorGUI.indentLevel--;
}
// Display height control if they have a meaning
//if ((tessellationMode != null && ((TessellationMode)tessellationMode.floatValue == TessellationMode.Displacement || (TessellationMode)tessellationMode.floatValue == TessellationMode.DisplacementPhong))
// || (enablePerPixelDisplacement.floatValue > 0.0f)
// || (useHeightBasedBlend.floatValue > 0.0f)
// )
//if (useHeightBasedBlend.floatValue > 0.0f)
//{
// EditorGUILayout.LabelField(styles.heightControlText, EditorStyles.boldLabel);
// EditorGUI.indentLevel++;
// m_MaterialEditor.ShaderProperty(heightFactor[layerIndex], styles.heightFactorText);
// layerHeightAmplitude[layerIndex].floatValue = material.GetFloat(kHeightAmplitude + layerIndex) * heightFactor[layerIndex].floatValue;
// m_MaterialEditor.ShaderProperty(heightCenterOffset[layerIndex], styles.heightCenterOffsetText);
// layerCenterOffset[layerIndex].floatValue = material.GetFloat(kHeightCenter + layerIndex) + heightCenterOffset[layerIndex].floatValue;
// EditorGUI.indentLevel--;
//}
// influence
if (layerIndex > 0)
{
int paramIndex = layerIndex - 1;
bool heightBasedBlendEnable = useHeightBasedBlend.floatValue > 0.0f;
if (heightBasedBlendEnable)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(blendUsingHeight[paramIndex], styles.blendUsingHeight);
EditorGUI.indentLevel--;
}
if (mainLayerInfluenceEnable)
{
EditorGUILayout.LabelField(styles.mainLayerInfluenceText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(inheritBaseColor[paramIndex], styles.inheritBaseColorText);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(inheritBaseColorThreshold[paramIndex], styles.inheritBaseColorThresholdText);
EditorGUI.indentLevel--;
m_MaterialEditor.ShaderProperty(inheritBaseNormal[paramIndex], styles.inheritBaseNormalText);
// Main height influence is only available if the shader use the heightmap for displacement (per vertex or per level)
// We always display it as it can be tricky to know when per pixel displacement is enabled or not
m_MaterialEditor.ShaderProperty(inheritBaseHeight[paramIndex], styles.inheritBaseHeightText);
EditorGUI.indentLevel--;
}
}
if (layerIndex == 0)
EditorGUILayout.Space();
return result;
}
bool DoLayersGUI(AssetImporter materialImporter)
{
Material material = m_MaterialEditor.target as Material;
bool layerChanged = false;
GUI.changed = false;
GUILayout.Label(styles.layersText, EditorStyles.boldLabel);
EditorGUI.showMixedValue = layerCount.hasMixedValue;
EditorGUI.BeginChangeCheck();
int newLayerCount = EditorGUILayout.IntSlider(styles.layerCountText, (int)layerCount.floatValue, 2, 4);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(material, "Change layer count");
layerCount.floatValue = (float)newLayerCount;
layerChanged = true;
}
m_MaterialEditor.TexturePropertySingleLine(styles.layerMapMaskText, layerMaskMap);
m_MaterialEditor.ShaderProperty(UVBlendMask, styles.UVBlendMaskText);
if (((LayerUVBaseMapping)UVBlendMask.floatValue == LayerUVBaseMapping.Planar))
{
m_MaterialEditor.ShaderProperty(texWorldScaleBlendMask, styles.layerTexWorldScaleText);
}
else
{
m_MaterialEditor.ShaderProperty(layerTilingBlendMask, styles.layerTilingBlendMaskText);
}
m_MaterialEditor.ShaderProperty(vertexColorMode, styles.vertexColorModeText);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useMainLayerInfluence.hasMixedValue;
bool mainLayerModeInfluenceEnable = EditorGUILayout.Toggle(styles.useMainLayerInfluenceModeText, useMainLayerInfluence.floatValue > 0.0f);
if (EditorGUI.EndChangeCheck())
{
useMainLayerInfluence.floatValue = mainLayerModeInfluenceEnable ? 1.0f : 0.0f;
}
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useDensityMode.hasMixedValue;
bool useDensityModeEnable = EditorGUILayout.Toggle(styles.useDensityModeModeText, useDensityMode.floatValue > 0.0f);
if (EditorGUI.EndChangeCheck())
{
useDensityMode.floatValue = useDensityModeEnable ? 1.0f : 0.0f;
}
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useHeightBasedBlend.hasMixedValue;
bool enabled = EditorGUILayout.Toggle(styles.useHeightBasedBlendText, useHeightBasedBlend.floatValue > 0.0f);
if (EditorGUI.EndChangeCheck())
{
useHeightBasedBlend.floatValue = enabled ? 1.0f : 0.0f;
}
m_MaterialEditor.ShaderProperty(objectScaleAffectTile, mainLayerModeInfluenceEnable ? styles.objectScaleAffectTileText2 : styles.objectScaleAffectTileText);
EditorGUILayout.Space();
for (int i = 0; i < numLayer; i++)
{
layerChanged |= DoLayerGUI(materialImporter, i);
}
layerChanged |= GUI.changed;
GUI.changed = false;
return layerChanged;
}
protected void SetupMaterialKeywordsAndPassInternal(Material material)
{
SetupMaterialKeywordsAndPass(material);
}
static public void SetKeyword(Material m, string keyword, bool state)
{
if (state)
m.EnableKeyword(keyword);
else
m.DisableKeyword(keyword);
}
static public void SetupLayersMappingKeywords(Material material)
{
// object scale affect tile
SetKeyword(material, "_LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE", material.GetFloat(kObjectScaleAffectTile) > 0.0f);
// Blend mask
LayerUVBaseMapping UVBlendMaskMapping = (LayerUVBaseMapping)material.GetFloat(kUVBlendMask);
SetKeyword(material, "_LAYER_MAPPING_PLANAR_BLENDMASK", UVBlendMaskMapping == LayerUVBaseMapping.Planar);
int numLayer = (int)material.GetFloat(kLayerCount);
// Layer
if (numLayer == 4)
{
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
}
else if (numLayer == 3)
{
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true);
}
else
{
SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false);
SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false);
}
const string kLayerMappingPlanar = "_LAYER_MAPPING_PLANAR";
// We have to check for each layer if the UV2 or UV3 is needed.
bool needUV3 = false;
bool needUV2 = false;
for (int i = 0; i < numLayer; ++i)
{
string layerUVBaseParam = string.Format("{0}{1}", kUVBase, i);
LayerUVBaseMapping layerUVBaseMapping = (LayerUVBaseMapping)material.GetFloat(layerUVBaseParam);
string currentLayerMappingPlanar = string.Format("{0}{1}", kLayerMappingPlanar, i);
SetKeyword(material, currentLayerMappingPlanar, layerUVBaseMapping == LayerUVBaseMapping.Planar);
string uvBase = string.Format("{0}{1}", kUVBase, i);
string uvDetail = string.Format("{0}{1}", kUVDetail, i);
if (((UVDetailMapping)material.GetFloat(uvDetail) == UVDetailMapping.UV2) ||
((LayerUVBaseMapping)material.GetFloat(uvBase) == LayerUVBaseMapping.UV2))
{
needUV2 = true;
}
if (((UVDetailMapping)material.GetFloat(uvDetail) == UVDetailMapping.UV3) ||
((LayerUVBaseMapping)material.GetFloat(uvBase) == LayerUVBaseMapping.UV3))
{
needUV3 = true;
break; // If we find it UV3 let's early out
}
}
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");
}
}
static public void SetupBaseUnlitKeywords(Material material)
{
bool alphaTestEnable = material.GetFloat(kAlphaCutoffEnabled) > 0.0f;
material.SetOverrideTag("RenderType", alphaTestEnable ? "TransparentCutout" : "");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.renderQueue = alphaTestEnable ? (int)UnityEngine.Rendering.RenderQueue.AlphaTest : -1;
material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Back);
SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
}
// 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)
{
SetupBaseUnlitKeywords(material);
SetupLayersMappingKeywords(material);
for (int i = 0; i < kMaxLayerCount; ++i)
{
SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i) || material.GetTexture(kDetailMap + i));
SetKeyword(material, "_MASKMAP" + i, material.GetTexture(kMaskMap + i));
SetKeyword(material, "_DETAIL_MAP" + i, material.GetTexture(kDetailMap + i));
SetKeyword(material, "_HEIGHTMAP" + i, material.GetTexture(kHeightMap + i));
}
SetKeyword(material, "_MAIN_LAYER_INFLUENCE_MODE", material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
VertexColorMode VCMode = (VertexColorMode)material.GetFloat(kVertexColorMode);
if (VCMode == VertexColorMode.Multiply)
{
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", true);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
}
else if (VCMode == VertexColorMode.Add)
{
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", true);
}
else
{
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
}
bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f;
SetKeyword(material, "_HEIGHT_BASED_BLEND", useHeightBasedBlend);
bool useDensityModeEnable = material.GetFloat(kUseDensityMode) != 0.0f;
SetKeyword(material, "_DENSITY_MODE", useDensityModeEnable);
}
protected void FindBaseMaterialProperties(MaterialProperty[] props)
{
alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props);
alphaCutoff = FindProperty(kAlphaCutoff, props);
}
protected void BaseMaterialPropertiesGUI()
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(alphaCutoffEnable, StylesLayer.alphaCutoffEnableText);
if (alphaCutoffEnable.floatValue == 1.0f)
{
m_MaterialEditor.ShaderProperty(alphaCutoff, StylesLayer.alphaCutoffText);
}
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
FindBaseMaterialProperties(props);
FindMaterialProperties(props);
m_MaterialEditor = materialEditor;
// We should always do this call at the beginning
m_MaterialEditor.serializedObject.Update();
Material material = m_MaterialEditor.target as Material;
AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
bool optionsChanged = false;
EditorGUI.BeginChangeCheck();
{
BaseMaterialPropertiesGUI();
EditorGUILayout.Space();
}
if (EditorGUI.EndChangeCheck())
{
optionsChanged = true;
}
bool layerChanged = DoLayersGUI(materialImporter);
EditorGUI.indentLevel--;
m_MaterialEditor.EnableInstancingField();
if (layerChanged || optionsChanged)
{
foreach (var obj in m_MaterialEditor.targets)
{
SetupMaterialKeywordsAndPassInternal((Material)obj);
}
}
// We should always do this call at the end
m_MaterialEditor.serializedObject.ApplyModifiedProperties();
}
}
//} // namespace UnityEditor