Unity Chan 工程分享 - URP渲染实现 Unity版本:2019.4
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using UnityEngine;
using UnityEditor;
namespace UnityEditor.Rendering.Universal.Toon.ShaderGUI
{
public class UniversalToonGUI : UnityEditor.ShaderGUI
{
const string ShaderDefineSHADINGGRADEMAP = "_SHADINGGRADEMAP";
const string ShaderDefineANGELRING_ON = "_IS_ANGELRING_ON";
const string ShaderDefineANGELRING_OFF = "_IS_ANGELRING_OFF";
const string ShaderDefineUTS_USE_RAYTRACING_SHADOW = "UTS_USE_RAYTRACING_SHADOW";
const string ShaderPropAngelRing = "_AngelRing";
const string ShaderPropRTHS = "_RTHS";
const string ShaderPropMatCap = "_MatCap";
const string ShaderPropClippingMode = "_ClippingMode";
const string ShaderPropClippingMask = "_ClippingMask";
const string ShaderPropSimpleUI = "_simpleUI";
const string ShaderPropUtsTechniqe = "_utsTechnique";
const string ShaderPropAutoRenderQueue = "_AutoRenderQueue";
const string ShaderPropStencilMode = "_StencilMode";
const string ShaderPropStencilNo = "_StencilNo";
const string ShaderPropTransparentEnabled = "_TransparentEnabled";
const string ShaderPropStencilComp = "_StencilComp";
const string ShaderPropStencilOpPass = "_StencilOpPass";
const string ShaderPropStencilOpFail = "_StencilOpFail";
const string ShaderPropStencilWriteMask = "_StencilWriteMask";
const string ShaderPropStencilReadMask = "_StencilReadMask";
const string ShaderPropUtsVersionX = "_utsVersionX";
const string ShaderPropUtsVersionY = "_utsVersionY";
const string ShaderPropUtsVersionZ = "_utsVersionZ";
const string ShaderPropOutline = "_OUTLINE";
const string ShaderPropNormalMapToHighColor = "_Is_NormalMapToHighColor";
const string ShaderPropIsNormalMapToRimLight = "_Is_NormalMapToRimLight";
const string ShaderPropSetSystemShadowsToBase = "_Set_SystemShadowsToBase";
const string ShaderPropIsFilterHiCutPointLightColor = "_Is_Filter_HiCutPointLightColor";
const string ShaderPropInverseClipping = "_Inverse_Clipping";
const string ShaderPropIsBaseMapAlphaAsClippingMask = "_IsBaseMapAlphaAsClippingMask";
const string ShaderPropIsLightColor_Base = "_Is_LightColor_Base";
const string ShaderPropCameraRolling_Stabilizer = "_CameraRolling_Stabilizer";
const string ShaderPropIs_Ortho = "_Is_Ortho";
const string ShaderPropGI_Intensity = "_GI_Intensity";
const string ShaderPropUnlit_Intensity = "_Unlit_Intensity";
const string ShaderPropIs_Filter_LightColor = "_Is_Filter_LightColor";
const string ShaderPropIs_LightColor_1st_Shade = "_Is_LightColor_1st_Shade";
const string ShaderPropIs_LightColor_2nd_Shade = "_Is_LightColor_2nd_Shade";
const string ShaderPropIs_LightColor_HighColor = "_Is_LightColor_HighColor";
const string ShaderPropIs_LightColor_RimLight = "_Is_LightColor_RimLight";
const string ShaderPropIs_LightColor_Ap_RimLight = "_Is_LightColor_Ap_RimLight";
const string ShaderPropIs_LightColor_MatCap = "_Is_LightColor_MatCap";
const string ShaderPropIs_LightColor_AR = "_Is_LightColor_AR";
const string ShaderPropIs_LightColor_Outline = "_Is_LightColor_Outline";
const string ShaderPropInverse_MatcapMask = "_Inverse_MatcapMask";
const string ShaderPropUse_BaseAs1st = "_Use_BaseAs1st";
const string ShaderPropUse_1stAs2nd = "_Use_1stAs2nd";
const string ShaderPropIs_NormalMapToBase = "_Is_NormalMapToBase";
const string ShaderPropIs_ColorShift = "_Is_ColorShift";
const string ShaderPropRimLight = "_RimLight";
const string ShaderPropRimLight_FeatherOff = "_RimLight_FeatherOff";
const string ShaderPropAp_RimLight_FeatherOff = "_Ap_RimLight_FeatherOff";
const string ShaderPropIs_BlendAddToMatCap = "_Is_BlendAddToMatCap";
const string ShaderPropARSampler_AlphaOn = "_ARSampler_AlphaOn";
const string ShaderPropIs_UseTweakHighColorOnShadow = "_Is_UseTweakHighColorOnShadow";
const string ShaderPropIs_SpecularToHighColor = "_Is_SpecularToHighColor";
const string ShaderPropIs_BlendAddToHiColor = "_Is_BlendAddToHiColor";
const string ShaderPropAdd_Antipodean_RimLight = "_Add_Antipodean_RimLight";
const string ShaderPropLightDirection_MaskOn = "_LightDirection_MaskOn";
const string ShaderProp1st_ShadeColor_Step = "_1st_ShadeColor_Step";
const string ShaderPropBaseColor_Step = "_BaseColor_Step";
const string ShaderProp1st_ShadeColor_Feather = "_1st_ShadeColor_Feather";
const string ShaderPropBaseShade_Feather = "_BaseShade_Feather";
const string ShaderProp2nd_ShadeColor_Step = "_2nd_ShadeColor_Step";
const string ShaderPropShadeColor_Step = "_ShadeColor_Step";
const string ShaderProp2nd_ShadeColor_Feather = "_2nd_ShadeColor_Feather";
const string ShaderProp1st2nd_Shades_Feather = "_1st2nd_Shades_Feather";
const string ShaderPropIs_NormalMapForMatCap = "_Is_NormalMapForMatCap";
const string ShaderPropIs_UseTweakMatCapOnShadow = "_Is_UseTweakMatCapOnShadow";
const string ShaderPropIs_ViewCoord_Scroll = "_Is_ViewCoord_Scroll";
const string ShaderPropIs_PingPong_Base = "_Is_PingPong_Base";
const string ShaderPropIs_ViewShift = "_Is_ViewShift";
const string ShaderPropIs_BlendBaseColor = "_Is_BlendBaseColor";
const string ShaderPropIs_OutlineTex = "_Is_OutlineTex";
const string ShaderPropIs_BakedNormal = "_Is_BakedNormal";
const string ShaderPropIs_BLD = "_Is_BLD";
const string ShaderPropInverse_Z_Axis_BLD = "_Inverse_Z_Axis_BLD";
const string ShaderDefineIS_OUTLINE_CLIPPING_NO = "_IS_OUTLINE_CLIPPING_NO";
const string ShaderDefineIS_OUTLINE_CLIPPING_YES = "_IS_OUTLINE_CLIPPING_YES";
const string ShaderDefineIS_CLIPPING_OFF = "_IS_CLIPPING_OFF";
const string ShaderDefineIS_CLIPPING_MODE = "_IS_CLIPPING_MODE";
const string ShaderDefineIS_CLIPPING_TRANSMODE = "_IS_CLIPPING_TRANSMODE";
const string ShaderDefineIS_TRANSCLIPPING_OFF = "_IS_TRANSCLIPPING_OFF";
const string ShaderDefineIS_TRANSCLIPPING_ON = "_IS_TRANSCLIPPING_ON";
const string STR_ONSTATE = "Active";
const string STR_OFFSTATE = "Off";
public enum _UTS_Technique
{
DoubleShadeWithFeather, ShadingGradeMap
}
public enum _UTS_ClippingMode
{
Off, On, TransClippingMode
}
public enum _UTS_TransClippingMode
{
Off, On,
}
public enum _UTS_Transparent
{
Off, On,
}
public enum _UTS_StencilMode
{
Off, StencilOut, StencilMask
}
public enum _StencilOperation
{
//https://docs.unity3d.com/Manual/SL-Stencil.html
Keep, // Keep the current contents of the buffer.
Zero, // Write 0 into the buffer.
Replace, // Write the reference value into the buffer.
IncrSat, // Increment the current value in the buffer. If the value is 255 already, it stays at 255.
DecrSat, // Decrement the current value in the buffer. If the value is 0 already, it stays at 0.
Invert, // Negate all the bits.
IncrWrap, // Increment the current value in the buffer. If the value is 255 already, it becomes 0.
DecrWrap, // Decrement the current value in the buffer. If the value is 0 already, it becomes 255.
}
public enum _StencilCompFunction
{
Disabled,// Depth or stencil test is disabled.
Never, // Never pass depth or stencil test.
Less, // Pass depth or stencil test when new value is less than old one.
Equal, // Pass depth or stencil test when values are equal.
LessEqual, // Pass depth or stencil test when new value is less or equal than old one.
Greater, // Pass depth or stencil test when new value is greater than old one.
NotEqual, // Pass depth or stencil test when values are different.
GreaterEqual, // Pass depth or stencil test when new value is greater or equal than old one.
Always,// Always pass depth or stencil test.
}
public enum _OutlineMode
{
NormalDirection, PositionScaling
}
public enum _CullingMode
{
CullingOff, FrontCulling, BackCulling
}
public enum _EmissiveMode
{
SimpleEmissive, EmissiveAnimation
}
// variables which must be gotten from shader at the beggning of GUI
public int _autoRenderQueue = 1;
public int _renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry;
// variables which just to be held.
public _OutlineMode outlineMode;
public _CullingMode cullingMode;
public _EmissiveMode emissiveMode;
//ボタンサイズ.
public GUILayoutOption[] shortButtonStyle = new GUILayoutOption[] { GUILayout.Width(130) };
public GUILayoutOption[] middleButtonStyle = new GUILayoutOption[] { GUILayout.Width(130) };
//
static _UTS_Transparent _Transparent_Setting;
static int _StencilNo_Setting;
static bool _OriginalInspector = false;
static bool _SimpleUI = false;
//メッセージ表示用.
bool _Use_VrcRecommend = false;
//Foldoutの初期値.
static bool _BasicShaderSettings_Foldout = false;
static bool _BasicThreeColors_Foldout = true;
static bool _NormalMap_Foldout = false;
static bool _ShadowControlMaps_Foldout = false;
static bool _StepAndFeather_Foldout = true;
static bool _AdditionalLookdevs_Foldout = false;
static bool _HighColor_Foldout = true;
static bool _RimLight_Foldout = true;
static bool _MatCap_Foldout = true;
static bool _AngelRing_Foldout = true;
static bool _Emissive_Foldout = true;
static bool _Outline_Foldout = true;
static bool _AdvancedOutline_Foldout = false;
static bool _Tessellation_Foldout = false;
static bool _LightColorContribution_Foldout = false;
static bool _AdditionalLightingSettings_Foldout = false;
// -----------------------------------------------------
//m_MaterialEditorのメソッドをUIとして使うもののみを指定する.
// UTS2 materal properties -------------------------
MaterialProperty utsTechnique = null;
MaterialProperty transparentMode = null;
MaterialProperty clippingMode = null;
MaterialProperty clippingMask = null;
MaterialProperty clipping_Level = null;
MaterialProperty tweak_transparency = null;
MaterialProperty stencilMode = null;
MaterialProperty mainTex = null;
MaterialProperty baseColor = null;
MaterialProperty firstShadeMap = null;
MaterialProperty firstShadeColor = null;
MaterialProperty secondShadeMap = null;
MaterialProperty secondShadeColor = null;
MaterialProperty normalMap = null;
MaterialProperty bumpScale = null;
MaterialProperty set_1st_ShadePosition = null;
MaterialProperty set_2nd_ShadePosition = null;
MaterialProperty shadingGradeMap = null;
MaterialProperty tweak_ShadingGradeMapLevel = null;
MaterialProperty blurLevelSGM = null;
MaterialProperty tweak_SystemShadowsLevel = null;
MaterialProperty baseColor_Step = null;
MaterialProperty baseShade_Feather = null;
MaterialProperty shadeColor_Step = null;
MaterialProperty first2nd_Shades_Feather = null;
MaterialProperty first_ShadeColor_Step = null;
MaterialProperty first_ShadeColor_Feather = null;
MaterialProperty second_ShadeColor_Step = null;
MaterialProperty second_ShadeColor_Feather = null;
MaterialProperty stepOffset = null;
MaterialProperty highColor_Tex = null;
MaterialProperty highColor = null;
MaterialProperty highColor_Power = null;
MaterialProperty tweakHighColorOnShadow = null;
MaterialProperty set_HighColorMask = null;
MaterialProperty tweak_HighColorMaskLevel = null;
MaterialProperty rimLightColor = null;
MaterialProperty rimLight_Power = null;
MaterialProperty rimLight_InsideMask = null;
MaterialProperty tweak_LightDirection_MaskLevel = null;
MaterialProperty ap_RimLightColor = null;
MaterialProperty ap_RimLight_Power = null;
MaterialProperty set_RimLightMask = null;
MaterialProperty tweak_RimLightMaskLevel = null;
MaterialProperty matCap_Sampler = null;
MaterialProperty matCapColor = null;
MaterialProperty blurLevelMatcap = null;
MaterialProperty tweak_MatCapUV = null;
MaterialProperty rotate_MatCapUV = null;
MaterialProperty normalMapForMatCap = null;
MaterialProperty bumpScaleMatcap = null;
MaterialProperty rotate_NormalMapForMatCapUV = null;
MaterialProperty tweakMatCapOnShadow = null;
MaterialProperty set_MatcapMask = null;
MaterialProperty tweak_MatcapMaskLevel = null;
MaterialProperty angelRing_Sampler = null;
MaterialProperty angelRing_Color = null;
MaterialProperty ar_OffsetU = null;
MaterialProperty ar_OffsetV = null;
MaterialProperty emissive_Tex = null;
MaterialProperty emissive_Color = null;
MaterialProperty base_Speed = null;
MaterialProperty scroll_EmissiveU = null;
MaterialProperty scroll_EmissiveV = null;
MaterialProperty rotate_EmissiveUV = null;
MaterialProperty colorShift = null;
MaterialProperty colorShift_Speed = null;
MaterialProperty viewShift = null;
MaterialProperty outline_Width = null;
MaterialProperty outline_Color = null;
MaterialProperty outline_Sampler = null;
MaterialProperty offset_Z = null;
MaterialProperty farthest_Distance = null;
MaterialProperty nearest_Distance = null;
MaterialProperty outlineTex = null;
MaterialProperty bakedNormal = null;
MaterialProperty tessEdgeLength = null;
MaterialProperty tessPhongStrength = null;
MaterialProperty tessExtrusionAmount = null;
MaterialProperty gi_Intensity = null;
MaterialProperty unlit_Intensity = null;
MaterialProperty offset_X_Axis_BLD = null;
MaterialProperty offset_Y_Axis_BLD = null;
//------------------------------------------------------
MaterialEditor m_MaterialEditor;
private bool IsClippingMaskPropertyAvailable(_UTS_Technique technique)
{
Material material = m_MaterialEditor.target as Material;
bool bRet = false;
switch (technique)
{
case _UTS_Technique.DoubleShadeWithFeather:
bRet = ((_UTS_ClippingMode)material.GetInt(ShaderPropClippingMode) != _UTS_ClippingMode.Off);
break;
case _UTS_Technique.ShadingGradeMap:
bRet = (_UTS_TransClippingMode)material.GetInt(ShaderPropClippingMode) != _UTS_TransClippingMode.Off;
break;
}
return bRet;
}
private bool ClippingModePropertyAvailable
{
get
{
Material material = m_MaterialEditor.target as Material;
return material.GetInt(ShaderPropClippingMode) != 0;
}
}
private bool StencilShaderPropertyAvailable
{
get
{
// Material material = m_MaterialEditor.target as Material;
// return (_UTS_StencilMode)material.GetInt(ShaderPropStencilMode) != _UTS_StencilMode.Off;
return true;
}
}
private bool IsShadingGrademap
{
get
{
Material material = m_MaterialEditor.target as Material;
return material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.ShadingGradeMap;
}
}
public static GUIContent transparentModeText = new GUIContent("Transparent Mode",
"Transparent mode that fits you. ");
public static GUIContent workflowModeText = new GUIContent("Workflow Mode",
"Select a workflow that fits your textures. Choose between DoubleShadeWithFeather or ShadingGradeMap.");
// -----------------------------------------------------
public static GUIContent clippingmodeModeText0 = new GUIContent("Clipping Mode",
"Select clipping mode that fits you. ");
public static GUIContent clippingmodeModeText1 = new GUIContent("Trans Clipping",
"Select clipping mode that fits you. ");
public static GUIContent stencilmodeModeText = new GUIContent("Stencil Mode",
"Select stencil mode that fits you. ");
//m_MaterialEditorのメソッドをUIとして使うもののみを指定する.
public void FindProperties(MaterialProperty[] props)
{
//シェーダーによって無い可能性があるプロパティはfalseを追加.
utsTechnique = FindProperty(ShaderPropUtsTechniqe, props);
transparentMode = FindProperty(ShaderPropTransparentEnabled, props);
clippingMask = FindProperty(ShaderPropClippingMask, props);
clippingMode = FindProperty(ShaderPropClippingMode, props);
clipping_Level = FindProperty("_Clipping_Level", props, false);
tweak_transparency = FindProperty("_Tweak_transparency", props, false);
stencilMode = FindProperty(ShaderPropStencilMode, props);
mainTex = FindProperty("_MainTex", props);
baseColor = FindProperty("_BaseColor", props);
firstShadeMap = FindProperty("_1st_ShadeMap", props);
firstShadeColor = FindProperty("_1st_ShadeColor", props);
secondShadeMap = FindProperty("_2nd_ShadeMap", props);
secondShadeColor = FindProperty("_2nd_ShadeColor", props);
normalMap = FindProperty("_NormalMap", props);
bumpScale = FindProperty("_BumpScale", props);
set_1st_ShadePosition = FindProperty("_Set_1st_ShadePosition", props, false);
set_2nd_ShadePosition = FindProperty("_Set_2nd_ShadePosition", props, false);
shadingGradeMap = FindProperty("_ShadingGradeMap", props, false);
tweak_ShadingGradeMapLevel = FindProperty("_Tweak_ShadingGradeMapLevel", props, false);
blurLevelSGM = FindProperty("_BlurLevelSGM", props, false);
tweak_SystemShadowsLevel = FindProperty("_Tweak_SystemShadowsLevel", props);
baseColor_Step = FindProperty(ShaderPropBaseColor_Step, props);
baseShade_Feather = FindProperty(ShaderPropBaseShade_Feather, props);
shadeColor_Step = FindProperty(ShaderPropShadeColor_Step, props);
first2nd_Shades_Feather = FindProperty(ShaderProp1st2nd_Shades_Feather, props);
first_ShadeColor_Step = FindProperty(ShaderProp1st_ShadeColor_Step, props);
first_ShadeColor_Feather = FindProperty(ShaderProp1st_ShadeColor_Feather, props);
second_ShadeColor_Step = FindProperty(ShaderProp2nd_ShadeColor_Step, props);
second_ShadeColor_Feather = FindProperty(ShaderProp2nd_ShadeColor_Feather, props);
stepOffset = FindProperty("_StepOffset", props, false);
highColor_Tex = FindProperty("_HighColor_Tex", props);
highColor = FindProperty("_HighColor", props);
highColor_Power = FindProperty("_HighColor_Power", props);
tweakHighColorOnShadow = FindProperty("_TweakHighColorOnShadow", props);
set_HighColorMask = FindProperty("_Set_HighColorMask", props);
tweak_HighColorMaskLevel = FindProperty("_Tweak_HighColorMaskLevel", props);
rimLightColor = FindProperty("_RimLightColor", props);
rimLight_Power = FindProperty("_RimLight_Power", props);
rimLight_InsideMask = FindProperty("_RimLight_InsideMask", props);
tweak_LightDirection_MaskLevel = FindProperty("_Tweak_LightDirection_MaskLevel", props);
ap_RimLightColor = FindProperty("_Ap_RimLightColor", props);
ap_RimLight_Power = FindProperty("_Ap_RimLight_Power", props);
set_RimLightMask = FindProperty("_Set_RimLightMask", props);
tweak_RimLightMaskLevel = FindProperty("_Tweak_RimLightMaskLevel", props);
matCap_Sampler = FindProperty("_MatCap_Sampler", props);
matCapColor = FindProperty("_MatCapColor", props);
blurLevelMatcap = FindProperty("_BlurLevelMatcap", props);
tweak_MatCapUV = FindProperty("_Tweak_MatCapUV", props);
rotate_MatCapUV = FindProperty("_Rotate_MatCapUV", props);
normalMapForMatCap = FindProperty("_NormalMapForMatCap", props);
bumpScaleMatcap = FindProperty("_BumpScaleMatcap", props);
rotate_NormalMapForMatCapUV = FindProperty("_Rotate_NormalMapForMatCapUV", props);
tweakMatCapOnShadow = FindProperty("_TweakMatCapOnShadow", props);
set_MatcapMask = FindProperty("_Set_MatcapMask", props);
tweak_MatcapMaskLevel = FindProperty("_Tweak_MatcapMaskLevel", props);
angelRing_Sampler = FindProperty("_AngelRing_Sampler", props, false);
angelRing_Color = FindProperty("_AngelRing_Color", props, false);
ar_OffsetU = FindProperty("_AR_OffsetU", props, false);
ar_OffsetV = FindProperty("_AR_OffsetV", props, false);
emissive_Tex = FindProperty("_Emissive_Tex", props);
emissive_Color = FindProperty("_Emissive_Color", props);
base_Speed = FindProperty("_Base_Speed", props);
scroll_EmissiveU = FindProperty("_Scroll_EmissiveU", props);
scroll_EmissiveV = FindProperty("_Scroll_EmissiveV", props);
rotate_EmissiveUV = FindProperty("_Rotate_EmissiveUV", props);
colorShift = FindProperty("_ColorShift", props);
colorShift_Speed = FindProperty("_ColorShift_Speed", props);
viewShift = FindProperty("_ViewShift", props);
outline_Width = FindProperty("_Outline_Width", props, false);
outline_Color = FindProperty("_Outline_Color", props, false);
outline_Sampler = FindProperty("_Outline_Sampler", props, false);
offset_Z = FindProperty("_Offset_Z", props, false);
farthest_Distance = FindProperty("_Farthest_Distance", props, false);
nearest_Distance = FindProperty("_Nearest_Distance", props, false);
outlineTex = FindProperty("_OutlineTex", props, false);
bakedNormal = FindProperty("_BakedNormal", props, false);
tessEdgeLength = FindProperty("_TessEdgeLength", props, false);
tessPhongStrength = FindProperty("_TessPhongStrength", props, false);
tessExtrusionAmount = FindProperty("_TessExtrusionAmount", props, false);
gi_Intensity = FindProperty(ShaderPropGI_Intensity, props);
unlit_Intensity = FindProperty(ShaderPropUnlit_Intensity, props);
offset_X_Axis_BLD = FindProperty("_Offset_X_Axis_BLD", props);
offset_Y_Axis_BLD = FindProperty("_Offset_Y_Axis_BLD", props);
}
// --------------------------------
// --------------------------------
static void Line()
{
GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1));
}
static bool Foldout(bool display, string title)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.fixedHeight = 22;
style.contentOffset = new Vector2(20f, -2f);
var rect = GUILayoutUtility.GetRect(16f, 22f, style);
GUI.Box(rect, title, style);
var e = Event.current;
var toggleRect = new Rect(rect.x + 4f, rect.y + 2f, 13f, 13f);
if (e.type == EventType.Repaint)
{
EditorStyles.foldout.Draw(toggleRect, false, false, display, false);
}
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
{
display = !display;
e.Use();
}
return display;
}
static bool FoldoutSubMenu(bool display, string title)
{
var style = new GUIStyle("ShurikenModuleTitle");
style.font = new GUIStyle(EditorStyles.boldLabel).font;
style.border = new RectOffset(15, 7, 4, 4);
style.padding = new RectOffset(5, 7, 4, 4);
style.fixedHeight = 22;
style.contentOffset = new Vector2(32f, -2f);
var rect = GUILayoutUtility.GetRect(16f, 22f, style);
GUI.Box(rect, title, style);
var e = Event.current;
var toggleRect = new Rect(rect.x + 16f, rect.y + 2f, 13f, 13f);
if (e.type == EventType.Repaint)
{
EditorStyles.foldout.Draw(toggleRect, false, false, display, false);
}
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
{
display = !display;
e.Use();
}
return display;
}
// --------------------------------
//m_MaterialEditorのメソッドをUIとして使うもののみを指定する. 1行表示のテクスチャ&カラー指定用.
private static class Styles
{
public static GUIContent baseColorText = new GUIContent("BaseMap", "Base Color : Texture(sRGB) × Color(RGB) Default:White");
public static GUIContent firstShadeColorText = new GUIContent("1st ShadeMap", "1st ShadeColor : Texture(sRGB) × Color(RGB) Default:White");
public static GUIContent secondShadeColorText = new GUIContent("2nd ShadeMap", "2nd ShadeColor : Texture(sRGB) × Color(RGB) Default:White");
public static GUIContent normalMapText = new GUIContent("NormalMap", "NormalMap : Texture(bump)");
public static GUIContent highColorText = new GUIContent("HighColor", "High Color : Texture(sRGB) × Color(RGB) Default:Black");
public static GUIContent highColorMaskText = new GUIContent("HighColor Mask", "HighColor Mask : Texture(linear)");
public static GUIContent rimLightMaskText = new GUIContent("RimLight Mask", "RimLight Mask : Texture(linear)");
public static GUIContent matCapSamplerText = new GUIContent("MatCap Sampler", "MatCap Sampler : Texture(sRGB) × Color(RGB) Default:White");
public static GUIContent matCapMaskText = new GUIContent("MatCap Mask", "MatCap Mask : Texture(linear)");
public static GUIContent angelRingText = new GUIContent("AngelRing", "AngelRing : Texture(sRGB) × Color(RGB) Default:Black");
public static GUIContent emissiveTexText = new GUIContent("Emissive", "Emissive : Texture(sRGB)× EmissiveMask(alpha) × Color(HDR) Default:Black");
public static GUIContent shadingGradeMapText = new GUIContent("Shading Grade Map", "影のかかり方マップ。UV座標で影のかかりやすい場所を指定する。Shading Grade Map : Texture(linear)");
public static GUIContent firstPositionMapText = new GUIContent("1st Shade Position Map", "1影色領域に落ちる固定影の位置を、UV座標で指定する。1st Position Map : Texture(linear)");
public static GUIContent secondPositionMapText = new GUIContent("2nd Shade Position Map", "2影色領域に落ちる固定影の位置を、UV座標で指定する。2nd Position Map : Texture(linear)");
public static GUIContent outlineSamplerText = new GUIContent("Outline Sampler", "Outline Sampler : Texture(linear)");
public static GUIContent outlineTexText = new GUIContent("Outline tex", "Outline Tex : Texture(sRGB) Default:White");
public static GUIContent bakedNormalOutlineText = new GUIContent("Baked NormalMap for Outline", "Unpacked Normal Map : Texture(linear) ※通常のノーマルマップではないので注意");
public static GUIContent clippingMaskText = new GUIContent("Clipping Mask", "Clipping Mask : Texture(linear)");
}
// --------------------------------
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
EditorGUIUtility.fieldWidth = 0;
FindProperties(props);
m_MaterialEditor = materialEditor;
Material material = materialEditor.target as Material;
_Transparent_Setting = (_UTS_Transparent)material.GetInt(ShaderPropTransparentEnabled);
_StencilNo_Setting = material.GetInt(ShaderPropStencilNo);
//1行目の横並び3ボタン.
EditorGUILayout.BeginHorizontal();
#if true // disabled SimpleUI
//Original Inspectorの選択チェック.
if (material.HasProperty(ShaderPropSimpleUI))
{
var selectedUI = material.GetInt(ShaderPropSimpleUI);
if (selectedUI == 2)
{
_OriginalInspector = true; //Original GUI
}
else if (selectedUI == 1)
{
_SimpleUI = true; //UTS2 Biginner GUI
}
//Original/Custom GUI 切り替えボタン.
if (_OriginalInspector)
{
if (GUILayout.Button("Change CustomUI", middleButtonStyle))
{
_OriginalInspector = false;
material.SetInt(ShaderPropSimpleUI, 0); //UTS2 Pro GUI
}
OpenManualLink();
//継承したレイアウトのクリア.
EditorGUILayout.EndHorizontal();
//オリジナルのGUI表示
m_MaterialEditor.PropertiesDefaultGUI(props);
return;
}
if (GUILayout.Button("Show All properties", middleButtonStyle))
{
_OriginalInspector = true;
material.SetInt(ShaderPropSimpleUI, 2); //Original GUI
}
}
#endif
//マニュアルを開く.
OpenManualLink();
EditorGUILayout.EndHorizontal();
EditorGUI.BeginChangeCheck();
EditorGUILayout.Space();
// select UTS technique here.
DoPopup(workflowModeText, utsTechnique, System.Enum.GetNames(typeof(_UTS_Technique)));
_autoRenderQueue = material.GetInt(ShaderPropAutoRenderQueue);
_renderQueue = material.renderQueue;
_UTS_Technique technique = (_UTS_Technique)material.GetInt(ShaderPropUtsTechniqe);
switch (technique)
{
case _UTS_Technique.DoubleShadeWithFeather:
material.DisableKeyword(ShaderDefineSHADINGGRADEMAP);
break;
case _UTS_Technique.ShadingGradeMap:
material.EnableKeyword(ShaderDefineSHADINGGRADEMAP);
break;
}
EditorGUILayout.Space();
_BasicShaderSettings_Foldout = Foldout(_BasicShaderSettings_Foldout, "Basic Shader Settings");
if (_BasicShaderSettings_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_SetCullingMode(material);
GUI_SetRenderQueue(material);
GUI_Tranparent(material);
if (StencilShaderPropertyAvailable)
{
GUI_StencilMode(material);
}
switch (technique)
{
case _UTS_Technique.DoubleShadeWithFeather:
GUILayout.Label("Clipping Shader", EditorStyles.boldLabel);
DoPopup(clippingmodeModeText0, clippingMode, System.Enum.GetNames(typeof(_UTS_ClippingMode)));
break;
case _UTS_Technique.ShadingGradeMap:
GUILayout.Label("TransClipping Shader", EditorStyles.boldLabel);
DoPopup(clippingmodeModeText1, clippingMode, System.Enum.GetNames(typeof(_UTS_TransClippingMode)));
break;
}
EditorGUILayout.Space();
if (IsClippingMaskPropertyAvailable(technique))
{
GUI_SetClippingMask(material);
GUI_SetTransparencySetting(material);
}
GUI_OptionMenu(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_BasicThreeColors_Foldout = Foldout(_BasicThreeColors_Foldout, "【Basic Three Colors and Control Maps Setups】");
if (_BasicThreeColors_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_BasicThreeColors(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_StepAndFeather_Foldout = Foldout(_StepAndFeather_Foldout, "【Basic Lookdevs : Shading Step and Feather Settings】");
if (_StepAndFeather_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_StepAndFeather(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_HighColor_Foldout = Foldout(_HighColor_Foldout, "【HighColor Settings】");
if (_HighColor_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_HighColor(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
EditorGUILayout.Space();
_RimLight_Foldout = Foldout(_RimLight_Foldout, "【RimLight Settings】");
if (_RimLight_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_RimLight(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_MatCap_Foldout = Foldout(_MatCap_Foldout, "【MatCap : Texture Projection Settings】");
if (_MatCap_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_MatCap(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
if (IsShadingGrademap)
{
_AngelRing_Foldout = Foldout(_AngelRing_Foldout, "【AngelRing Projection Settings】");
if (_AngelRing_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_AngelRing(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
_Emissive_Foldout = Foldout(_Emissive_Foldout, "【Emissive : Self-luminescence Settings】");
if (_Emissive_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_Emissive(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
if (material.HasProperty(ShaderPropOutline) && _Transparent_Setting != _UTS_Transparent.On)
{
SetuOutline(material);
_Outline_Foldout = Foldout(_Outline_Foldout, "【Outline Settings】");
if (_Outline_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_Outline(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
else
{
SetupOverDrawTransparentObject(material);
}
if (material.HasProperty("_TessEdgeLength"))
{
_Tessellation_Foldout = Foldout(_Tessellation_Foldout, "【DX11 Phong Tessellation Settings】");
if (_Tessellation_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_Tessellation(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
if (!_SimpleUI)
{
_LightColorContribution_Foldout = Foldout(_LightColorContribution_Foldout, "【LightColor Contribution to Materials】");
if (_LightColorContribution_Foldout)
{
EditorGUI.indentLevel++;
//EditorGUILayout.Space();
GUI_LightColorContribution(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
_AdditionalLightingSettings_Foldout = Foldout(_AdditionalLightingSettings_Foldout, "【Environmental Lighting Contributions Setups】");
if (_AdditionalLightingSettings_Foldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
GUI_AdditionalLightingSettings(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
ApplyClippingMode(material);
ApplyStencilMode(material);
ApplyAngelRing(material);
ApplyMatCapMode(material);
ApplyQueueAndRenderType(technique, material);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.PropertiesChanged();
}
}// End of OnGUI()
// --------------------------------
void CheckUtsTechnique(Material material)
{
if (material.HasProperty(ShaderPropUtsTechniqe))//DoubleWithFeather==0 or ShadingGradeMap==1
{
if (material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.DoubleShadeWithFeather) //DWF
{
if (!material.HasProperty("_Set_1st_ShadePosition"))
{
//SGMに変更.
material.SetInt(ShaderPropUtsTechniqe, (int)_UTS_Technique.ShadingGradeMap);
}
}
else if (material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.ShadingGradeMap)
{ //SGM
//SGM
if (!material.HasProperty("_ShadingGradeMap"))
{
//DWFに変更.
material.SetInt(ShaderPropUtsTechniqe, (int)_UTS_Technique.DoubleShadeWithFeather);
}
}
else
{
}
}
else
{
}
}
void OpenManualLink()
{
if (GUILayout.Button("日本語マニュアル", middleButtonStyle))
{
Application.OpenURL("https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/urp/master/Manual/UTS2_Manual_ja.md");
}
if (GUILayout.Button("English manual", middleButtonStyle))
{
Application.OpenURL("https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project/blob/urp/master/Manual/UTS2_Manual_en.md");
}
}
void GUI_SetRTHS(Material material)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Raytraced Hard Shadow");
var isRTHSenabled = material.IsKeywordEnabled(ShaderDefineUTS_USE_RAYTRACING_SHADOW);
if (isRTHSenabled)
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.DisableKeyword(ShaderDefineUTS_USE_RAYTRACING_SHADOW);
}
}
else
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.EnableKeyword(ShaderDefineUTS_USE_RAYTRACING_SHADOW);
}
}
EditorGUILayout.EndHorizontal();
if (isRTHSenabled)
{
EditorGUILayout.LabelField("ShadowRaytracer component must be attached to the camera when this feature is enabled.");
}
}
void GUI_SetRenderQueue(Material material)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Auto Queue");
if (_autoRenderQueue == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetInt(ShaderPropAutoRenderQueue, _autoRenderQueue = 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetInt(ShaderPropAutoRenderQueue, _autoRenderQueue = 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.BeginDisabledGroup(_autoRenderQueue == 1);
_renderQueue = (int)EditorGUILayout.IntField("Render Queue", _renderQueue);
EditorGUI.EndDisabledGroup();
}
void GUI_SetCullingMode(Material material)
{
const string _CullMode = "_CullMode";
int _CullMode_Setting = material.GetInt(_CullMode);
//Enum形式に変換して、outlineMode変数に保持しておく.
if ((int)_CullingMode.CullingOff == _CullMode_Setting)
{
cullingMode = _CullingMode.CullingOff;
}
else if ((int)_CullingMode.FrontCulling == _CullMode_Setting)
{
cullingMode = _CullingMode.FrontCulling;
}
else
{
cullingMode = _CullingMode.BackCulling;
}
//EnumPopupでGUI記述.
cullingMode = (_CullingMode)EditorGUILayout.EnumPopup("Culling Mode", cullingMode);
//値が変化したらマテリアルに書き込み.
if (_CullMode_Setting != (int)cullingMode)
{
switch (cullingMode)
{
case _CullingMode.CullingOff:
material.SetInt(_CullMode, 0);
break;
case _CullingMode.FrontCulling:
material.SetInt(_CullMode, 1);
break;
default:
material.SetInt(_CullMode, 2);
break;
}
}
}
void GUI_Tranparent(Material material)
{
GUILayout.Label("Transparent Shader", EditorStyles.boldLabel);
const string _ZWriteMode = "_ZWriteMode";
const string _ZOverDrawMode = "_ZOverDrawMode";
DoPopup(transparentModeText, transparentMode, System.Enum.GetNames(typeof(_UTS_Transparent)));
if (_Transparent_Setting == _UTS_Transparent.On)
{
if ( material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.DoubleShadeWithFeather )
{
material.SetInt(ShaderPropClippingMode, (int)_UTS_ClippingMode.TransClippingMode);
}
else
{
// ShadingGradeMap
material.SetInt(ShaderPropClippingMode, (int)_UTS_TransClippingMode.On);
}
material.SetInt(_ZWriteMode, 0);
material.SetFloat(_ZOverDrawMode, 1);
}
else
{
material.SetInt(_ZWriteMode, 1);
material.SetFloat(_ZOverDrawMode, 0);
}
}
void GUI_StencilMode(Material material)
{
GUILayout.Label("StencilMask or StencilOut Shader", EditorStyles.boldLabel);
DoPopup(stencilmodeModeText, stencilMode, System.Enum.GetNames(typeof(_UTS_StencilMode)));
int _Current_StencilNo = _StencilNo_Setting;
_Current_StencilNo = (int)EditorGUILayout.IntField("Stencil No.", _Current_StencilNo);
if (_StencilNo_Setting != _Current_StencilNo)
{
material.SetInt(ShaderPropStencilNo, _Current_StencilNo);
}
}
void GUI_SetClippingMask(Material material)
{
GUILayout.Label("Options for Clipping or TransClipping features", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.clippingMaskText, clippingMask);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Inverse Clipping Mask");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropInverseClipping) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropInverseClipping, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropInverseClipping, 0);
}
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.RangeProperty(clipping_Level, "Clipping Level");
}
void GUI_SetTransparencySetting(Material material)
{
GUILayout.Label("Options for TransClipping or Transparent features", EditorStyles.boldLabel);
m_MaterialEditor.RangeProperty(tweak_transparency, "Transparency Level");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Use BaseMap α as Clipping Mask");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIsBaseMapAlphaAsClippingMask) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIsBaseMapAlphaAsClippingMask, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIsBaseMapAlphaAsClippingMask, 0);
}
}
EditorGUILayout.EndHorizontal();
}
void GUI_OptionMenu(Material material)
{
GUILayout.Label("Option Menu", EditorStyles.boldLabel);
if (material.HasProperty(ShaderPropSimpleUI))
{
if (material.GetInt(ShaderPropSimpleUI) == 1)
{
_SimpleUI = true; //UTS2 Custom GUI Biginner
}
else
{
_SimpleUI = false; //UTS2 Custom GUI Pro
}
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Current UI Type");
//GUILayout.Space(60);
if (_SimpleUI == false)
{
if (GUILayout.Button("Pro / Full Control", middleButtonStyle))
{
material.SetInt(ShaderPropSimpleUI, 1); //UTS2 Custom GUI Biginner
}
}
else
{
if (GUILayout.Button("Biginner", middleButtonStyle))
{
material.SetInt(ShaderPropSimpleUI, 0); //UTS2 Custom GUI Pro
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("VRChat Recommendation");
//GUILayout.Space(60);
if (GUILayout.Button("Apply Settings", middleButtonStyle))
{
Set_Vrchat_Recommendation(material);
_Use_VrcRecommend = true;
}
EditorGUILayout.EndHorizontal();
if (_Use_VrcRecommend)
{
EditorGUILayout.HelpBox("UTS2 : Applied VRChat Recommended Settings.", MessageType.Info);
}
#if false
//v.2.0.7
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Remove Unused Keywords/Properties from Material");
//GUILayout.Space(60);
if (GUILayout.Button("Execute",middleButtonStyle))
{
RemoveUnusedKeywordsUtility(material);
_RemovedUnusedKeywordsMessage = true;
}
EditorGUILayout.EndHorizontal();
if(_RemovedUnusedKeywordsMessage){
EditorGUILayout.HelpBox("UTS2 : Unused Material Properties and ShaderKeywords are removed.",MessageType.Info);
}
#endif
//
}
//v.2.0.7
void RemoveUnusedKeywordsUtility(Material material)
{
RemoveUnusedMaterialProperties(material);
RemoveShaderKeywords(material);
}
void RemoveShaderKeywords(Material material)
{
string shaderKeywords = "";
if (material.HasProperty("_EMISSIVE"))
{
float outlineMode = material.GetFloat("_EMISSIVE");
if (outlineMode == 0)
{
shaderKeywords = shaderKeywords + "_EMISSIVE_SIMPLE";
}
else
{
shaderKeywords = shaderKeywords + "_EMISSIVE_ANIMATION";
}
}
if (material.HasProperty(ShaderPropOutline))
{
float outlineMode = material.GetFloat(ShaderPropOutline);
if (outlineMode == 0)
{
shaderKeywords = shaderKeywords + " _OUTLINE_NML";
}
else
{
shaderKeywords = shaderKeywords + " _OUTLINE_POS";
}
}
var so = new SerializedObject(material);
so.Update();
so.FindProperty("m_ShaderKeywords").stringValue = shaderKeywords;
so.ApplyModifiedProperties();
}
// http://light11.hatenadiary.com/entry/2018/12/04/224253
void RemoveUnusedMaterialProperties(Material material)
{
var sourceProps = new SerializedObject(material);
sourceProps.Update();
var savedProp = sourceProps.FindProperty("m_SavedProperties");
// Tex Envs
var texProp = savedProp.FindPropertyRelative("m_TexEnvs");
for (int i = texProp.arraySize - 1; i >= 0; i--)
{
var propertyName = texProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue;
if (!material.HasProperty(propertyName))
{
texProp.DeleteArrayElementAtIndex(i);
}
}
// Floats
var floatProp = savedProp.FindPropertyRelative("m_Floats");
for (int i = floatProp.arraySize - 1; i >= 0; i--)
{
var propertyName = floatProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue;
if (!material.HasProperty(propertyName))
{
floatProp.DeleteArrayElementAtIndex(i);
}
}
// Colors
var colorProp = savedProp.FindPropertyRelative("m_Colors");
for (int i = colorProp.arraySize - 1; i >= 0; i--)
{
var propertyName = colorProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue;
if (!material.HasProperty(propertyName))
{
colorProp.DeleteArrayElementAtIndex(i);
}
}
sourceProps.ApplyModifiedProperties();
}
//
void Set_Vrchat_Recommendation(Material material)
{
material.SetFloat(ShaderPropIsLightColor_Base, 1);
material.SetFloat(ShaderPropIs_LightColor_1st_Shade, 1);
material.SetFloat(ShaderPropIs_LightColor_2nd_Shade, 1);
material.SetFloat(ShaderPropIs_LightColor_HighColor, 1);
material.SetFloat(ShaderPropIs_LightColor_RimLight, 1);
material.SetFloat(ShaderPropIs_LightColor_Ap_RimLight, 1);
material.SetFloat(ShaderPropIs_LightColor_MatCap, 1);
if (material.HasProperty(ShaderPropAngelRing))
{//AngelRingがある場合.
material.SetFloat(ShaderPropIs_LightColor_AR, 1);
}
if (material.HasProperty(ShaderPropOutline))//OUTLINEがある場合.
{
material.SetFloat(ShaderPropIs_LightColor_Outline, 1);
}
material.SetFloat(ShaderPropSetSystemShadowsToBase, 1);
material.SetFloat(ShaderPropIsFilterHiCutPointLightColor, 1);
material.SetFloat(ShaderPropCameraRolling_Stabilizer, 1);
material.SetFloat(ShaderPropIs_Ortho, 0);
material.SetFloat(ShaderPropGI_Intensity, 0);
material.SetFloat(ShaderPropUnlit_Intensity, 1);
material.SetFloat(ShaderPropIs_Filter_LightColor, 1);
}
void GUI_BasicThreeColors(Material material)
{
GUILayout.Label("3 Basic Colors Settings : Textures × Colors", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, mainTex, baseColor);
//v.2.0.7 Synchronize _Color to _BaseColor.
if (material.HasProperty("_Color"))
{
material.SetColor("_Color", material.GetColor("_BaseColor"));
}
//
if (material.GetFloat(ShaderPropUse_BaseAs1st) == 0)
{
if (GUILayout.Button("No Sharing", middleButtonStyle))
{
material.SetFloat(ShaderPropUse_BaseAs1st, 1);
}
}
else
{
if (GUILayout.Button("With 1st ShadeMap", middleButtonStyle))
{
material.SetFloat(ShaderPropUse_BaseAs1st, 0);
}
}
GUILayout.Space(60);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.firstShadeColorText, firstShadeMap, firstShadeColor);
if (material.GetFloat(ShaderPropUse_1stAs2nd) == 0)
{
if (GUILayout.Button("No Sharing", middleButtonStyle))
{
material.SetFloat(ShaderPropUse_1stAs2nd, 1);
}
}
else
{
if (GUILayout.Button("With 2nd ShadeMap", middleButtonStyle))
{
material.SetFloat(ShaderPropUse_1stAs2nd, 0);
}
}
GUILayout.Space(60);
EditorGUILayout.EndHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.secondShadeColorText, secondShadeMap, secondShadeColor);
EditorGUILayout.Space();
_NormalMap_Foldout = FoldoutSubMenu(_NormalMap_Foldout, "● NormalMap Settings");
if (_NormalMap_Foldout)
{
//GUILayout.Label("NormalMap Settings", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, bumpScale);
m_MaterialEditor.TextureScaleOffsetProperty(normalMap);
//EditorGUI.indentLevel++;
GUILayout.Label("NormalMap Effectiveness", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("3 Basic Colors");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_NormalMapToBase) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_NormalMapToBase, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_NormalMapToBase, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("HighColor");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropNormalMapToHighColor) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropNormalMapToHighColor, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropNormalMapToHighColor, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("RimLight");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIsNormalMapToRimLight) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIsNormalMapToRimLight, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIsNormalMapToRimLight, 0);
}
}
EditorGUILayout.EndHorizontal();
//EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
_ShadowControlMaps_Foldout = FoldoutSubMenu(_ShadowControlMaps_Foldout, "● Shadow Control Maps");
if (_ShadowControlMaps_Foldout)
{
GUI_ShadowControlMaps(material);
EditorGUILayout.Space();
}
}
void GUI_ShadowControlMaps(Material material)
{
if (material.HasProperty(ShaderPropUtsTechniqe))//DoubleWithFeather or ShadingGradeMap
{
if (material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.DoubleShadeWithFeather) //DWF
{
GUILayout.Label("Technipue : Double Shade With Feather", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.firstPositionMapText, set_1st_ShadePosition);
m_MaterialEditor.TexturePropertySingleLine(Styles.secondPositionMapText, set_2nd_ShadePosition);
}
else if (material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.ShadingGradeMap)
{ //SGM
GUILayout.Label("Technipue : Shading Grade Map", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.shadingGradeMapText, shadingGradeMap);
m_MaterialEditor.RangeProperty(tweak_ShadingGradeMapLevel, "ShadingGradeMap Level");
m_MaterialEditor.RangeProperty(blurLevelSGM, "Blur Level of ShadingGradeMap");
}
}
}
void GUI_StepAndFeather(Material material)
{
GUI_BasicLookdevs(material);
if (!_SimpleUI)
{
GUI_SystemShadows(material);
if (material.HasProperty("_StepOffset"))//Mobile & Light Modeにはない項目.
{
//Line();
//EditorGUILayout.Space();
_AdditionalLookdevs_Foldout = FoldoutSubMenu(_AdditionalLookdevs_Foldout, "● Additional Settings");
if (_AdditionalLookdevs_Foldout)
{
GUI_AdditionalLookdevs(material);
}
}
}
}
void GUI_SystemShadows(Material material)
{
GUILayout.Label("System Shadows : Self Shadows Receiving", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Receive System Shadows");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropSetSystemShadowsToBase) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropSetSystemShadowsToBase, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropSetSystemShadowsToBase, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropSetSystemShadowsToBase) == 1)
{
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(tweak_SystemShadowsLevel, "System Shadows Level");
GUI_SetRTHS(material);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
EditorGUILayout.Space();
}
void GUI_BasicLookdevs(Material material)
{
if (material.HasProperty(ShaderPropUtsTechniqe))//DoubleWithFeather or ShadingGradeMap
{
if (material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.DoubleShadeWithFeather) //DWF
{
GUILayout.Label("Technipue : Double Shade With Feather", EditorStyles.boldLabel);
m_MaterialEditor.RangeProperty(baseColor_Step, "BaseColor Step");
m_MaterialEditor.RangeProperty(baseShade_Feather, "Base/Shade Feather");
m_MaterialEditor.RangeProperty(shadeColor_Step, "ShadeColor Step");
m_MaterialEditor.RangeProperty(first2nd_Shades_Feather, "1st/2nd_Shades Feather");
//ShadingGradeMap系と変数を共有.
material.SetFloat(ShaderProp1st_ShadeColor_Step, material.GetFloat(ShaderPropBaseColor_Step));
material.SetFloat(ShaderProp1st_ShadeColor_Feather, material.GetFloat(ShaderPropBaseShade_Feather));
material.SetFloat(ShaderProp2nd_ShadeColor_Step, material.GetFloat(ShaderPropShadeColor_Step));
material.SetFloat(ShaderProp2nd_ShadeColor_Feather, material.GetFloat(ShaderProp1st2nd_Shades_Feather));
}
else if (material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.ShadingGradeMap)
{ //SGM
GUILayout.Label("Technipue : Shading Grade Map", EditorStyles.boldLabel);
m_MaterialEditor.RangeProperty(first_ShadeColor_Step, "1st ShaderColor Step");
m_MaterialEditor.RangeProperty(first_ShadeColor_Feather, "1st ShadeColor Feather");
m_MaterialEditor.RangeProperty(second_ShadeColor_Step, "2nd ShadeColor Step");
m_MaterialEditor.RangeProperty(second_ShadeColor_Feather, "2nd ShadeColor Feather");
//DoubleWithFeather系と変数を共有.
material.SetFloat(ShaderPropBaseColor_Step, material.GetFloat(ShaderProp1st_ShadeColor_Step));
material.SetFloat(ShaderPropBaseShade_Feather, material.GetFloat(ShaderProp1st_ShadeColor_Feather));
material.SetFloat(ShaderPropShadeColor_Step, material.GetFloat(ShaderProp2nd_ShadeColor_Step));
material.SetFloat(ShaderProp1st2nd_Shades_Feather, material.GetFloat(ShaderProp2nd_ShadeColor_Feather));
}
else
{
// OutlineObj.
return;
}
}
EditorGUILayout.Space();
}
void GUI_AdditionalLookdevs(Material material)
{
GUILayout.Label(" Settings for PointLights in ForwardAdd Pass");
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(stepOffset, "Step Offset for PointLights");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("PointLights Hi-Cut Filter");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIsFilterHiCutPointLightColor) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIsFilterHiCutPointLightColor, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat("_Is_Filter_HiCutPointLightColor", 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void GUI_HighColor(Material material)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.highColorText, highColor_Tex, highColor);
m_MaterialEditor.RangeProperty(highColor_Power, "HighColor Power");
if (!_SimpleUI)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Specular Mode");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_SpecularToHighColor) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_SpecularToHighColor, 1);
material.SetFloat(ShaderPropIs_BlendAddToHiColor, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_SpecularToHighColor, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Color Blend Mode");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_BlendAddToHiColor) == 0)
{
if (GUILayout.Button("Multiply", shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BlendAddToHiColor, 1);
}
}
else
{
if (GUILayout.Button("Additive", shortButtonStyle))
{
//加算モードはスペキュラオフでしか使えない.
if (material.GetFloat(ShaderPropIs_SpecularToHighColor) == 1)
{
material.SetFloat(ShaderPropIs_BlendAddToHiColor, 1);
}
else
{
material.SetFloat(ShaderPropIs_BlendAddToHiColor, 0);
}
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("ShadowMask on HihgColor");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_UseTweakHighColorOnShadow) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_UseTweakHighColorOnShadow, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_UseTweakHighColorOnShadow, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropIs_UseTweakHighColorOnShadow) == 1)
{
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(tweakHighColorOnShadow, "HighColor Power on Shadow");
EditorGUI.indentLevel--;
}
}
EditorGUILayout.Space();
//Line();
//EditorGUILayout.Space();
GUILayout.Label(" HighColor Mask", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.highColorMaskText, set_HighColorMask);
m_MaterialEditor.RangeProperty(tweak_HighColorMaskLevel, "HighColor Mask Level");
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
void GUI_RimLight(Material material)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("RimLight");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropRimLight) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropRimLight, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropRimLight, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropRimLight) == 1)
{
EditorGUI.indentLevel++;
GUILayout.Label(" RimLight Settings", EditorStyles.boldLabel);
m_MaterialEditor.ColorProperty(rimLightColor, "RimLight Color");
m_MaterialEditor.RangeProperty(rimLight_Power, "RimLight Power");
if (!_SimpleUI)
{
m_MaterialEditor.RangeProperty(rimLight_InsideMask, "RimLight Inside Mask");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("RimLight FeatherOff");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropRimLight_FeatherOff) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropRimLight_FeatherOff, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropRimLight_FeatherOff, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("LightDirection Mask");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropLightDirection_MaskOn) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropLightDirection_MaskOn, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropLightDirection_MaskOn, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropLightDirection_MaskOn) == 1)
{
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(tweak_LightDirection_MaskLevel, "LightDirection MaskLevel");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Antipodean(Ap)_RimLight");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropAdd_Antipodean_RimLight) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropAdd_Antipodean_RimLight, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropAdd_Antipodean_RimLight, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropAdd_Antipodean_RimLight) == 1)
{
EditorGUI.indentLevel++;
GUILayout.Label(" Ap_RimLight Settings", EditorStyles.boldLabel);
m_MaterialEditor.ColorProperty(ap_RimLightColor, "Ap_RimLight Color");
m_MaterialEditor.RangeProperty(ap_RimLight_Power, "Ap_RimLight Power");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Ap_RimLight FeatherOff");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropAp_RimLight_FeatherOff) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropAp_RimLight_FeatherOff, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropAp_RimLight_FeatherOff, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}//Light Direction Mask ON
}
//EditorGUI.indentLevel++;
EditorGUILayout.Space();
//Line();
//EditorGUILayout.Space();
GUILayout.Label(" RimLight Mask", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.rimLightMaskText, set_RimLightMask);
m_MaterialEditor.RangeProperty(tweak_RimLightMaskLevel, "RimLight Mask Level");
//EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
}
void GUI_MatCap(Material material)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("MatCap");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropMatCap) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropMatCap, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropMatCap, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropMatCap) == 1)
{
GUILayout.Label(" MatCap Settings", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.matCapSamplerText, matCap_Sampler, matCapColor);
EditorGUI.indentLevel++;
m_MaterialEditor.TextureScaleOffsetProperty(matCap_Sampler);
if (!_SimpleUI)
{
m_MaterialEditor.RangeProperty(blurLevelMatcap, "Blur Level of MatCap Sampler");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Color Blend Mode");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_BlendAddToMatCap) == 0)
{
if (GUILayout.Button("Multipy", shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BlendAddToMatCap, 1);
}
}
else
{
if (GUILayout.Button("Additive", shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BlendAddToMatCap, 0);
}
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.RangeProperty(tweak_MatCapUV, "Scale MatCapUV");
m_MaterialEditor.RangeProperty(rotate_MatCapUV, "Rotate MatCapUV");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("CameraRolling Stabilizer");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropCameraRolling_Stabilizer) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropCameraRolling_Stabilizer, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropCameraRolling_Stabilizer, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("NormalMap for MatCap");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_NormalMapForMatCap) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_NormalMapForMatCap, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_NormalMapForMatCap, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropIs_NormalMapForMatCap) == 1)
{
EditorGUI.indentLevel++;
GUILayout.Label(" NormalMap for MatCap as SpecularMask", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMapForMatCap, bumpScaleMatcap);
m_MaterialEditor.TextureScaleOffsetProperty(normalMapForMatCap);
m_MaterialEditor.RangeProperty(rotate_NormalMapForMatCapUV, "Rotate NormalMapUV");
EditorGUI.indentLevel--;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("MatCap on Shadow");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_UseTweakMatCapOnShadow) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_UseTweakMatCapOnShadow, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_UseTweakMatCapOnShadow, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropIs_UseTweakMatCapOnShadow) == 1)
{
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(tweakMatCapOnShadow, "MatCap Power on Shadow");
EditorGUI.indentLevel--;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("MatCap Projection Camera");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_Ortho) == 0)
{
if (GUILayout.Button("Perspective", middleButtonStyle))
{
material.SetFloat(ShaderPropIs_Ortho, 1);
}
}
else
{
if (GUILayout.Button("Orthographic", middleButtonStyle))
{
material.SetFloat(ShaderPropIs_Ortho, 0);
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Space();
//Line();
//EditorGUILayout.Space();
GUILayout.Label(" MatCap Mask", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.matCapMaskText, set_MatcapMask);
m_MaterialEditor.TextureScaleOffsetProperty(set_MatcapMask);
m_MaterialEditor.RangeProperty(tweak_MatcapMaskLevel, "MatCap Mask Level");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Inverse Matcap Mask");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropInverse_MatcapMask) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropInverse_MatcapMask, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropInverse_MatcapMask, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
} // MatCap == 1
//EditorGUILayout.Space();
}
void GUI_AngelRing(Material material)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("AngelRing Projection");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropAngelRing) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropAngelRing, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropAngelRing, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropAngelRing) == 1)
{
GUILayout.Label(" AngelRing Sampler Settings", EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.angelRingText, angelRing_Sampler, angelRing_Color);
EditorGUI.indentLevel++;
//m_MaterialEditor.TextureScaleOffsetProperty(angelRing_Sampler);
m_MaterialEditor.RangeProperty(ar_OffsetU, "Offset U");
m_MaterialEditor.RangeProperty(ar_OffsetV, "Offset V");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Use α channel as Clipping Mask");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropARSampler_AlphaOn) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropARSampler_AlphaOn, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropARSampler_AlphaOn, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
}
void ApplyQueueAndRenderType(_UTS_Technique technique, Material material)
{
var stencilMode = (_UTS_StencilMode)material.GetInt(ShaderPropStencilMode);
if (_autoRenderQueue == 1)
{
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry;
}
const string OPAQUE = "Opaque";
const string TRANSPARENTCUTOUT = "TransparentCutOut";
const string TRANSPARENT = "Transparent";
const string RENDERTYPE = "RenderType";
const string IGNOREPROJECTION = "IgnoreProjection";
const string DO_IGNOREPROJECTION = "True";
const string DONT_IGNOREPROJECTION = "False";
var renderType = OPAQUE;
var ignoreProjection = DONT_IGNOREPROJECTION;
if (_Transparent_Setting == _UTS_Transparent.On)
{
renderType = TRANSPARENT;
ignoreProjection = DO_IGNOREPROJECTION;
}
else
{
switch (technique)
{
case _UTS_Technique.DoubleShadeWithFeather:
{
_UTS_ClippingMode clippingMode = (_UTS_ClippingMode)material.GetInt(ShaderPropClippingMode);
if (clippingMode == _UTS_ClippingMode.Off)
{
}
else
{
renderType = TRANSPARENTCUTOUT;
}
break;
}
case _UTS_Technique.ShadingGradeMap:
{
_UTS_TransClippingMode transClippingMode = (_UTS_TransClippingMode)material.GetInt(ShaderPropClippingMode);
if (transClippingMode == _UTS_TransClippingMode.Off)
{
}
else
{
renderType = TRANSPARENTCUTOUT;
}
break;
}
}
}
if (_autoRenderQueue == 1)
{
if (_Transparent_Setting == _UTS_Transparent.On)
{
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
}
else if (stencilMode == _UTS_StencilMode.StencilMask)
{
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest - 1;
}
else if (stencilMode == _UTS_StencilMode.StencilOut)
{
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
}
}
else
{
material.renderQueue = _renderQueue;
}
material.SetOverrideTag(RENDERTYPE, renderType);
material.SetOverrideTag(IGNOREPROJECTION, ignoreProjection);
}
void ApplyMatCapMode(Material material)
{
if (material.GetInt(ShaderPropClippingMode) == 0)
{
if (material.GetFloat(ShaderPropMatCap) == 1)
material.EnableKeyword(ShaderPropMatCap);
else
material.DisableKeyword(ShaderPropMatCap);
}
else
{
material.DisableKeyword(ShaderPropMatCap);
}
}
void ApplyAngelRing(Material material)
{
int angelRingEnabled = material.GetInt(ShaderPropAngelRing);
if (angelRingEnabled == 0)
{
material.DisableKeyword(ShaderDefineANGELRING_ON);
material.EnableKeyword(ShaderDefineANGELRING_OFF);
}
else
{
material.EnableKeyword(ShaderDefineANGELRING_ON);
material.DisableKeyword(ShaderDefineANGELRING_OFF);
}
}
void ApplyStencilMode(Material material)
{
_UTS_StencilMode mode = (_UTS_StencilMode)(material.GetInt(ShaderPropStencilMode));
switch (mode)
{
case _UTS_StencilMode.Off:
// material.SetInt(ShaderPropStencilNo,0);
material.SetInt(ShaderPropStencilComp, (int)_StencilCompFunction.Disabled);
material.SetInt(ShaderPropStencilOpPass, (int)_StencilOperation.Keep);
material.SetInt(ShaderPropStencilOpFail, (int)_StencilOperation.Keep);
break;
case _UTS_StencilMode.StencilMask:
// material.SetInt(ShaderPropStencilNo,0);
material.SetInt(ShaderPropStencilComp, (int)_StencilCompFunction.Always);
material.SetInt(ShaderPropStencilOpPass, (int)_StencilOperation.Replace);
material.SetInt(ShaderPropStencilOpFail, (int)_StencilOperation.Replace);
break;
case _UTS_StencilMode.StencilOut:
// material.SetInt(ShaderPropStencilNo,0);
material.SetInt(ShaderPropStencilComp, (int)_StencilCompFunction.NotEqual);
material.SetInt(ShaderPropStencilOpPass, (int)_StencilOperation.Keep);
material.SetInt(ShaderPropStencilOpFail, (int)_StencilOperation.Keep);
break;
}
}
void ApplyClippingMode(Material material)
{
if (!IsShadingGrademap)
{
material.DisableKeyword(ShaderDefineIS_TRANSCLIPPING_OFF);
material.DisableKeyword(ShaderDefineIS_TRANSCLIPPING_ON);
switch (material.GetInt(ShaderPropClippingMode))
{
case 0:
material.EnableKeyword(ShaderDefineIS_CLIPPING_OFF);
material.DisableKeyword(ShaderDefineIS_CLIPPING_MODE);
material.DisableKeyword(ShaderDefineIS_CLIPPING_TRANSMODE);
material.EnableKeyword(ShaderDefineIS_OUTLINE_CLIPPING_NO);
material.DisableKeyword(ShaderDefineIS_OUTLINE_CLIPPING_YES);
break;
case 1:
material.DisableKeyword(ShaderDefineIS_CLIPPING_OFF);
material.EnableKeyword(ShaderDefineIS_CLIPPING_MODE);
material.DisableKeyword(ShaderDefineIS_CLIPPING_TRANSMODE);
material.DisableKeyword(ShaderDefineIS_OUTLINE_CLIPPING_NO);
material.EnableKeyword(ShaderDefineIS_OUTLINE_CLIPPING_YES);
break;
default:
material.DisableKeyword(ShaderDefineIS_CLIPPING_OFF);
material.DisableKeyword(ShaderDefineIS_CLIPPING_MODE);
material.EnableKeyword(ShaderDefineIS_CLIPPING_TRANSMODE);
material.DisableKeyword(ShaderDefineIS_OUTLINE_CLIPPING_NO);
material.EnableKeyword(ShaderDefineIS_OUTLINE_CLIPPING_YES);
break;
}
}
else
{
material.DisableKeyword(ShaderDefineIS_CLIPPING_OFF);
material.DisableKeyword(ShaderDefineIS_CLIPPING_MODE);
material.DisableKeyword(ShaderDefineIS_CLIPPING_TRANSMODE);
switch (material.GetInt(ShaderPropClippingMode))
{
case 0:
material.EnableKeyword(ShaderDefineIS_TRANSCLIPPING_OFF);
material.DisableKeyword(ShaderDefineIS_TRANSCLIPPING_ON);
break;
default:
material.DisableKeyword(ShaderDefineIS_TRANSCLIPPING_OFF);
material.EnableKeyword(ShaderDefineIS_TRANSCLIPPING_ON);
break;
}
}
}
void GUI_Emissive(Material material)
{
GUILayout.Label("Emissive Tex × HDR Color", EditorStyles.boldLabel);
GUILayout.Label("(Bloom Post-Processing Effect necessary)");
EditorGUILayout.Space();
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveTexText, emissive_Tex, emissive_Color);
m_MaterialEditor.TextureScaleOffsetProperty(emissive_Tex);
int _EmissiveMode_Setting = material.GetInt("_EMISSIVE");
if ((int)_EmissiveMode.SimpleEmissive == _EmissiveMode_Setting)
{
emissiveMode = _EmissiveMode.SimpleEmissive;
}
else if ((int)_EmissiveMode.EmissiveAnimation == _EmissiveMode_Setting)
{
emissiveMode = _EmissiveMode.EmissiveAnimation;
}
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Emissive Animation");
//GUILayout.Space(60);
if (emissiveMode == _EmissiveMode.SimpleEmissive)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat("_EMISSIVE", 1);
material.EnableKeyword("_EMISSIVE_ANIMATION");
material.DisableKeyword("_EMISSIVE_SIMPLE");
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat("_EMISSIVE", 0);
material.EnableKeyword("_EMISSIVE_SIMPLE");
material.DisableKeyword("_EMISSIVE_ANIMATION");
}
}
EditorGUILayout.EndHorizontal();
if (emissiveMode == _EmissiveMode.EmissiveAnimation)
{
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
m_MaterialEditor.FloatProperty(base_Speed, "Base Speed (Time)");
//EditorGUILayout.PrefixLabel("Select Scroll Coord");
//GUILayout.Space(60);
if (!_SimpleUI)
{
if (material.GetFloat(ShaderPropIs_ViewCoord_Scroll) == 0)
{
if (GUILayout.Button("UV Coord Scroll", shortButtonStyle))
{
material.SetFloat(ShaderPropIs_ViewCoord_Scroll, 1);
}
}
else
{
if (GUILayout.Button("View Coord Scroll", shortButtonStyle))
{
material.SetFloat(ShaderPropIs_ViewCoord_Scroll, 0);
}
}
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.RangeProperty(scroll_EmissiveU, "Scroll U/X direction");
m_MaterialEditor.RangeProperty(scroll_EmissiveV, "Scroll V/Y direction");
m_MaterialEditor.FloatProperty(rotate_EmissiveUV, "Rotate around UV center");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("PingPong Move for Base");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_PingPong_Base) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_PingPong_Base, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_PingPong_Base, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
if (!_SimpleUI)
{
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("ColorShift with Time");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_ColorShift) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_ColorShift, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_ColorShift, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel++;
if (material.GetFloat(ShaderPropIs_ColorShift) == 1)
{
m_MaterialEditor.ColorProperty(colorShift, "Destination Color");
m_MaterialEditor.FloatProperty(colorShift_Speed, "ColorShift Speed (Time)");
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("ViewShift of Color");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_ViewShift) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_ViewShift, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_ViewShift, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel++;
if (material.GetFloat(ShaderPropIs_ViewShift) == 1)
{
m_MaterialEditor.ColorProperty(viewShift, "ViewShift Color");
}
EditorGUI.indentLevel--;
}//!_SimpleUI
}
EditorGUILayout.Space();
}
const string srpDefaultLightModeName = "SRPDefaultUnlit";
const string srpDefaultColorMask = "_SPRDefaultUnlitColorMask";
const string srpDefaultCullMode = "_SRPDefaultUnlitColMode";
void SetupOverDrawTransparentObject(Material material)
{
var srpDefaultLightModeTag = material.GetTag("LightMode", false, srpDefaultLightModeName);
if (srpDefaultLightModeTag == srpDefaultLightModeName)
{
material.SetShaderPassEnabled(srpDefaultLightModeName, true);
material.SetInt(srpDefaultColorMask, 0);
material.SetInt(srpDefaultCullMode, (int)_CullingMode.BackCulling);
}
}
void SetuOutline(Material material)
{
var srpDefaultLightModeTag = material.GetTag("LightMode", false, srpDefaultLightModeName);
if (srpDefaultLightModeTag == srpDefaultLightModeName)
{
material.SetInt(srpDefaultColorMask, 15);
material.SetInt(srpDefaultCullMode, (int)_CullingMode.FrontCulling);
}
}
void GUI_Outline(Material material)
{
var srpDefaultLightModeTag = material.GetTag("LightMode", false, srpDefaultLightModeName);
bool isOutlineEnabled = true;
if (srpDefaultLightModeTag == srpDefaultLightModeName)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Outline");
if (isOutlineEnabled = material.GetShaderPassEnabled(srpDefaultLightModeName))
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetShaderPassEnabled(srpDefaultLightModeName, false);
}
}
else
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetShaderPassEnabled(srpDefaultLightModeName, true);
}
}
EditorGUILayout.EndHorizontal();
}
if (!isOutlineEnabled)
{
return;
}
//
//Shaderプロパティ [KeywordEnum(NML,POS)] をEumPopupで表現する.
//マテリアル内のアウトラインモードの設定を読み込み.
int _OutlineMode_Setting = material.GetInt(ShaderPropOutline);
//Enum形式に変換して、outlineMode変数に保持しておく.
if ((int)_OutlineMode.NormalDirection == _OutlineMode_Setting)
{
outlineMode = _OutlineMode.NormalDirection;
}
else if ((int)_OutlineMode.PositionScaling == _OutlineMode_Setting)
{
outlineMode = _OutlineMode.PositionScaling;
}
//EnumPopupでGUI記述.
outlineMode = (_OutlineMode)EditorGUILayout.EnumPopup("Outline Mode", outlineMode);
//値が変化したらマテリアルに書き込み.
if (outlineMode == _OutlineMode.NormalDirection)
{
material.SetFloat(ShaderPropOutline, 0);
//UTCS_Outline.cginc側のキーワードもトグル入れ替え.
material.EnableKeyword("_OUTLINE_NML");
material.DisableKeyword("_OUTLINE_POS");
}
else if (outlineMode == _OutlineMode.PositionScaling)
{
material.SetFloat(ShaderPropOutline, 1);
material.EnableKeyword("_OUTLINE_POS");
material.DisableKeyword("_OUTLINE_NML");
}
m_MaterialEditor.FloatProperty(outline_Width, "Outline Width");
m_MaterialEditor.ColorProperty(outline_Color, "Outline Color");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Blend BaseColor to Outline");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_BlendBaseColor) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BlendBaseColor, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BlendBaseColor, 0);
}
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.outlineSamplerText, outline_Sampler);
m_MaterialEditor.FloatProperty(offset_Z, "Offset Outline with Camera Z-axis");
if (!_SimpleUI)
{
_AdvancedOutline_Foldout = FoldoutSubMenu(_AdvancedOutline_Foldout, "● Advanced Outline Settings");
if (_AdvancedOutline_Foldout)
{
EditorGUI.indentLevel++;
GUILayout.Label(" Camera Distance for Outline Width");
m_MaterialEditor.FloatProperty(farthest_Distance, "● Farthest Distance to vanish");
m_MaterialEditor.FloatProperty(nearest_Distance, "● Nearest Distance to draw with Outline Width");
EditorGUI.indentLevel--;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Use Outline Texture");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_OutlineTex) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_OutlineTex, 1);
}
EditorGUILayout.EndHorizontal();
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_OutlineTex, 0);
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.outlineTexText, outlineTex);
}
if (outlineMode == _OutlineMode.NormalDirection)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Use Baked Normal for Outline");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_BakedNormal) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BakedNormal, 1);
}
EditorGUILayout.EndHorizontal();
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BakedNormal, 0);
}
EditorGUILayout.EndHorizontal();
m_MaterialEditor.TexturePropertySingleLine(Styles.bakedNormalOutlineText, bakedNormal);
}
}
}
}
}
void GUI_Tessellation(Material material)
{
GUILayout.Label("Technique : DX11 Phong Tessellation", EditorStyles.boldLabel);
m_MaterialEditor.RangeProperty(tessEdgeLength, "Edge Length");
m_MaterialEditor.RangeProperty(tessPhongStrength, "Phong Strength");
m_MaterialEditor.RangeProperty(tessExtrusionAmount, "Extrusion Amount");
EditorGUILayout.Space();
}
void GUI_LightColorContribution(Material material)
{
GUILayout.Label("Realtime LightColor Contribution to each colors", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Base Color");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIsLightColor_Base) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIsLightColor_Base, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIsLightColor_Base, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("1st ShadeColor");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_LightColor_1st_Shade) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_1st_Shade, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_1st_Shade, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("2nd ShadeColor");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_LightColor_2nd_Shade) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_2nd_Shade, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_2nd_Shade, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("HighColor");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_LightColor_HighColor) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_HighColor, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_HighColor, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("RimLight");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_LightColor_RimLight) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_RimLight, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_RimLight, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Ap_RimLight");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_LightColor_Ap_RimLight) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_Ap_RimLight, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_Ap_RimLight, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("MatCap");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_LightColor_MatCap) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_MatCap, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_MatCap, 0);
}
}
EditorGUILayout.EndHorizontal();
if (IsShadingGrademap)//AngelRingがある場合.
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Angel Ring");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_LightColor_AR) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_AR, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_AR, 0);
}
}
EditorGUILayout.EndHorizontal();
}
if (material.HasProperty(ShaderPropOutline))//OUTLINEがある場合.
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Outline");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_LightColor_Outline) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_Outline, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_LightColor_Outline, 0);
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Space();
}
void GUI_AdditionalLightingSettings(Material material)
{
m_MaterialEditor.RangeProperty(gi_Intensity, "GI Intensity");
m_MaterialEditor.RangeProperty(unlit_Intensity, "Unlit Intensity");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("SceneLights Hi-Cut Filter");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_Filter_LightColor) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_Filter_LightColor, 1);
material.SetFloat(ShaderPropIsLightColor_Base, 1);
material.SetFloat(ShaderPropIs_LightColor_1st_Shade, 1);
material.SetFloat(ShaderPropIs_LightColor_2nd_Shade, 1);
if (material.HasProperty(ShaderPropOutline))//OUTLINEがある場合.
{
material.SetFloat(ShaderPropIs_LightColor_Outline, 1);
}
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_Filter_LightColor, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Built-in Light Direction");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropIs_BLD) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BLD, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropIs_BLD, 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat(ShaderPropIs_BLD) == 1)
{
GUILayout.Label(" Built-in Light Direction Settings");
EditorGUI.indentLevel++;
m_MaterialEditor.RangeProperty(offset_X_Axis_BLD, "● Offset X-Axis Direction");
m_MaterialEditor.RangeProperty(offset_Y_Axis_BLD, "● Offset Y-Axis Direction");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("● Inverse Z-Axis Direction");
//GUILayout.Space(60);
if (material.GetFloat(ShaderPropInverse_Z_Axis_BLD) == 0)
{
if (GUILayout.Button(STR_OFFSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropInverse_Z_Axis_BLD, 1);
}
}
else
{
if (GUILayout.Button(STR_ONSTATE, shortButtonStyle))
{
material.SetFloat(ShaderPropInverse_Z_Axis_BLD, 0);
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
}
public void DoPopup(GUIContent label, MaterialProperty property, string[] options)
{
DoPopup(label, property, options, m_MaterialEditor);
}
public static void DoPopup(GUIContent label, MaterialProperty property, string[] options, MaterialEditor materialEditor)
{
if (property == null)
throw new System.ArgumentNullException("property");
EditorGUI.showMixedValue = property.hasMixedValue;
var mode = property.floatValue;
EditorGUI.BeginChangeCheck();
mode = EditorGUILayout.Popup(label, (int)mode, options);
if (EditorGUI.EndChangeCheck())
{
materialEditor.RegisterPropertyChangeUndo(label.text);
property.floatValue = mode;
}
EditorGUI.showMixedValue = false;
}
} // End of UTS2GUI2
}// End of namespace UnityChan