Files
2024-11-20 15:21:28 +01:00

223 lines
9.6 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor.Rendering.Universal;
namespace UnityEditor.Rendering.URP.ShaderGUI
{
internal class LitExtendedShader : BaseShaderGUI
{
// Properties
private UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.LitProperties litProperties;
// collect properties from the material properties
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
litProperties = new UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.LitProperties(properties);
}
// material changed check
public override void MaterialChanged(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
SetMaterialKeywords(material, UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.SetMaterialKeywords);
}
// material main surface options
public override void DrawSurfaceOptions(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
// Detect any changes to the material
EditorGUI.BeginChangeCheck();
if (litProperties.workflowMode != null)
{
DoPopup(UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.Styles.workflowModeText, litProperties.workflowMode, Enum.GetNames(typeof(UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.WorkflowMode)));
}
if (EditorGUI.EndChangeCheck())
{
foreach (var obj in blendModeProp.targets)
MaterialChanged((Material)obj);
}
// The missing piece here
EditorGUI.BeginChangeCheck();
base.DrawSurfaceOptions(material);
// The missing piece here... otherwise changes made above would not be applied?!
if (EditorGUI.EndChangeCheck()) {
MaterialChanged(material);
}
// Lux URP Essentials add ons
GUILayout.Space(10);
EditorGUILayout.LabelField("Advanced Options", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
var zTest = (CompareFunction)material.GetInt("_ZTest");
zTest = (UnityEngine.Rendering.CompareFunction) EditorGUILayout.EnumPopup("ZTest", zTest);
var stencil = material.GetInt("_Stencil");
stencil = EditorGUILayout.IntSlider("Stencil Reference", stencil, 0, 255);
var readMask = material.GetInt("_ReadMask");
readMask = EditorGUILayout.IntSlider(" Read Mask", readMask, 0, 255);
var writeMask = material.GetInt("_WriteMask");
writeMask = EditorGUILayout.IntSlider(" Write Mask", writeMask, 0, 255);
UnityEngine.Rendering.CompareFunction stencilComp = (CompareFunction)material.GetFloat("_StencilComp");
stencilComp = (UnityEngine.Rendering.CompareFunction) EditorGUILayout.EnumPopup("Stencil Comparison", stencilComp);
UnityEngine.Rendering.StencilOp stencilOp = (UnityEngine.Rendering.StencilOp)material.GetFloat("_StencilOp");
stencilOp = (UnityEngine.Rendering.StencilOp)EditorGUILayout.EnumPopup("Stencil Pass Op", stencilOp);
UnityEngine.Rendering.StencilOp stencilFail = (UnityEngine.Rendering.StencilOp)material.GetFloat("_StencilFail");
stencilFail = (UnityEngine.Rendering.StencilOp)EditorGUILayout.EnumPopup("Stencil Fail Op", stencilFail);
UnityEngine.Rendering.StencilOp stencilZFail = (UnityEngine.Rendering.StencilOp)material.GetFloat("_StencilZFail");
stencilZFail = (UnityEngine.Rendering.StencilOp)EditorGUILayout.EnumPopup("Stencil Z Fail Op", stencilZFail);
if (EditorGUI.EndChangeCheck()) {
material.SetInt("_ZTest", (int)zTest);
material.SetInt("_Stencil", stencil);
material.SetInt("_ReadMask", readMask);
material.SetInt("_WriteMask", writeMask);
material.SetInt("_StencilComp", (int)stencilComp);
material.SetInt("_StencilOp", (int)stencilOp);
material.SetInt("_StencilFail", (int)stencilFail);
material.SetInt("_StencilZFail", (int)stencilZFail);
}
}
// material main surface inputs
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.Inputs(litProperties, materialEditor, material);
DrawEmissionProperties(material, true);
DrawTileOffset(materialEditor, baseMapProp);
// Lux URP Add Ons
GUILayout.Space(10);
EditorGUILayout.LabelField("Advanced Options", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
var enableRim = material.GetFloat("_Rim");
var b_enableRim = (enableRim == 0.0) ? false : true;
b_enableRim = EditorGUILayout.Toggle("Enable Rim Lighting", b_enableRim);
var rimColor = material.GetColor("_RimColor");
rimColor = EditorGUILayout.ColorField("Rim Color", rimColor);
var rimPower = material.GetFloat("_RimPower");
rimPower = EditorGUILayout.FloatField("Rim Power", rimPower);
var rimFrequency = material.GetFloat("_RimFrequency");
rimFrequency = EditorGUILayout.Slider("Rim Frequency", rimFrequency, 0.0f, 20.0f);
var rimMinPower = material.GetFloat("_RimMinPower");
rimMinPower = EditorGUILayout.FloatField(" Rim Min Power", rimMinPower);
var rimPerPositionFrequency = material.GetFloat("_RimPerPositionFrequency");
rimPerPositionFrequency = EditorGUILayout.Slider(" Rim Per Position Frequency", rimPerPositionFrequency, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck()) {
if(b_enableRim) {
material.SetFloat("_Rim", 1.0f);
}
else {
material.SetFloat("_Rim", 0.0f);
}
material.SetColor("_RimColor", rimColor);
material.SetFloat("_RimPower", rimPower);
material.SetFloat("_RimMinPower", rimMinPower);
material.SetFloat("_RimFrequency", rimFrequency);
material.SetFloat("_RimPerPositionFrequency", rimPerPositionFrequency);
}
CoreUtils.SetKeyword(material, "_RIMLIGHTING", b_enableRim);
}
// material main advanced options
public override void DrawAdvancedOptions(Material material)
{
if (litProperties.reflections != null && litProperties.highlights != null)
{
EditorGUI.BeginChangeCheck();
{
materialEditor.ShaderProperty(litProperties.highlights, UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.Styles.highlightsText);
materialEditor.ShaderProperty(litProperties.reflections, UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.Styles.reflectionsText);
EditorGUI.BeginChangeCheck();
}
}
base.DrawAdvancedOptions(material);
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
if (material == null)
throw new ArgumentNullException("material");
// _Emission property is lost after assigning Standard shader to the material
// thus transfer it before assigning the new shader
if (material.HasProperty("_Emission"))
{
material.SetColor("_EmissionColor", material.GetColor("_Emission"));
}
base.AssignNewShaderToMaterial(material, oldShader, newShader);
if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
{
SetupMaterialBlendMode(material);
return;
}
SurfaceType surfaceType = SurfaceType.Opaque;
BlendMode blendMode = BlendMode.Alpha;
if (oldShader.name.Contains("/Transparent/Cutout/"))
{
surfaceType = SurfaceType.Opaque;
material.SetFloat("_AlphaClip", 1);
}
else if (oldShader.name.Contains("/Transparent/"))
{
// NOTE: legacy shaders did not provide physically based transparency
// therefore Fade mode
surfaceType = SurfaceType.Transparent;
blendMode = BlendMode.Alpha;
}
material.SetFloat("_Surface", (float)surfaceType);
material.SetFloat("_Blend", (float)blendMode);
if (oldShader.name.Equals("Standard (Specular setup)"))
{
material.SetFloat("_WorkflowMode", (float)UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.WorkflowMode.Specular);
Texture texture = material.GetTexture("_SpecGlossMap");
if (texture != null)
material.SetTexture("_MetallicSpecGlossMap", texture);
}
else
{
material.SetFloat("_WorkflowMode", (float)UnityEditor.Rendering.Universal.ShaderGUI.LitGUI.WorkflowMode.Metallic);
Texture texture = material.GetTexture("_MetallicGlossMap");
if (texture != null)
material.SetTexture("_MetallicSpecGlossMap", texture);
}
MaterialChanged(material);
}
}
}