83 lines
3.3 KiB
C#
83 lines
3.3 KiB
C#
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using System;
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using UnityEditor.Rendering.Universal;
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using UnityEditor.Rendering.Universal.ShaderGUI;
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using UnityEngine;
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using static Unity.Rendering.Universal.ShaderUtils;
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namespace UnityEditor
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{
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// Used for ShaderGraph Lit shaders
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class ShaderGraphLitGUI : BaseShaderGUI
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{
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public MaterialProperty workflowMode;
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MaterialProperty[] properties;
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// collect properties from the material properties
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public override void FindProperties(MaterialProperty[] properties)
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{
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// save off the list of all properties for shadergraph
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this.properties = properties;
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var material = materialEditor?.target as Material;
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if (material == null)
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return;
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base.FindProperties(properties);
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workflowMode = BaseShaderGUI.FindProperty(Property.SpecularWorkflowMode, properties, false);
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}
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public static void UpdateMaterial(Material material, MaterialUpdateType updateType)
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{
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// newly created materials should initialize the globalIlluminationFlags (default is off)
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if (updateType == MaterialUpdateType.CreatedNewMaterial)
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material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive;
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bool automaticRenderQueue = GetAutomaticQueueControlSetting(material);
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BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue);
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LitGUI.SetupSpecularWorkflowKeyword(material, out bool isSpecularWorkflow);
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}
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public override void ValidateMaterial(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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UpdateMaterial(material, MaterialUpdateType.ModifiedMaterial);
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}
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public override void DrawSurfaceOptions(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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// Use default labelWidth
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EditorGUIUtility.labelWidth = 0f;
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// Detect any changes to the material
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if (workflowMode != null)
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DoPopup(LitGUI.Styles.workflowModeText, workflowMode, Enum.GetNames(typeof(LitGUI.WorkflowMode)));
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base.DrawSurfaceOptions(material);
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}
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// material main surface inputs
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public override void DrawSurfaceInputs(Material material)
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{
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DrawShaderGraphProperties(material, properties);
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}
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public override void DrawAdvancedOptions(Material material)
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{
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// Always show the queue control field. Only show the render queue field if queue control is set to user override
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DoPopup(Styles.queueControl, queueControlProp, Styles.queueControlNames);
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if (material.HasProperty(Property.QueueControl) && material.GetFloat(Property.QueueControl) == (float)QueueControl.UserOverride)
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materialEditor.RenderQueueField();
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base.DrawAdvancedOptions(material);
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// ignore emission color for shadergraphs, because shadergraphs don't have a hard-coded emission property, it's up to the user
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materialEditor.DoubleSidedGIField();
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materialEditor.LightmapEmissionFlagsProperty(0, enabled: true, ignoreEmissionColor: true);
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}
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}
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} // namespace UnityEditor
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