Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/Renderer2DDataAuthoring.cs

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2023-03-28 13:24:16 -04:00
using UnityEditor;
namespace UnityEngine.Rendering.Universal
{
public partial class Renderer2DData
{
#if UNITY_EDITOR
[SerializeField]
Renderer2DDefaultMaterialType m_DefaultMaterialType = Renderer2DDefaultMaterialType.Lit;
[SerializeField, Reload("Runtime/Materials/Sprite-Lit-Default.mat")]
Material m_DefaultCustomMaterial = null;
[SerializeField, Reload("Runtime/Materials/Sprite-Lit-Default.mat")]
Material m_DefaultLitMaterial = null;
[SerializeField, Reload("Runtime/Materials/Sprite-Unlit-Default.mat")]
Material m_DefaultUnlitMaterial = null;
[SerializeField, Reload("Runtime/Materials/SpriteMask-Default.mat")]
Material m_DefaultMaskMaterial = null;
internal override Shader GetDefaultShader()
{
return Shader.Find("Universal Render Pipeline/2D/Sprite-Lit-Default");
}
internal override Material GetDefaultMaterial(DefaultMaterialType materialType)
{
if (materialType == DefaultMaterialType.Sprite || materialType == DefaultMaterialType.Particle)
{
if (m_DefaultMaterialType == Renderer2DDefaultMaterialType.Lit)
return m_DefaultLitMaterial;
else if (m_DefaultMaterialType == Renderer2DDefaultMaterialType.Unlit)
return m_DefaultUnlitMaterial;
else
return m_DefaultCustomMaterial;
}
if (materialType == DefaultMaterialType.SpriteMask)
{
return m_DefaultMaskMaterial;
}
return null;
}
private void OnEnableInEditor()
{
// Provide a list of suggested texture property names to Sprite Editor via EditorPrefs.
const string suggestedNamesKey = "SecondarySpriteTexturePropertyNames";
const string maskTex = "_MaskTex";
const string normalMap = "_NormalMap";
string suggestedNamesPrefs = EditorPrefs.GetString(suggestedNamesKey);
if (string.IsNullOrEmpty(suggestedNamesPrefs))
EditorPrefs.SetString(suggestedNamesKey, maskTex + "," + normalMap);
else
{
if (!suggestedNamesPrefs.Contains(maskTex))
suggestedNamesPrefs += ("," + maskTex);
if (!suggestedNamesPrefs.Contains(normalMap))
suggestedNamesPrefs += ("," + normalMap);
EditorPrefs.SetString(suggestedNamesKey, suggestedNamesPrefs);
}
ReloadAllNullProperties();
}
private void ReloadAllNullProperties()
{
ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
}
private void Awake()
{
if (m_LightBlendStyles != null)
{
for (int i = 0; i < m_LightBlendStyles.Length; ++i)
{
ref var blendStyle = ref m_LightBlendStyles[i];
// Custom blend mode (99) now falls back to Multiply.
if ((int)blendStyle.blendMode == 99)
blendStyle.blendMode = Light2DBlendStyle.BlendMode.Multiply;
}
return;
}
m_LightBlendStyles = new Light2DBlendStyle[4];
m_LightBlendStyles[0].name = "Multiply";
m_LightBlendStyles[0].blendMode = Light2DBlendStyle.BlendMode.Multiply;
m_LightBlendStyles[1].name = "Additive";
m_LightBlendStyles[1].blendMode = Light2DBlendStyle.BlendMode.Additive;
m_LightBlendStyles[2].name = "Multiply with Mask";
m_LightBlendStyles[2].blendMode = Light2DBlendStyle.BlendMode.Multiply;
m_LightBlendStyles[2].maskTextureChannel = Light2DBlendStyle.TextureChannel.R;
m_LightBlendStyles[3].name = "Additive with Mask";
m_LightBlendStyles[3].blendMode = Light2DBlendStyle.BlendMode.Additive;
m_LightBlendStyles[3].maskTextureChannel = Light2DBlendStyle.TextureChannel.R;
}
#endif
}
}