9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
786 lines
36 KiB
C#
786 lines
36 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Rendering;
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using UnityEditor.Rendering.Universal;
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using UnityEditor.ShaderGraph;
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using UnityEditor.ShaderGraph.Drawing;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using static Unity.Rendering.Universal.ShaderUtils;
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using RenderQueue = UnityEngine.Rendering.RenderQueue;
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namespace UnityEditor
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{
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public abstract class BaseShaderGUI : ShaderGUI
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{
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#region EnumsAndClasses
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[Flags]
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[URPHelpURL("shaders-in-universalrp")]
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protected enum Expandable
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{
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SurfaceOptions = 1 << 0,
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SurfaceInputs = 1 << 1,
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Advanced = 1 << 2,
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Details = 1 << 3,
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}
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public enum SurfaceType
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{
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Opaque,
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Transparent
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}
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public enum BlendMode
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{
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Alpha, // Old school alpha-blending mode, fresnel does not affect amount of transparency
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Premultiply, // Physically plausible transparency mode, implemented as alpha pre-multiply
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Additive,
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Multiply
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}
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public enum SmoothnessSource
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{
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SpecularAlpha,
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BaseAlpha,
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}
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public enum RenderFace
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{
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Front = 2,
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Back = 1,
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Both = 0
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}
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public enum QueueControl
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{
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Auto = 0,
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UserOverride = 1
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}
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protected class Styles
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{
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public static readonly string[] surfaceTypeNames = Enum.GetNames(typeof(SurfaceType));
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public static readonly string[] blendModeNames = Enum.GetNames(typeof(BlendMode));
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public static readonly string[] renderFaceNames = Enum.GetNames(typeof(RenderFace));
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public static readonly string[] zwriteNames = Enum.GetNames(typeof(UnityEditor.Rendering.Universal.ShaderGraph.ZWriteControl));
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public static readonly string[] queueControlNames = Enum.GetNames(typeof(QueueControl));
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// need to skip the first entry for ztest (ZTestMode.Disabled is not a valid value)
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public static readonly int[] ztestValues = ((int[])Enum.GetValues(typeof(UnityEditor.Rendering.Universal.ShaderGraph.ZTestMode))).Skip(1).ToArray();
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public static readonly string[] ztestNames = Enum.GetNames(typeof(UnityEditor.Rendering.Universal.ShaderGraph.ZTestMode)).Skip(1).ToArray();
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// Categories
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public static readonly GUIContent SurfaceOptions =
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EditorGUIUtility.TrTextContent("Surface Options", "Controls how URP Renders the material on screen.");
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public static readonly GUIContent SurfaceInputs = EditorGUIUtility.TrTextContent("Surface Inputs",
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"These settings describe the look and feel of the surface itself.");
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public static readonly GUIContent AdvancedLabel = EditorGUIUtility.TrTextContent("Advanced Options",
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"These settings affect behind-the-scenes rendering and underlying calculations.");
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public static readonly GUIContent surfaceType = EditorGUIUtility.TrTextContent("Surface Type",
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"Select a surface type for your texture. Choose between Opaque or Transparent.");
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public static readonly GUIContent blendingMode = EditorGUIUtility.TrTextContent("Blending Mode",
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"Controls how the color of the Transparent surface blends with the Material color in the background.");
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public static readonly GUIContent cullingText = EditorGUIUtility.TrTextContent("Render Face",
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"Specifies which faces to cull from your geometry. Front culls front faces. Back culls backfaces. None means that both sides are rendered.");
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public static readonly GUIContent zwriteText = EditorGUIUtility.TrTextContent("Depth Write",
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"Controls whether the shader writes depth. Auto will write only when the shader is opaque.");
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public static readonly GUIContent ztestText = EditorGUIUtility.TrTextContent("Depth Test",
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"Specifies the depth test mode. The default is LEqual.");
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public static readonly GUIContent alphaClipText = EditorGUIUtility.TrTextContent("Alpha Clipping",
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"Makes your Material act like a Cutout shader. Use this to create a transparent effect with hard edges between opaque and transparent areas.");
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public static readonly GUIContent alphaClipThresholdText = EditorGUIUtility.TrTextContent("Threshold",
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"Sets where the Alpha Clipping starts. The higher the value is, the brighter the effect is when clipping starts.");
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public static readonly GUIContent castShadowText = EditorGUIUtility.TrTextContent("Cast Shadows",
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"When enabled, this GameObject will cast shadows onto any geometry that can receive them.");
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public static readonly GUIContent receiveShadowText = EditorGUIUtility.TrTextContent("Receive Shadows",
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"When enabled, other GameObjects can cast shadows onto this GameObject.");
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public static readonly GUIContent baseMap = EditorGUIUtility.TrTextContent("Base Map",
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"Specifies the base Material and/or Color of the surface. If you’ve selected Transparent or Alpha Clipping under Surface Options, your Material uses the Texture’s alpha channel or color.");
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public static readonly GUIContent emissionMap = EditorGUIUtility.TrTextContent("Emission Map",
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"Determines the color and intensity of light that the surface of the material emits.");
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public static readonly GUIContent normalMapText =
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EditorGUIUtility.TrTextContent("Normal Map", "Designates a Normal Map to create the illusion of bumps and dents on this Material's surface.");
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public static readonly GUIContent bumpScaleNotSupported =
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EditorGUIUtility.TrTextContent("Bump scale is not supported on mobile platforms");
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public static readonly GUIContent fixNormalNow = EditorGUIUtility.TrTextContent("Fix now",
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"Converts the assigned texture to be a normal map format.");
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public static readonly GUIContent queueSlider = EditorGUIUtility.TrTextContent("Sorting Priority",
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"Determines the chronological rendering order for a Material. Materials with lower value are rendered first.");
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public static readonly GUIContent queueControl = EditorGUIUtility.TrTextContent("Queue Control",
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"Controls whether render queue is automatically set based on material surface type, or explicitly set by the user.");
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public static readonly GUIContent documentationIcon = EditorGUIUtility.TrIconContent("_Help", $"Open Reference for URP Shaders.");
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}
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#endregion
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#region Variables
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protected MaterialEditor materialEditor { get; set; }
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protected MaterialProperty surfaceTypeProp { get; set; }
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protected MaterialProperty blendModeProp { get; set; }
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protected MaterialProperty cullingProp { get; set; }
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protected MaterialProperty ztestProp { get; set; }
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protected MaterialProperty zwriteProp { get; set; }
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protected MaterialProperty alphaClipProp { get; set; }
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protected MaterialProperty alphaCutoffProp { get; set; }
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protected MaterialProperty castShadowsProp { get; set; }
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protected MaterialProperty receiveShadowsProp { get; set; }
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// Common Surface Input properties
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protected MaterialProperty baseMapProp { get; set; }
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protected MaterialProperty baseColorProp { get; set; }
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protected MaterialProperty emissionMapProp { get; set; }
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protected MaterialProperty emissionColorProp { get; set; }
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protected MaterialProperty queueOffsetProp { get; set; }
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protected MaterialProperty queueControlProp { get; set; }
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public bool m_FirstTimeApply = true;
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// By default, everything is expanded, except advanced
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readonly MaterialHeaderScopeList m_MaterialScopeList = new MaterialHeaderScopeList(uint.MaxValue & ~(uint)Expandable.Advanced);
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#endregion
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private const int queueOffsetRange = 50;
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////////////////////////////////////
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// General Functions //
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////////////////////////////////////
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#region GeneralFunctions
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[Obsolete("MaterialChanged has been renamed ValidateMaterial", false)]
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public virtual void MaterialChanged(Material material)
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{
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ValidateMaterial(material);
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}
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public virtual void FindProperties(MaterialProperty[] properties)
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{
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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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surfaceTypeProp = FindProperty(Property.SurfaceType, properties, false);
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blendModeProp = FindProperty(Property.BlendMode, properties, false);
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cullingProp = FindProperty(Property.CullMode, properties, false);
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zwriteProp = FindProperty(Property.ZWriteControl, properties, false);
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ztestProp = FindProperty(Property.ZTest, properties, false);
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alphaClipProp = FindProperty(Property.AlphaClip, properties, false);
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// ShaderGraph Lit and Unlit Subtargets only
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castShadowsProp = FindProperty(Property.CastShadows, properties, false);
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queueControlProp = FindProperty(Property.QueueControl, properties, false);
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// ShaderGraph Lit, and Lit.shader
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receiveShadowsProp = FindProperty(Property.ReceiveShadows, properties, false);
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// The following are not mandatory for shadergraphs (it's up to the user to add them to their graph)
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alphaCutoffProp = FindProperty("_Cutoff", properties, false);
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baseMapProp = FindProperty("_BaseMap", properties, false);
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baseColorProp = FindProperty("_BaseColor", properties, false);
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emissionMapProp = FindProperty(Property.EmissionMap, properties, false);
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emissionColorProp = FindProperty(Property.EmissionColor, properties, false);
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queueOffsetProp = FindProperty(Property.QueueOffset, properties, false);
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}
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public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties)
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{
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if (materialEditorIn == null)
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throw new ArgumentNullException("materialEditorIn");
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materialEditor = materialEditorIn;
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Material material = materialEditor.target as Material;
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FindProperties(properties); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
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// Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing
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// material to a universal shader.
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if (m_FirstTimeApply)
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{
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OnOpenGUI(material, materialEditorIn);
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m_FirstTimeApply = false;
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}
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ShaderPropertiesGUI(material);
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}
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protected virtual uint materialFilter => uint.MaxValue;
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public virtual void OnOpenGUI(Material material, MaterialEditor materialEditor)
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{
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var filter = (Expandable)materialFilter;
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// Generate the foldouts
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if (filter.HasFlag(Expandable.SurfaceOptions))
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m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceOptions, (uint)Expandable.SurfaceOptions, DrawSurfaceOptions);
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if (filter.HasFlag(Expandable.SurfaceInputs))
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m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceInputs, (uint)Expandable.SurfaceInputs, DrawSurfaceInputs);
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if (filter.HasFlag(Expandable.Details))
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FillAdditionalFoldouts(m_MaterialScopeList);
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if (filter.HasFlag(Expandable.Advanced))
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m_MaterialScopeList.RegisterHeaderScope(Styles.AdvancedLabel, (uint)Expandable.Advanced, DrawAdvancedOptions);
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}
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public void ShaderPropertiesGUI(Material material)
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{
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m_MaterialScopeList.DrawHeaders(materialEditor, material);
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}
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#endregion
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////////////////////////////////////
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// Drawing Functions //
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////////////////////////////////////
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#region DrawingFunctions
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internal void DrawShaderGraphProperties(Material material, IEnumerable<MaterialProperty> properties)
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{
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if (properties == null)
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return;
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ShaderGraphPropertyDrawers.DrawShaderGraphGUI(materialEditor, properties);
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}
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internal static void DrawFloatToggleProperty(GUIContent styles, MaterialProperty prop)
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{
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if (prop == null)
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return;
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = prop.hasMixedValue;
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bool newValue = EditorGUILayout.Toggle(styles, prop.floatValue == 1);
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if (EditorGUI.EndChangeCheck())
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prop.floatValue = newValue ? 1.0f : 0.0f;
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EditorGUI.showMixedValue = false;
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}
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public virtual void DrawSurfaceOptions(Material material)
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{
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DoPopup(Styles.surfaceType, surfaceTypeProp, Styles.surfaceTypeNames);
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if ((surfaceTypeProp != null) && ((SurfaceType)surfaceTypeProp.floatValue == SurfaceType.Transparent))
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DoPopup(Styles.blendingMode, blendModeProp, Styles.blendModeNames);
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DoPopup(Styles.cullingText, cullingProp, Styles.renderFaceNames);
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DoPopup(Styles.zwriteText, zwriteProp, Styles.zwriteNames);
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if (ztestProp != null)
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materialEditor.IntPopupShaderProperty(ztestProp, Styles.ztestText.text, Styles.ztestNames, Styles.ztestValues);
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DrawFloatToggleProperty(Styles.alphaClipText, alphaClipProp);
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if ((alphaClipProp != null) && (alphaCutoffProp != null) && (alphaClipProp.floatValue == 1))
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materialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, 1);
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DrawFloatToggleProperty(Styles.castShadowText, castShadowsProp);
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DrawFloatToggleProperty(Styles.receiveShadowText, receiveShadowsProp);
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}
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public virtual void DrawSurfaceInputs(Material material)
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{
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DrawBaseProperties(material);
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}
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public virtual void DrawAdvancedOptions(Material material)
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{
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// Only draw the sorting priority field if queue control is set to "auto"
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bool autoQueueControl = GetAutomaticQueueControlSetting(material);
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if (autoQueueControl)
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DrawQueueOffsetField();
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materialEditor.EnableInstancingField();
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}
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protected void DrawQueueOffsetField()
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{
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if (queueOffsetProp != null)
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materialEditor.IntSliderShaderProperty(queueOffsetProp, -queueOffsetRange, queueOffsetRange, Styles.queueSlider);
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}
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[Obsolete("DrawAdditionalFoldouts has been deprecated. Use FillAdditionalFoldouts instead, and materialScopesList.RegisterHeaderScope", false)]
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public virtual void DrawAdditionalFoldouts(Material material) { }
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public virtual void FillAdditionalFoldouts(MaterialHeaderScopeList materialScopesList) { }
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public virtual void DrawBaseProperties(Material material)
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{
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if (baseMapProp != null && baseColorProp != null) // Draw the baseMap, most shader will have at least a baseMap
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{
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materialEditor.TexturePropertySingleLine(Styles.baseMap, baseMapProp, baseColorProp);
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}
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}
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private void DrawEmissionTextureProperty()
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{
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if ((emissionMapProp == null) || (emissionColorProp == null))
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return;
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using (new EditorGUI.IndentLevelScope(2))
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{
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materialEditor.TexturePropertyWithHDRColor(Styles.emissionMap, emissionMapProp, emissionColorProp, false);
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}
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}
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protected virtual void DrawEmissionProperties(Material material, bool keyword)
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{
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var emissive = true;
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if (!keyword)
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{
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DrawEmissionTextureProperty();
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}
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else
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{
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emissive = materialEditor.EmissionEnabledProperty();
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using (new EditorGUI.DisabledScope(!emissive))
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{
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DrawEmissionTextureProperty();
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}
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}
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// If texture was assigned and color was black set color to white
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if ((emissionMapProp != null) && (emissionColorProp != null))
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{
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var hadEmissionTexture = emissionMapProp?.textureValue != null;
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var brightness = emissionColorProp.colorValue.maxColorComponent;
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if (emissionMapProp.textureValue != null && !hadEmissionTexture && brightness <= 0f)
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emissionColorProp.colorValue = Color.white;
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}
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if (emissive)
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{
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// Change the GI emission flag and fix it up with emissive as black if necessary.
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materialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true);
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}
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}
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public static void DrawNormalArea(MaterialEditor materialEditor, MaterialProperty bumpMap, MaterialProperty bumpMapScale = null)
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{
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if (bumpMapScale != null)
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{
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materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap,
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bumpMap.textureValue != null ? bumpMapScale : null);
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if (bumpMapScale.floatValue != 1 &&
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UnityEditorInternal.InternalEditorUtility.IsMobilePlatform(
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EditorUserBuildSettings.activeBuildTarget))
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if (materialEditor.HelpBoxWithButton(Styles.bumpScaleNotSupported, Styles.fixNormalNow))
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bumpMapScale.floatValue = 1;
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}
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else
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{
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materialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap);
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}
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}
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protected static void DrawTileOffset(MaterialEditor materialEditor, MaterialProperty textureProp)
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{
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if (textureProp != null)
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materialEditor.TextureScaleOffsetProperty(textureProp);
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}
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#endregion
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////////////////////////////////////
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// Material Data Functions //
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////////////////////////////////////
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#region MaterialDataFunctions
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// this function is shared with ShaderGraph Lit/Unlit GUIs and also the hand-written GUIs
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internal static void UpdateMaterialSurfaceOptions(Material material, bool automaticRenderQueue)
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{
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// Setup blending - consistent across all Universal RP shaders
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SetupMaterialBlendModeInternal(material, out int renderQueue);
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// apply automatic render queue
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if (automaticRenderQueue && (renderQueue != material.renderQueue))
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material.renderQueue = renderQueue;
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bool isShaderGraph = material.IsShaderGraph();
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// Cast Shadows
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bool castShadows = true;
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if (material.HasProperty(Property.CastShadows))
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{
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castShadows = (material.GetFloat(Property.CastShadows) != 0.0f);
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}
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else
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{
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if (isShaderGraph)
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{
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// Lit.shadergraph or Unlit.shadergraph, but no material control defined
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// enable the pass in the material, so shader can decide...
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castShadows = true;
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}
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else
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{
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// Lit.shader or Unlit.shader -- set based on transparency
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castShadows = Rendering.Universal.ShaderGUI.LitGUI.IsOpaque(material);
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}
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}
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material.SetShaderPassEnabled("ShadowCaster", castShadows);
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// Receive Shadows
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if (material.HasProperty(Property.ReceiveShadows))
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CoreUtils.SetKeyword(material, ShaderKeywordStrings._RECEIVE_SHADOWS_OFF, material.GetFloat(Property.ReceiveShadows) == 0.0f);
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}
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// this function is shared between ShaderGraph and hand-written GUIs
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internal static void UpdateMaterialRenderQueueControl(Material material)
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{
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//
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// Render Queue Control handling
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//
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// Check for a raw render queue (the actual serialized setting - material.renderQueue has already been converted)
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// setting of -1, indicating that the material property should be inherited from the shader.
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// If we find this, add a new property "render queue control" set to 0 so we will
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// always know to follow the surface type of the material (this matches the hand-written behavior)
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// If we find another value, add the the property set to 1 so we will know that the
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// user has explicitly selected a render queue and we should not override it.
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//
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bool isShaderGraph = material.IsShaderGraph(); // Non-shadergraph materials use automatic behavior
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int rawRenderQueue = MaterialAccess.ReadMaterialRawRenderQueue(material);
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if (!isShaderGraph || rawRenderQueue == -1)
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{
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material.SetFloat(Property.QueueControl, (float)QueueControl.Auto); // Automatic behavior - surface type override
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}
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else
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{
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material.SetFloat(Property.QueueControl, (float)QueueControl.UserOverride); // User has selected explicit render queue
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}
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}
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internal static bool GetAutomaticQueueControlSetting(Material material)
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{
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// If a Shader Graph material doesn't yet have the queue control property,
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// we should not engage automatic behavior until the shader gets reimported.
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bool automaticQueueControl = !material.IsShaderGraph();
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if (material.HasProperty(Property.QueueControl))
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{
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var queueControl = material.GetFloat(Property.QueueControl);
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if (queueControl < 0.0f)
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{
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// The property was added with a negative value, indicating it needs to be validated for this material
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UpdateMaterialRenderQueueControl(material);
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}
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automaticQueueControl = (material.GetFloat(Property.QueueControl) == (float)QueueControl.Auto);
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}
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return automaticQueueControl;
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}
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|
||
// this is the function used by Lit.shader, Unlit.shader GUIs
|
||
public static void SetMaterialKeywords(Material material, Action<Material> shadingModelFunc = null, Action<Material> shaderFunc = null)
|
||
{
|
||
UpdateMaterialSurfaceOptions(material, automaticRenderQueue: true);
|
||
|
||
// Setup double sided GI based on Cull state
|
||
if (material.HasProperty(Property.CullMode))
|
||
material.doubleSidedGI = (RenderFace)material.GetFloat(Property.CullMode) != RenderFace.Front;
|
||
|
||
// Temporary fix for lightmapping. TODO: to be replaced with attribute tag.
|
||
if (material.HasProperty("_MainTex"))
|
||
{
|
||
material.SetTexture("_MainTex", material.GetTexture("_BaseMap"));
|
||
material.SetTextureScale("_MainTex", material.GetTextureScale("_BaseMap"));
|
||
material.SetTextureOffset("_MainTex", material.GetTextureOffset("_BaseMap"));
|
||
}
|
||
if (material.HasProperty("_Color"))
|
||
material.SetColor("_Color", material.GetColor("_BaseColor"));
|
||
|
||
// Emission
|
||
if (material.HasProperty(Property.EmissionColor))
|
||
MaterialEditor.FixupEmissiveFlag(material);
|
||
|
||
bool shouldEmissionBeEnabled =
|
||
(material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
|
||
|
||
// Not sure what this is used for, I don't see this property declared by any Unity shader in our repo...
|
||
// I'm guessing it is some kind of legacy material upgrade support thing? Or maybe just dead code now...
|
||
if (material.HasProperty("_EmissionEnabled") && !shouldEmissionBeEnabled)
|
||
shouldEmissionBeEnabled = material.GetFloat("_EmissionEnabled") >= 0.5f;
|
||
|
||
CoreUtils.SetKeyword(material, ShaderKeywordStrings._EMISSION, shouldEmissionBeEnabled);
|
||
|
||
// Normal Map
|
||
if (material.HasProperty("_BumpMap"))
|
||
CoreUtils.SetKeyword(material, ShaderKeywordStrings._NORMALMAP, material.GetTexture("_BumpMap"));
|
||
|
||
// Shader specific keyword functions
|
||
shadingModelFunc?.Invoke(material);
|
||
shaderFunc?.Invoke(material);
|
||
}
|
||
|
||
internal static void SetMaterialSrcDstBlendProperties(Material material, UnityEngine.Rendering.BlendMode srcBlend, UnityEngine.Rendering.BlendMode dstBlend)
|
||
{
|
||
if (material.HasProperty(Property.SrcBlend))
|
||
material.SetFloat(Property.SrcBlend, (float)srcBlend);
|
||
|
||
if (material.HasProperty(Property.DstBlend))
|
||
material.SetFloat(Property.DstBlend, (float)dstBlend);
|
||
}
|
||
|
||
internal static void SetMaterialZWriteProperty(Material material, bool zwriteEnabled)
|
||
{
|
||
if (material.HasProperty(Property.ZWrite))
|
||
material.SetFloat(Property.ZWrite, zwriteEnabled ? 1.0f : 0.0f);
|
||
}
|
||
|
||
internal static void SetupMaterialBlendModeInternal(Material material, out int automaticRenderQueue)
|
||
{
|
||
if (material == null)
|
||
throw new ArgumentNullException("material");
|
||
|
||
bool alphaClip = false;
|
||
if (material.HasProperty(Property.AlphaClip))
|
||
alphaClip = material.GetFloat(Property.AlphaClip) >= 0.5;
|
||
CoreUtils.SetKeyword(material, ShaderKeywordStrings._ALPHATEST_ON, alphaClip);
|
||
|
||
// default is to use the shader render queue
|
||
int renderQueue = material.shader.renderQueue;
|
||
material.SetOverrideTag("RenderType", ""); // clear override tag
|
||
if (material.HasProperty(Property.SurfaceType))
|
||
{
|
||
SurfaceType surfaceType = (SurfaceType)material.GetFloat(Property.SurfaceType);
|
||
bool zwrite = false;
|
||
CoreUtils.SetKeyword(material, ShaderKeywordStrings._SURFACE_TYPE_TRANSPARENT, surfaceType == SurfaceType.Transparent);
|
||
if (surfaceType == SurfaceType.Opaque)
|
||
{
|
||
if (alphaClip)
|
||
{
|
||
renderQueue = (int)RenderQueue.AlphaTest;
|
||
material.SetOverrideTag("RenderType", "TransparentCutout");
|
||
}
|
||
else
|
||
{
|
||
renderQueue = (int)RenderQueue.Geometry;
|
||
material.SetOverrideTag("RenderType", "Opaque");
|
||
}
|
||
|
||
SetMaterialSrcDstBlendProperties(material, UnityEngine.Rendering.BlendMode.One, UnityEngine.Rendering.BlendMode.Zero);
|
||
zwrite = true;
|
||
material.DisableKeyword(ShaderKeywordStrings._ALPHAPREMULTIPLY_ON);
|
||
material.DisableKeyword(ShaderKeywordStrings._SURFACE_TYPE_TRANSPARENT);
|
||
}
|
||
else // SurfaceType Transparent
|
||
{
|
||
BlendMode blendMode = (BlendMode)material.GetFloat(Property.BlendMode);
|
||
|
||
material.DisableKeyword(ShaderKeywordStrings._ALPHAPREMULTIPLY_ON);
|
||
material.DisableKeyword(ShaderKeywordStrings._ALPHAMODULATE_ON);
|
||
|
||
// Specific Transparent Mode Settings
|
||
switch (blendMode)
|
||
{
|
||
case BlendMode.Alpha:
|
||
SetMaterialSrcDstBlendProperties(material,
|
||
UnityEngine.Rendering.BlendMode.SrcAlpha,
|
||
UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||
break;
|
||
case BlendMode.Premultiply:
|
||
SetMaterialSrcDstBlendProperties(material,
|
||
UnityEngine.Rendering.BlendMode.One,
|
||
UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||
material.EnableKeyword(ShaderKeywordStrings._ALPHAPREMULTIPLY_ON);
|
||
break;
|
||
case BlendMode.Additive:
|
||
SetMaterialSrcDstBlendProperties(material,
|
||
UnityEngine.Rendering.BlendMode.SrcAlpha,
|
||
UnityEngine.Rendering.BlendMode.One);
|
||
break;
|
||
case BlendMode.Multiply:
|
||
SetMaterialSrcDstBlendProperties(material,
|
||
UnityEngine.Rendering.BlendMode.DstColor,
|
||
UnityEngine.Rendering.BlendMode.Zero);
|
||
material.EnableKeyword(ShaderKeywordStrings._ALPHAMODULATE_ON);
|
||
break;
|
||
}
|
||
|
||
// General Transparent Material Settings
|
||
material.SetOverrideTag("RenderType", "Transparent");
|
||
zwrite = false;
|
||
material.EnableKeyword(ShaderKeywordStrings._SURFACE_TYPE_TRANSPARENT);
|
||
renderQueue = (int)RenderQueue.Transparent;
|
||
}
|
||
|
||
// check for override enum
|
||
if (material.HasProperty(Property.ZWriteControl))
|
||
{
|
||
var zwriteControl = (UnityEditor.Rendering.Universal.ShaderGraph.ZWriteControl)material.GetFloat(Property.ZWriteControl);
|
||
if (zwriteControl == UnityEditor.Rendering.Universal.ShaderGraph.ZWriteControl.ForceEnabled)
|
||
zwrite = true;
|
||
else if (zwriteControl == UnityEditor.Rendering.Universal.ShaderGraph.ZWriteControl.ForceDisabled)
|
||
zwrite = false;
|
||
}
|
||
SetMaterialZWriteProperty(material, zwrite);
|
||
material.SetShaderPassEnabled("DepthOnly", zwrite);
|
||
}
|
||
else
|
||
{
|
||
// no surface type property -- must be hard-coded by the shadergraph,
|
||
// so ensure the pass is enabled at the material level
|
||
material.SetShaderPassEnabled("DepthOnly", true);
|
||
}
|
||
|
||
// must always apply queue offset, even if not set to material control
|
||
if (material.HasProperty(Property.QueueOffset))
|
||
renderQueue += (int)material.GetFloat(Property.QueueOffset);
|
||
|
||
automaticRenderQueue = renderQueue;
|
||
}
|
||
|
||
public static void SetupMaterialBlendMode(Material material)
|
||
{
|
||
SetupMaterialBlendModeInternal(material, out int renderQueue);
|
||
|
||
// apply automatic render queue
|
||
if (renderQueue != material.renderQueue)
|
||
material.renderQueue = renderQueue;
|
||
}
|
||
|
||
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
|
||
{
|
||
// Clear all keywords for fresh start
|
||
// Note: this will nuke user-selected custom keywords when they change shaders
|
||
material.shaderKeywords = null;
|
||
|
||
base.AssignNewShaderToMaterial(material, oldShader, newShader);
|
||
|
||
// Setup keywords based on the new shader
|
||
UpdateMaterial(material, MaterialUpdateType.ChangedAssignedShader);
|
||
}
|
||
|
||
#endregion
|
||
////////////////////////////////////
|
||
// Helper Functions //
|
||
////////////////////////////////////
|
||
#region HelperFunctions
|
||
|
||
public static void TwoFloatSingleLine(GUIContent title, MaterialProperty prop1, GUIContent prop1Label,
|
||
MaterialProperty prop2, GUIContent prop2Label, MaterialEditor materialEditor, float labelWidth = 30f)
|
||
{
|
||
const int kInterFieldPadding = 2;
|
||
|
||
Rect rect = EditorGUILayout.GetControlRect();
|
||
EditorGUI.PrefixLabel(rect, title);
|
||
|
||
var indent = EditorGUI.indentLevel;
|
||
var preLabelWidth = EditorGUIUtility.labelWidth;
|
||
EditorGUI.indentLevel = 0;
|
||
EditorGUIUtility.labelWidth = labelWidth;
|
||
|
||
Rect propRect1 = new Rect(rect.x + preLabelWidth, rect.y,
|
||
(rect.width - preLabelWidth) * 0.5f - 1, EditorGUIUtility.singleLineHeight);
|
||
EditorGUI.BeginChangeCheck();
|
||
EditorGUI.showMixedValue = prop1.hasMixedValue;
|
||
var prop1val = EditorGUI.FloatField(propRect1, prop1Label, prop1.floatValue);
|
||
if (EditorGUI.EndChangeCheck())
|
||
prop1.floatValue = prop1val;
|
||
|
||
Rect propRect2 = new Rect(propRect1.x + propRect1.width + kInterFieldPadding, rect.y,
|
||
propRect1.width, EditorGUIUtility.singleLineHeight);
|
||
EditorGUI.BeginChangeCheck();
|
||
EditorGUI.showMixedValue = prop2.hasMixedValue;
|
||
var prop2val = EditorGUI.FloatField(propRect2, prop2Label, prop2.floatValue);
|
||
if (EditorGUI.EndChangeCheck())
|
||
prop2.floatValue = prop2val;
|
||
|
||
EditorGUI.indentLevel = indent;
|
||
EditorGUIUtility.labelWidth = preLabelWidth;
|
||
|
||
EditorGUI.showMixedValue = false;
|
||
}
|
||
|
||
public void DoPopup(GUIContent label, MaterialProperty property, string[] options)
|
||
{
|
||
if (property != null)
|
||
materialEditor.PopupShaderProperty(property, label, options);
|
||
}
|
||
|
||
// Helper to show texture and color properties
|
||
public static Rect TextureColorProps(MaterialEditor materialEditor, GUIContent label, MaterialProperty textureProp, MaterialProperty colorProp, bool hdr = false)
|
||
{
|
||
Rect rect = EditorGUILayout.GetControlRect();
|
||
EditorGUI.showMixedValue = textureProp.hasMixedValue;
|
||
materialEditor.TexturePropertyMiniThumbnail(rect, textureProp, label.text, label.tooltip);
|
||
EditorGUI.showMixedValue = false;
|
||
|
||
if (colorProp != null)
|
||
{
|
||
EditorGUI.BeginChangeCheck();
|
||
EditorGUI.showMixedValue = colorProp.hasMixedValue;
|
||
int indentLevel = EditorGUI.indentLevel;
|
||
EditorGUI.indentLevel = 0;
|
||
Rect rectAfterLabel = new Rect(rect.x + EditorGUIUtility.labelWidth, rect.y,
|
||
EditorGUIUtility.fieldWidth, EditorGUIUtility.singleLineHeight);
|
||
var col = EditorGUI.ColorField(rectAfterLabel, GUIContent.none, colorProp.colorValue, true,
|
||
false, hdr);
|
||
EditorGUI.indentLevel = indentLevel;
|
||
if (EditorGUI.EndChangeCheck())
|
||
{
|
||
materialEditor.RegisterPropertyChangeUndo(colorProp.displayName);
|
||
colorProp.colorValue = col;
|
||
}
|
||
EditorGUI.showMixedValue = false;
|
||
}
|
||
|
||
return rect;
|
||
}
|
||
|
||
// Copied from shaderGUI as it is a protected function in an abstract class, unavailable to others
|
||
public new static MaterialProperty FindProperty(string propertyName, MaterialProperty[] properties)
|
||
{
|
||
return FindProperty(propertyName, properties, true);
|
||
}
|
||
|
||
// Copied from shaderGUI as it is a protected function in an abstract class, unavailable to others
|
||
public new static MaterialProperty FindProperty(string propertyName, MaterialProperty[] properties, bool propertyIsMandatory)
|
||
{
|
||
for (int index = 0; index < properties.Length; ++index)
|
||
{
|
||
if (properties[index] != null && properties[index].name == propertyName)
|
||
return properties[index];
|
||
}
|
||
if (propertyIsMandatory)
|
||
throw new ArgumentException("Could not find MaterialProperty: '" + propertyName + "', Num properties: " + (object)properties.Length);
|
||
return null;
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|