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!
129 lines
4.9 KiB
C#
129 lines
4.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditor.Rendering.Universal.ShaderGUI
|
|
{
|
|
internal class LitShader : BaseShaderGUI
|
|
{
|
|
static readonly string[] workflowModeNames = Enum.GetNames(typeof(LitGUI.WorkflowMode));
|
|
|
|
private LitGUI.LitProperties litProperties;
|
|
private LitDetailGUI.LitProperties litDetailProperties;
|
|
|
|
public override void FillAdditionalFoldouts(MaterialHeaderScopeList materialScopesList)
|
|
{
|
|
materialScopesList.RegisterHeaderScope(LitDetailGUI.Styles.detailInputs, Expandable.Details, _ => LitDetailGUI.DoDetailArea(litDetailProperties, materialEditor));
|
|
}
|
|
|
|
// collect properties from the material properties
|
|
public override void FindProperties(MaterialProperty[] properties)
|
|
{
|
|
base.FindProperties(properties);
|
|
litProperties = new LitGUI.LitProperties(properties);
|
|
litDetailProperties = new LitDetailGUI.LitProperties(properties);
|
|
}
|
|
|
|
// material changed check
|
|
public override void ValidateMaterial(Material material)
|
|
{
|
|
SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, LitDetailGUI.SetMaterialKeywords);
|
|
}
|
|
|
|
// material main surface options
|
|
public override void DrawSurfaceOptions(Material material)
|
|
{
|
|
// Use default labelWidth
|
|
EditorGUIUtility.labelWidth = 0f;
|
|
|
|
if (litProperties.workflowMode != null)
|
|
DoPopup(LitGUI.Styles.workflowModeText, litProperties.workflowMode, workflowModeNames);
|
|
|
|
base.DrawSurfaceOptions(material);
|
|
}
|
|
|
|
// material main surface inputs
|
|
public override void DrawSurfaceInputs(Material material)
|
|
{
|
|
base.DrawSurfaceInputs(material);
|
|
LitGUI.Inputs(litProperties, materialEditor, material);
|
|
DrawEmissionProperties(material, true);
|
|
DrawTileOffset(materialEditor, baseMapProp);
|
|
}
|
|
|
|
// material main advanced options
|
|
public override void DrawAdvancedOptions(Material material)
|
|
{
|
|
if (litProperties.reflections != null && litProperties.highlights != null)
|
|
{
|
|
materialEditor.ShaderProperty(litProperties.highlights, LitGUI.Styles.highlightsText);
|
|
materialEditor.ShaderProperty(litProperties.reflections, LitGUI.Styles.reflectionsText);
|
|
}
|
|
|
|
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("_Blend", (float)blendMode);
|
|
|
|
material.SetFloat("_Surface", (float)surfaceType);
|
|
if (surfaceType == SurfaceType.Opaque)
|
|
{
|
|
material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
|
|
}
|
|
else
|
|
{
|
|
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
|
|
}
|
|
|
|
if (oldShader.name.Equals("Standard (Specular setup)"))
|
|
{
|
|
material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Specular);
|
|
Texture texture = material.GetTexture("_SpecGlossMap");
|
|
if (texture != null)
|
|
material.SetTexture("_MetallicSpecGlossMap", texture);
|
|
}
|
|
else
|
|
{
|
|
material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Metallic);
|
|
Texture texture = material.GetTexture("_MetallicGlossMap");
|
|
if (texture != null)
|
|
material.SetTexture("_MetallicSpecGlossMap", texture);
|
|
}
|
|
}
|
|
}
|
|
}
|