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!
90 lines
3.1 KiB
C#
90 lines
3.1 KiB
C#
using System;
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using UnityEngine;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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internal class SimpleLitShader : BaseShaderGUI
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{
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// Properties
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private SimpleLitGUI.SimpleLitProperties shadingModelProperties;
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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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base.FindProperties(properties);
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shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties);
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}
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// material changed check
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public override void ValidateMaterial(Material material)
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{
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SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords);
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}
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// material main surface options
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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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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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base.DrawSurfaceInputs(material);
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SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material);
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DrawEmissionProperties(material, true);
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DrawTileOffset(materialEditor, baseMapProp);
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}
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public override void DrawAdvancedOptions(Material material)
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{
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SimpleLitGUI.Advanced(shadingModelProperties);
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base.DrawAdvancedOptions(material);
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}
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public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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// _Emission property is lost after assigning Standard shader to the material
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// thus transfer it before assigning the new shader
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if (material.HasProperty("_Emission"))
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{
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material.SetColor("_EmissionColor", material.GetColor("_Emission"));
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}
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base.AssignNewShaderToMaterial(material, oldShader, newShader);
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if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
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{
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SetupMaterialBlendMode(material);
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return;
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}
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SurfaceType surfaceType = SurfaceType.Opaque;
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BlendMode blendMode = BlendMode.Alpha;
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if (oldShader.name.Contains("/Transparent/Cutout/"))
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{
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surfaceType = SurfaceType.Opaque;
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material.SetFloat("_AlphaClip", 1);
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}
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else if (oldShader.name.Contains("/Transparent/"))
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{
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// NOTE: legacy shaders did not provide physically based transparency
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// therefore Fade mode
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surfaceType = SurfaceType.Transparent;
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blendMode = BlendMode.Alpha;
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}
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material.SetFloat("_Surface", (float)surfaceType);
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material.SetFloat("_Blend", (float)blendMode);
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}
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}
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}
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