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!
69 lines
3.8 KiB
C#
69 lines
3.8 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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internal class LitDetailGUI
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{
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public static class Styles
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{
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public static readonly GUIContent detailInputs = EditorGUIUtility.TrTextContent("Detail Inputs",
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"These settings define the surface details by tiling and overlaying additional maps on the surface.");
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public static readonly GUIContent detailMaskText = EditorGUIUtility.TrTextContent("Mask",
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"Select a mask for the Detail map. The mask uses the alpha channel of the selected texture. The Tiling and Offset settings have no effect on the mask.");
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public static readonly GUIContent detailAlbedoMapText = EditorGUIUtility.TrTextContent("Base Map",
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"Select the surface detail texture.The alpha of your texture determines surface hue and intensity.");
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public static readonly GUIContent detailNormalMapText = EditorGUIUtility.TrTextContent("Normal Map",
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"Designates a Normal Map to create the illusion of bumps and dents in the details of this Material's surface.");
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public static readonly GUIContent detailAlbedoMapScaleInfo = EditorGUIUtility.TrTextContent("Setting the scaling factor to a value other than 1 results in a less performant shader variant.");
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}
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public struct LitProperties
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{
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public MaterialProperty detailMask;
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public MaterialProperty detailAlbedoMapScale;
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public MaterialProperty detailAlbedoMap;
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public MaterialProperty detailNormalMapScale;
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public MaterialProperty detailNormalMap;
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public LitProperties(MaterialProperty[] properties)
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{
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detailMask = BaseShaderGUI.FindProperty("_DetailMask", properties, false);
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detailAlbedoMapScale = BaseShaderGUI.FindProperty("_DetailAlbedoMapScale", properties, false);
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detailAlbedoMap = BaseShaderGUI.FindProperty("_DetailAlbedoMap", properties, false);
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detailNormalMapScale = BaseShaderGUI.FindProperty("_DetailNormalMapScale", properties, false);
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detailNormalMap = BaseShaderGUI.FindProperty("_DetailNormalMap", properties, false);
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}
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}
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public static void DoDetailArea(LitProperties properties, MaterialEditor materialEditor)
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{
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materialEditor.TexturePropertySingleLine(Styles.detailMaskText, properties.detailMask);
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materialEditor.TexturePropertySingleLine(Styles.detailAlbedoMapText, properties.detailAlbedoMap,
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properties.detailAlbedoMap.textureValue != null ? properties.detailAlbedoMapScale : null);
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if (properties.detailAlbedoMapScale.floatValue != 1.0f)
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{
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EditorGUILayout.HelpBox(Styles.detailAlbedoMapScaleInfo.text, MessageType.Info, true);
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}
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materialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, properties.detailNormalMap,
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properties.detailNormalMap.textureValue != null ? properties.detailNormalMapScale : null);
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materialEditor.TextureScaleOffsetProperty(properties.detailAlbedoMap);
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}
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public static void SetMaterialKeywords(Material material)
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{
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if (material.HasProperty("_DetailAlbedoMap") && material.HasProperty("_DetailNormalMap") && material.HasProperty("_DetailAlbedoMapScale"))
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{
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bool isScaled = material.GetFloat("_DetailAlbedoMapScale") != 1.0f;
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bool hasDetailMap = material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap");
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CoreUtils.SetKeyword(material, "_DETAIL_MULX2", !isScaled && hasDetailMap);
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CoreUtils.SetKeyword(material, "_DETAIL_SCALED", isScaled && hasDetailMap);
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}
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}
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}
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}
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