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!
321 lines
16 KiB
C#
321 lines
16 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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public static class LitGUI
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{
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public enum WorkflowMode
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{
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Specular = 0,
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Metallic
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}
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public enum SmoothnessMapChannel
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{
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SpecularMetallicAlpha,
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AlbedoAlpha,
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}
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public static class Styles
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{
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public static GUIContent workflowModeText = EditorGUIUtility.TrTextContent("Workflow Mode",
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"Select a workflow that fits your textures. Choose between Metallic or Specular.");
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public static GUIContent specularMapText =
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EditorGUIUtility.TrTextContent("Specular Map", "Designates a Specular Map and specular color determining the apperance of reflections on this Material's surface.");
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public static GUIContent metallicMapText =
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EditorGUIUtility.TrTextContent("Metallic Map", "Sets and configures the map for the Metallic workflow.");
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public static GUIContent smoothnessText = EditorGUIUtility.TrTextContent("Smoothness",
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"Controls the spread of highlights and reflections on the surface.");
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public static GUIContent smoothnessMapChannelText =
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EditorGUIUtility.TrTextContent("Source",
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"Specifies where to sample a smoothness map from. By default, uses the alpha channel for your map.");
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public static GUIContent highlightsText = EditorGUIUtility.TrTextContent("Specular Highlights",
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"When enabled, the Material reflects the shine from direct lighting.");
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public static GUIContent reflectionsText =
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EditorGUIUtility.TrTextContent("Environment Reflections",
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"When enabled, the Material samples reflections from the nearest Reflection Probes or Lighting Probe.");
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public static GUIContent heightMapText = EditorGUIUtility.TrTextContent("Height Map",
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"Defines a Height Map that will drive a parallax effect in the shader making the surface seem displaced.");
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public static GUIContent occlusionText = EditorGUIUtility.TrTextContent("Occlusion Map",
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"Sets an occlusion map to simulate shadowing from ambient lighting.");
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public static readonly string[] metallicSmoothnessChannelNames = { "Metallic Alpha", "Albedo Alpha" };
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public static readonly string[] specularSmoothnessChannelNames = { "Specular Alpha", "Albedo Alpha" };
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public static GUIContent clearCoatText = EditorGUIUtility.TrTextContent("Clear Coat",
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"A multi-layer material feature which simulates a thin layer of coating on top of the surface material." +
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"\nPerformance cost is considerable as the specular component is evaluated twice, once per layer.");
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public static GUIContent clearCoatMaskText = EditorGUIUtility.TrTextContent("Mask",
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"Specifies the amount of the coat blending." +
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"\nActs as a multiplier of the clear coat map mask value or as a direct mask value if no map is specified." +
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"\nThe map specifies clear coat mask in the red channel and clear coat smoothness in the green channel.");
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public static GUIContent clearCoatSmoothnessText = EditorGUIUtility.TrTextContent("Smoothness",
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"Specifies the smoothness of the coating." +
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"\nActs as a multiplier of the clear coat map smoothness value or as a direct smoothness value if no map is specified.");
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}
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public struct LitProperties
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{
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// Surface Option Props
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public MaterialProperty workflowMode;
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// Surface Input Props
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public MaterialProperty metallic;
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public MaterialProperty specColor;
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public MaterialProperty metallicGlossMap;
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public MaterialProperty specGlossMap;
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public MaterialProperty smoothness;
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public MaterialProperty smoothnessMapChannel;
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public MaterialProperty bumpMapProp;
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public MaterialProperty bumpScaleProp;
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public MaterialProperty parallaxMapProp;
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public MaterialProperty parallaxScaleProp;
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public MaterialProperty occlusionStrength;
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public MaterialProperty occlusionMap;
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// Advanced Props
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public MaterialProperty highlights;
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public MaterialProperty reflections;
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public MaterialProperty clearCoat; // Enable/Disable dummy property
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public MaterialProperty clearCoatMap;
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public MaterialProperty clearCoatMask;
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public MaterialProperty clearCoatSmoothness;
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public LitProperties(MaterialProperty[] properties)
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{
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// Surface Option Props
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workflowMode = BaseShaderGUI.FindProperty("_WorkflowMode", properties, false);
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// Surface Input Props
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metallic = BaseShaderGUI.FindProperty("_Metallic", properties);
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specColor = BaseShaderGUI.FindProperty("_SpecColor", properties, false);
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metallicGlossMap = BaseShaderGUI.FindProperty("_MetallicGlossMap", properties);
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specGlossMap = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false);
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smoothness = BaseShaderGUI.FindProperty("_Smoothness", properties, false);
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smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessTextureChannel", properties, false);
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bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false);
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bumpScaleProp = BaseShaderGUI.FindProperty("_BumpScale", properties, false);
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parallaxMapProp = BaseShaderGUI.FindProperty("_ParallaxMap", properties, false);
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parallaxScaleProp = BaseShaderGUI.FindProperty("_Parallax", properties, false);
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occlusionStrength = BaseShaderGUI.FindProperty("_OcclusionStrength", properties, false);
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occlusionMap = BaseShaderGUI.FindProperty("_OcclusionMap", properties, false);
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// Advanced Props
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highlights = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false);
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reflections = BaseShaderGUI.FindProperty("_EnvironmentReflections", properties, false);
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clearCoat = BaseShaderGUI.FindProperty("_ClearCoat", properties, false);
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clearCoatMap = BaseShaderGUI.FindProperty("_ClearCoatMap", properties, false);
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clearCoatMask = BaseShaderGUI.FindProperty("_ClearCoatMask", properties, false);
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clearCoatSmoothness = BaseShaderGUI.FindProperty("_ClearCoatSmoothness", properties, false);
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}
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}
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public static void Inputs(LitProperties properties, MaterialEditor materialEditor, Material material)
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{
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DoMetallicSpecularArea(properties, materialEditor, material);
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BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp, properties.bumpScaleProp);
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if (HeightmapAvailable(material))
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DoHeightmapArea(properties, materialEditor);
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if (properties.occlusionMap != null)
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{
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materialEditor.TexturePropertySingleLine(Styles.occlusionText, properties.occlusionMap,
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properties.occlusionMap.textureValue != null ? properties.occlusionStrength : null);
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}
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// Check that we have all the required properties for clear coat,
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// otherwise we will get null ref exception from MaterialEditor GUI helpers.
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if (ClearCoatAvailable(material))
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DoClearCoat(properties, materialEditor, material);
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}
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private static bool ClearCoatAvailable(Material material)
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{
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return material.HasProperty("_ClearCoat")
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&& material.HasProperty("_ClearCoatMap")
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&& material.HasProperty("_ClearCoatMask")
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&& material.HasProperty("_ClearCoatSmoothness");
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}
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private static bool HeightmapAvailable(Material material)
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{
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return material.HasProperty("_Parallax")
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&& material.HasProperty("_ParallaxMap");
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}
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private static void DoHeightmapArea(LitProperties properties, MaterialEditor materialEditor)
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{
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materialEditor.TexturePropertySingleLine(Styles.heightMapText, properties.parallaxMapProp,
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properties.parallaxMapProp.textureValue != null ? properties.parallaxScaleProp : null);
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}
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private static bool ClearCoatEnabled(Material material)
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{
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return material.HasProperty("_ClearCoat") && material.GetFloat("_ClearCoat") > 0.0;
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}
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public static void DoClearCoat(LitProperties properties, MaterialEditor materialEditor, Material material)
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{
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materialEditor.ShaderProperty(properties.clearCoat, Styles.clearCoatText);
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var coatEnabled = material.GetFloat("_ClearCoat") > 0.0;
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EditorGUI.BeginDisabledGroup(!coatEnabled);
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{
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materialEditor.TexturePropertySingleLine(Styles.clearCoatMaskText, properties.clearCoatMap, properties.clearCoatMask);
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EditorGUI.indentLevel += 2;
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// Texture and HDR color controls
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materialEditor.ShaderProperty(properties.clearCoatSmoothness, Styles.clearCoatSmoothnessText);
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EditorGUI.indentLevel -= 2;
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}
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EditorGUI.EndDisabledGroup();
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}
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public static void DoMetallicSpecularArea(LitProperties properties, MaterialEditor materialEditor, Material material)
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{
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string[] smoothnessChannelNames;
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bool hasGlossMap = false;
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if (properties.workflowMode == null ||
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(WorkflowMode)properties.workflowMode.floatValue == WorkflowMode.Metallic)
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{
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hasGlossMap = properties.metallicGlossMap.textureValue != null;
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smoothnessChannelNames = Styles.metallicSmoothnessChannelNames;
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materialEditor.TexturePropertySingleLine(Styles.metallicMapText, properties.metallicGlossMap,
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hasGlossMap ? null : properties.metallic);
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}
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else
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{
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hasGlossMap = properties.specGlossMap.textureValue != null;
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smoothnessChannelNames = Styles.specularSmoothnessChannelNames;
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BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap,
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hasGlossMap ? null : properties.specColor);
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}
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DoSmoothness(materialEditor, material, properties.smoothness, properties.smoothnessMapChannel, smoothnessChannelNames);
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}
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internal static bool IsOpaque(Material material)
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{
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bool opaque = true;
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if (material.HasProperty(Property.SurfaceType))
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opaque = ((BaseShaderGUI.SurfaceType)material.GetFloat(Property.SurfaceType) == BaseShaderGUI.SurfaceType.Opaque);
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return opaque;
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}
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public static void DoSmoothness(MaterialEditor materialEditor, Material material, MaterialProperty smoothness, MaterialProperty smoothnessMapChannel, string[] smoothnessChannelNames)
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{
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EditorGUI.indentLevel += 2;
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materialEditor.ShaderProperty(smoothness, Styles.smoothnessText);
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if (smoothnessMapChannel != null) // smoothness channel
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{
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var opaque = IsOpaque(material);
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EditorGUI.indentLevel++;
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EditorGUI.showMixedValue = smoothnessMapChannel.hasMixedValue;
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if (opaque)
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{
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EditorGUI.BeginChangeCheck();
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var smoothnessSource = (int)smoothnessMapChannel.floatValue;
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smoothnessSource = EditorGUILayout.Popup(Styles.smoothnessMapChannelText, smoothnessSource, smoothnessChannelNames);
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if (EditorGUI.EndChangeCheck())
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smoothnessMapChannel.floatValue = smoothnessSource;
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}
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else
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.Popup(Styles.smoothnessMapChannelText, 0, smoothnessChannelNames);
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EditorGUI.EndDisabledGroup();
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}
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EditorGUI.showMixedValue = false;
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EditorGUI.indentLevel--;
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}
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EditorGUI.indentLevel -= 2;
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}
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public static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
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{
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int ch = (int)material.GetFloat("_SmoothnessTextureChannel");
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if (ch == (int)SmoothnessMapChannel.AlbedoAlpha)
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return SmoothnessMapChannel.AlbedoAlpha;
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return SmoothnessMapChannel.SpecularMetallicAlpha;
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}
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// (shared by all lit shaders, including shadergraph Lit Target and Lit.shader)
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internal static void SetupSpecularWorkflowKeyword(Material material, out bool isSpecularWorkflow)
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{
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isSpecularWorkflow = false; // default is metallic workflow
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if (material.HasProperty(Property.SpecularWorkflowMode))
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isSpecularWorkflow = ((WorkflowMode)material.GetFloat(Property.SpecularWorkflowMode)) == WorkflowMode.Specular;
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CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", isSpecularWorkflow);
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}
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// setup keywords for Lit.shader
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public static void SetMaterialKeywords(Material material)
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{
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SetupSpecularWorkflowKeyword(material, out bool isSpecularWorkFlow);
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// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
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// (MaterialProperty value might come from renderer material property block)
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var specularGlossMap = isSpecularWorkFlow ? "_SpecGlossMap" : "_MetallicGlossMap";
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var hasGlossMap = material.GetTexture(specularGlossMap) != null;
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CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", hasGlossMap);
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if (material.HasProperty("_SpecularHighlights"))
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CoreUtils.SetKeyword(material, "_SPECULARHIGHLIGHTS_OFF",
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material.GetFloat("_SpecularHighlights") == 0.0f);
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if (material.HasProperty("_EnvironmentReflections"))
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CoreUtils.SetKeyword(material, "_ENVIRONMENTREFLECTIONS_OFF",
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material.GetFloat("_EnvironmentReflections") == 0.0f);
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if (material.HasProperty("_OcclusionMap"))
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CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
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if (material.HasProperty("_ParallaxMap"))
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CoreUtils.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
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if (material.HasProperty("_SmoothnessTextureChannel"))
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{
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var opaque = IsOpaque(material);
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CoreUtils.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A",
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GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha && opaque);
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}
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// Clear coat keywords are independent to remove possiblity of invalid combinations.
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if (ClearCoatEnabled(material))
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{
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var hasMap = material.HasProperty("_ClearCoatMap") && material.GetTexture("_ClearCoatMap") != null;
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if (hasMap)
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{
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CoreUtils.SetKeyword(material, "_CLEARCOAT", false);
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CoreUtils.SetKeyword(material, "_CLEARCOATMAP", true);
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}
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else
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{
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CoreUtils.SetKeyword(material, "_CLEARCOAT", true);
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CoreUtils.SetKeyword(material, "_CLEARCOATMAP", false);
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}
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}
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else
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{
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CoreUtils.SetKeyword(material, "_CLEARCOAT", false);
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CoreUtils.SetKeyword(material, "_CLEARCOATMAP", false);
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}
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}
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}
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}
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