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!
120 lines
5.3 KiB
C#
120 lines
5.3 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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public static class SimpleLitGUI
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{
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public enum SpecularSource
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{
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SpecularTextureAndColor,
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NoSpecular
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}
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public enum SmoothnessMapChannel
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{
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SpecularAlpha,
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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 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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}
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public struct SimpleLitProperties
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{
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// Surface Input Props
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public MaterialProperty specColor;
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public MaterialProperty specGlossMap;
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public MaterialProperty specHighlights;
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public MaterialProperty smoothnessMapChannel;
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public MaterialProperty smoothness;
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public MaterialProperty bumpMapProp;
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public SimpleLitProperties(MaterialProperty[] properties)
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{
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// Surface Input Props
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specColor = BaseShaderGUI.FindProperty("_SpecColor", properties);
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specGlossMap = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false);
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specHighlights = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false);
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smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessSource", properties, false);
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smoothness = BaseShaderGUI.FindProperty("_Smoothness", properties, false);
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bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false);
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}
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}
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public static void Inputs(SimpleLitProperties properties, MaterialEditor materialEditor, Material material)
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{
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DoSpecularArea(properties, materialEditor, material);
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BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp);
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}
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public static void Advanced(SimpleLitProperties properties)
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{
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SpecularSource specularSource = (SpecularSource)properties.specHighlights.floatValue;
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = properties.specHighlights.hasMixedValue;
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bool enabled = EditorGUILayout.Toggle(LitGUI.Styles.highlightsText, specularSource == SpecularSource.SpecularTextureAndColor);
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if (EditorGUI.EndChangeCheck())
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properties.specHighlights.floatValue = enabled ? (float)SpecularSource.SpecularTextureAndColor : (float)SpecularSource.NoSpecular;
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EditorGUI.showMixedValue = false;
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}
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public static void DoSpecularArea(SimpleLitProperties properties, MaterialEditor materialEditor, Material material)
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{
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SpecularSource specSource = (SpecularSource)properties.specHighlights.floatValue;
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EditorGUI.BeginDisabledGroup(specSource == SpecularSource.NoSpecular);
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BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap, properties.specColor, true);
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LitGUI.DoSmoothness(materialEditor, material, properties.smoothness, properties.smoothnessMapChannel, LitGUI.Styles.specularSmoothnessChannelNames);
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EditorGUI.EndDisabledGroup();
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}
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public static void SetMaterialKeywords(Material material)
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{
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UpdateMaterialSpecularSource(material);
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}
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private static void UpdateMaterialSpecularSource(Material material)
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{
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var opaque = ((BaseShaderGUI.SurfaceType)material.GetFloat("_Surface") ==
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BaseShaderGUI.SurfaceType.Opaque);
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SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecularHighlights");
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if (specSource == SpecularSource.NoSpecular)
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{
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CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false);
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CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false);
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CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
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}
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else
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{
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var smoothnessSource = (SmoothnessMapChannel)material.GetFloat("_SmoothnessSource");
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bool hasMap = material.GetTexture("_SpecGlossMap");
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CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasMap);
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CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasMap);
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if (opaque)
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CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", smoothnessSource == SmoothnessMapChannel.AlbedoAlpha);
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else
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CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
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string color;
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if (smoothnessSource != SmoothnessMapChannel.AlbedoAlpha || !opaque)
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color = "_SpecColor";
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else
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color = "_BaseColor";
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var col = material.GetColor(color);
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float smoothness = material.GetFloat("_Smoothness");
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if (smoothness != col.a)
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{
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col.a = smoothness;
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material.SetColor(color, col);
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}
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}
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}
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}
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}
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