b486678290
Library -Artifacts
112 lines
4.1 KiB
C#
112 lines
4.1 KiB
C#
using UnityEditor;
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namespace UnityEngine.Rendering.Universal
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{
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public partial class Renderer2DData
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{
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#if UNITY_EDITOR
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[SerializeField]
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Renderer2DDefaultMaterialType m_DefaultMaterialType = Renderer2DDefaultMaterialType.Lit;
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[SerializeField, Reload("Runtime/Materials/Sprite-Lit-Default.mat")]
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Material m_DefaultCustomMaterial = null;
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[SerializeField, Reload("Runtime/Materials/Sprite-Lit-Default.mat")]
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Material m_DefaultLitMaterial = null;
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[SerializeField, Reload("Runtime/Materials/Sprite-Unlit-Default.mat")]
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Material m_DefaultUnlitMaterial = null;
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[SerializeField, Reload("Runtime/Materials/SpriteMask-Default.mat")]
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Material m_DefaultMaskMaterial = null;
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internal override Shader GetDefaultShader()
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{
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return Shader.Find("Universal Render Pipeline/2D/Sprite-Lit-Default");
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}
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internal override Material GetDefaultMaterial(DefaultMaterialType materialType)
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{
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if (materialType == DefaultMaterialType.Sprite || materialType == DefaultMaterialType.Particle)
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{
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if (m_DefaultMaterialType == Renderer2DDefaultMaterialType.Lit)
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return m_DefaultLitMaterial;
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else if (m_DefaultMaterialType == Renderer2DDefaultMaterialType.Unlit)
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return m_DefaultUnlitMaterial;
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else
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return m_DefaultCustomMaterial;
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}
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if (materialType == DefaultMaterialType.SpriteMask)
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{
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return m_DefaultMaskMaterial;
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}
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return null;
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}
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private void OnEnableInEditor()
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{
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// Provide a list of suggested texture property names to Sprite Editor via EditorPrefs.
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const string suggestedNamesKey = "SecondarySpriteTexturePropertyNames";
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const string maskTex = "_MaskTex";
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const string normalMap = "_NormalMap";
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string suggestedNamesPrefs = EditorPrefs.GetString(suggestedNamesKey);
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if (string.IsNullOrEmpty(suggestedNamesPrefs))
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EditorPrefs.SetString(suggestedNamesKey, maskTex + "," + normalMap);
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else
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{
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if (!suggestedNamesPrefs.Contains(maskTex))
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suggestedNamesPrefs += ("," + maskTex);
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if (!suggestedNamesPrefs.Contains(normalMap))
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suggestedNamesPrefs += ("," + normalMap);
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EditorPrefs.SetString(suggestedNamesKey, suggestedNamesPrefs);
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}
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ReloadAllNullProperties();
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}
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private void ReloadAllNullProperties()
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{
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ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
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}
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private void Awake()
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{
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if (m_LightBlendStyles != null)
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{
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for (int i = 0; i < m_LightBlendStyles.Length; ++i)
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{
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ref var blendStyle = ref m_LightBlendStyles[i];
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// Custom blend mode (99) now falls back to Multiply.
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if ((int)blendStyle.blendMode == 99)
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blendStyle.blendMode = Light2DBlendStyle.BlendMode.Multiply;
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}
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return;
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}
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m_LightBlendStyles = new Light2DBlendStyle[4];
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m_LightBlendStyles[0].name = "Multiply";
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m_LightBlendStyles[0].blendMode = Light2DBlendStyle.BlendMode.Multiply;
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m_LightBlendStyles[1].name = "Additive";
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m_LightBlendStyles[1].blendMode = Light2DBlendStyle.BlendMode.Additive;
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m_LightBlendStyles[2].name = "Multiply with Mask";
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m_LightBlendStyles[2].blendMode = Light2DBlendStyle.BlendMode.Multiply;
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m_LightBlendStyles[2].maskTextureChannel = Light2DBlendStyle.TextureChannel.R;
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m_LightBlendStyles[3].name = "Additive with Mask";
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m_LightBlendStyles[3].blendMode = Light2DBlendStyle.BlendMode.Additive;
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m_LightBlendStyles[3].maskTextureChannel = Light2DBlendStyle.TextureChannel.R;
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}
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#endif
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}
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}
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