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!
200 lines
8.0 KiB
C#
200 lines
8.0 KiB
C#
using System;
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using UnityEditor.ShaderGraph;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering.Universal.Internal;
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namespace UnityEditor.Rendering.Universal
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{
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/// <summary>
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/// Scope that indicates start of <see cref="DecalProjector"/> GUI.
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/// </summary>
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internal class DecalProjectorScope : GUI.Scope
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{
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public DecalProjectorScope()
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{
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DecalShaderGraphGUI.isDecalProjectorGUI = true;
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}
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protected override void CloseScope()
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{
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DecalShaderGraphGUI.isDecalProjectorGUI = false;
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}
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}
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/// <summary>
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/// Represents the GUI for Decal Shader Graph materials.
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/// </summary>
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internal class DecalShaderGraphGUI : UnityEditor.ShaderGUI
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{
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internal class Styles
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{
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public static GUIContent inputs = new GUIContent("Inputs");
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public static GUIContent advancedOptions = new GUIContent("Advanced Options");
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public static GUIContent meshDecalBiasType = new GUIContent("Mesh Bias Type", "Set the type of bias that is applied to the mesh decal. Depth Bias applies a bias to the final depth value, while View bias applies a world space bias (in meters) alongside the view vector.");
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public static GUIContent meshDecalDepthBiasText = new GUIContent("Depth Bias", "Sets a depth bias to stop the decal's Mesh from overlapping with other Meshes.");
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public static GUIContent meshDecalViewBiasText = new GUIContent("View Bias", "Sets a world-space bias alongside the view vector to stop the decal's Mesh from overlapping with other Meshes. The unit is meters.");
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public static GUIContent drawOrderText = new GUIContent("Priority", "Controls the draw order of Decal Projectors. URP draws decals with lower values first.");
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}
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protected enum Expandable
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{
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Inputs = 1 << 0,
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Advanced = 1 << 1,
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}
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public static bool isDecalProjectorGUI { get; set; }
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const string kDecalMeshBiasType = "_DecalMeshBiasType";
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const string kDecalMeshDepthBias = "_DecalMeshDepthBias";
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const string kDecalViewDepthBias = "_DecalMeshViewBias";
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const string kDrawOrder = "_DrawOrder";
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readonly MaterialHeaderScopeList m_MaterialScopeList = new MaterialHeaderScopeList(uint.MaxValue & ~((uint)Expandable.Advanced));
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MaterialEditor m_MaterialEditor;
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MaterialProperty[] m_Properties;
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MaterialProperty decalMeshBiasType;
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MaterialProperty decalMeshDepthBias;
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MaterialProperty decalMeshViewBias;
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MaterialProperty drawOrder;
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public DecalShaderGraphGUI()
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{
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m_MaterialScopeList.RegisterHeaderScope(Styles.inputs, Expandable.Inputs, DrawExposedProperties);
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m_MaterialScopeList.RegisterHeaderScope(Styles.advancedOptions, Expandable.Advanced, DrawSortingProperties);
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}
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/// <summary>
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/// Override this function to implement your custom GUI. To display a user interface similar to HDRP shaders, use a MaterialUIBlockList.
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/// </summary>
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/// <param name="materialEditor">The current material editor.</param>
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/// <param name="props">The list of properties the material has.</param>
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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
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{
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DecalMeshWarning();
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m_MaterialEditor = materialEditor;
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FindProperties(props);
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Material material = materialEditor.target as Material;
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using (var changed = new EditorGUI.ChangeCheckScope())
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{
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m_MaterialScopeList.DrawHeaders(materialEditor, material);
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}
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// We should always do this call at the end
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materialEditor.serializedObject.ApplyModifiedProperties();
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}
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private void FindProperties(MaterialProperty[] properties)
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{
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decalMeshBiasType = FindProperty(kDecalMeshBiasType, properties);
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decalMeshViewBias = FindProperty(kDecalViewDepthBias, properties);
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decalMeshDepthBias = FindProperty(kDecalMeshDepthBias, properties);
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drawOrder = FindProperty(kDrawOrder, properties);
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m_Properties = properties;
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}
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private void DrawExposedProperties(Material material)
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{
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MaterialProperty[] properties = m_Properties;
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MaterialEditor materialEditor = m_MaterialEditor;
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// TODO: scope
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var fieldWidth = EditorGUIUtility.fieldWidth;
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var labelWidth = EditorGUIUtility.labelWidth;
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// Copy of MaterialEditor.PropertiesDefaultGUI that excludes properties of PerRendererData
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materialEditor.SetDefaultGUIWidths();
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for (var i = 0; i < properties.Length; i++)
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{
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if ((properties[i].flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) != 0)
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continue;
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float h = materialEditor.GetPropertyHeight(properties[i], properties[i].displayName);
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Rect r = EditorGUILayout.GetControlRect(true, h, EditorStyles.layerMaskField);
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materialEditor.ShaderProperty(r, properties[i], properties[i].displayName);
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}
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EditorGUIUtility.fieldWidth = fieldWidth;
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EditorGUIUtility.labelWidth = labelWidth;
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}
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private void DrawSortingProperties(Material material)
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{
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MaterialEditor materialEditor = m_MaterialEditor;
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materialEditor.EnableInstancingField();
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DrawOrder();
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materialEditor.ShaderProperty(decalMeshBiasType, Styles.meshDecalBiasType);
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DecalMeshDepthBiasType decalBias = (DecalMeshDepthBiasType)decalMeshBiasType.floatValue;
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EditorGUI.indentLevel++;
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switch (decalBias)
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{
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case DecalMeshDepthBiasType.DepthBias:
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materialEditor.ShaderProperty(decalMeshDepthBias, Styles.meshDecalDepthBiasText);
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break;
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case DecalMeshDepthBiasType.ViewBias:
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materialEditor.ShaderProperty(decalMeshViewBias, Styles.meshDecalViewBiasText);
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break;
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}
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EditorGUI.indentLevel--;
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}
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private void DrawOrder()
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{
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MaterialEditor materialEditor = m_MaterialEditor;
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = drawOrder.hasMixedValue;
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var queue = EditorGUILayout.IntSlider(Styles.drawOrderText, (int)drawOrder.floatValue, -50, 50);
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var target in materialEditor.targets)
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{
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var material = target as Material;
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material.renderQueue = 2000 + queue;
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}
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drawOrder.floatValue = queue;
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}
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EditorGUI.showMixedValue = false;
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}
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private void DecalMeshWarning()
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{
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if (isDecalProjectorGUI)
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return;
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var urp = UniversalRenderPipeline.asset;
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if (urp == null)
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return;
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bool hasDecalScreenSpace = false;
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var renderers = urp.m_RendererDataList;
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foreach (var renderer in renderers)
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{
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if (renderer.TryGetRendererFeature(out DecalRendererFeature decalRendererFeature))
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{
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var technique = decalRendererFeature.GetTechnique(renderer);
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if (technique == DecalTechnique.ScreenSpace || technique == DecalTechnique.GBuffer)
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{
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hasDecalScreenSpace = true;
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break;
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}
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}
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}
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if (hasDecalScreenSpace)
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EditorGUILayout.HelpBox("Decals with Screen Space technique only support rendering with DecalProjector component.", MessageType.Warning);
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}
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}
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}
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