Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/Decal/DecalShaderGraphGUI.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

200 lines
8.0 KiB
C#

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