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!
437 lines
21 KiB
C#
437 lines
21 KiB
C#
using UnityEngine;
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using UnityEditorInternal;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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public static class ParticleGUI
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{
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public enum ColorMode
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{
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Multiply,
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Additive,
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Subtractive,
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Overlay,
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Color,
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Difference
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}
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public static class Styles
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{
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public static GUIContent colorMode = EditorGUIUtility.TrTextContent("Color Mode",
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"Controls how the Particle color and the Material color blend together.");
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public static GUIContent flipbookMode = EditorGUIUtility.TrTextContent("Flip-Book Blending",
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"Blends the frames in a flip-book together in a smooth animation.");
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public static GUIContent softParticlesEnabled = EditorGUIUtility.TrTextContent("Soft Particles",
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"Makes particles fade out when they get close to intersecting with the surface of other geometry in the depth buffer.");
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public static GUIContent softParticlesFadeText = EditorGUIUtility.TrTextContent("Surface Fade");
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public static GUIContent softParticlesNearFadeDistanceText =
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EditorGUIUtility.TrTextContent("Near",
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"The distance from the other surface where the particle is completely transparent.");
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public static GUIContent softParticlesFarFadeDistanceText =
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EditorGUIUtility.TrTextContent("Far",
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"The distance from the other surface where the particle is completely opaque.");
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public static GUIContent cameraFadingEnabled = EditorGUIUtility.TrTextContent("Camera Fading",
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"Makes particles fade out when they get close to the camera.");
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public static GUIContent cameraFadingDistanceText = EditorGUIUtility.TrTextContent("Distance");
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public static GUIContent cameraNearFadeDistanceText =
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EditorGUIUtility.TrTextContent("Near",
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"The distance from the camera where the particle is completely transparent.");
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public static GUIContent cameraFarFadeDistanceText =
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EditorGUIUtility.TrTextContent("Far", "The distance from the camera where the particle is completely opaque.");
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public static GUIContent distortionEnabled = EditorGUIUtility.TrTextContent("Distortion",
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"Creates a distortion effect by making particles perform refraction with the objects drawn before them.");
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public static GUIContent distortionStrength = EditorGUIUtility.TrTextContent("Strength",
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"Controls how much the Particle distorts the background. ");
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public static GUIContent distortionBlend = EditorGUIUtility.TrTextContent("Blend",
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"Controls how visible the distortion effect is. At 0, there’s no visible distortion. At 1, only the distortion effect is visible, not the background.");
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public static GUIContent VertexStreams = EditorGUIUtility.TrTextContent("Vertex Streams",
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"List detailing the expected layout of data sent to the shader from the particle system.");
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public static string streamPositionText = "Position (POSITION.xyz)";
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public static string streamNormalText = "Normal (NORMAL.xyz)";
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public static string streamColorText = "Color (COLOR.xyzw)";
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public static string streamColorInstancedText = "Color (INSTANCED0.xyzw)";
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public static string streamUVText = "UV (TEXCOORD0.xy)";
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public static string streamUV2Text = "UV2 (TEXCOORD0.zw)";
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public static string streamAnimBlendText = "AnimBlend (TEXCOORD1.x)";
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public static string streamAnimFrameText = "AnimFrame (INSTANCED1.x)";
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public static string streamTangentText = "Tangent (TANGENT.xyzw)";
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public static GUIContent streamApplyToAllSystemsText = EditorGUIUtility.TrTextContent("Fix Now",
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"Apply the vertex stream layout to all Particle Systems using this material");
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public static string undoApplyCustomVertexStreams = L10n.Tr("Apply custom vertex streams from material");
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public static GUIStyle vertexStreamIcon = new GUIStyle();
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}
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private static ReorderableList vertexStreamList;
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public struct ParticleProperties
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{
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// Surface Option Props
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public MaterialProperty colorMode;
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// Advanced Props
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public MaterialProperty flipbookMode;
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public MaterialProperty softParticlesEnabled;
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public MaterialProperty cameraFadingEnabled;
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public MaterialProperty distortionEnabled;
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public MaterialProperty softParticlesNearFadeDistance;
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public MaterialProperty softParticlesFarFadeDistance;
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public MaterialProperty cameraNearFadeDistance;
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public MaterialProperty cameraFarFadeDistance;
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public MaterialProperty distortionBlend;
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public MaterialProperty distortionStrength;
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public ParticleProperties(MaterialProperty[] properties)
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{
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// Surface Option Props
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colorMode = BaseShaderGUI.FindProperty("_ColorMode", properties, false);
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// Advanced Props
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flipbookMode = BaseShaderGUI.FindProperty("_FlipbookBlending", properties);
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softParticlesEnabled = BaseShaderGUI.FindProperty("_SoftParticlesEnabled", properties);
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cameraFadingEnabled = BaseShaderGUI.FindProperty("_CameraFadingEnabled", properties);
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distortionEnabled = BaseShaderGUI.FindProperty("_DistortionEnabled", properties, false);
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softParticlesNearFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesNearFadeDistance", properties);
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softParticlesFarFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesFarFadeDistance", properties);
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cameraNearFadeDistance = BaseShaderGUI.FindProperty("_CameraNearFadeDistance", properties);
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cameraFarFadeDistance = BaseShaderGUI.FindProperty("_CameraFarFadeDistance", properties);
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distortionBlend = BaseShaderGUI.FindProperty("_DistortionBlend", properties, false);
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distortionStrength = BaseShaderGUI.FindProperty("_DistortionStrength", properties, false);
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}
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}
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public static void SetupMaterialWithColorMode(Material material)
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{
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var colorMode = (ColorMode)material.GetFloat("_ColorMode");
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switch (colorMode)
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{
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case ColorMode.Multiply:
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material.DisableKeyword("_COLOROVERLAY_ON");
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material.DisableKeyword("_COLORCOLOR_ON");
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material.DisableKeyword("_COLORADDSUBDIFF_ON");
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break;
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case ColorMode.Overlay:
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material.DisableKeyword("_COLORCOLOR_ON");
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material.DisableKeyword("_COLORADDSUBDIFF_ON");
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material.EnableKeyword("_COLOROVERLAY_ON");
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break;
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case ColorMode.Color:
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material.DisableKeyword("_COLOROVERLAY_ON");
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material.DisableKeyword("_COLORADDSUBDIFF_ON");
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material.EnableKeyword("_COLORCOLOR_ON");
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break;
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case ColorMode.Difference:
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material.DisableKeyword("_COLOROVERLAY_ON");
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material.DisableKeyword("_COLORCOLOR_ON");
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material.EnableKeyword("_COLORADDSUBDIFF_ON");
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material.SetVector("_BaseColorAddSubDiff", new Vector4(-1.0f, 1.0f, 0.0f, 0.0f));
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break;
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case ColorMode.Additive:
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material.DisableKeyword("_COLOROVERLAY_ON");
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material.DisableKeyword("_COLORCOLOR_ON");
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material.EnableKeyword("_COLORADDSUBDIFF_ON");
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material.SetVector("_BaseColorAddSubDiff", new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
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break;
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case ColorMode.Subtractive:
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material.DisableKeyword("_COLOROVERLAY_ON");
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material.DisableKeyword("_COLORCOLOR_ON");
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material.EnableKeyword("_COLORADDSUBDIFF_ON");
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material.SetVector("_BaseColorAddSubDiff", new Vector4(-1.0f, 0.0f, 0.0f, 0.0f));
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break;
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}
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}
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public static void FadingOptions(Material material, MaterialEditor materialEditor, ParticleProperties properties)
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{
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// Z write doesn't work with fading
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bool hasZWrite = (material.GetFloat("_ZWrite") > 0.0f);
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if (!hasZWrite)
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{
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// Soft Particles
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{
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materialEditor.ShaderProperty(properties.softParticlesEnabled, Styles.softParticlesEnabled);
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if (properties.softParticlesEnabled.floatValue >= 0.5f)
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{
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UniversalRenderPipelineAsset urpAsset = UniversalRenderPipeline.asset;
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if (urpAsset != null && !urpAsset.supportsCameraDepthTexture)
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{
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GUIStyle warnStyle = new GUIStyle(GUI.skin.label);
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warnStyle.fontStyle = FontStyle.BoldAndItalic;
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warnStyle.wordWrap = true;
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EditorGUILayout.HelpBox("Soft Particles require depth texture. Please enable \"Depth Texture\" in the Universal Render Pipeline settings.", MessageType.Warning);
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}
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EditorGUI.indentLevel++;
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BaseShaderGUI.TwoFloatSingleLine(Styles.softParticlesFadeText,
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properties.softParticlesNearFadeDistance,
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Styles.softParticlesNearFadeDistanceText,
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properties.softParticlesFarFadeDistance,
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Styles.softParticlesFarFadeDistanceText,
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materialEditor);
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EditorGUI.indentLevel--;
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}
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}
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// Camera Fading
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{
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materialEditor.ShaderProperty(properties.cameraFadingEnabled, Styles.cameraFadingEnabled);
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if (properties.cameraFadingEnabled.floatValue >= 0.5f)
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{
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EditorGUI.indentLevel++;
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BaseShaderGUI.TwoFloatSingleLine(Styles.cameraFadingDistanceText,
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properties.cameraNearFadeDistance,
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Styles.cameraNearFadeDistanceText,
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properties.cameraFarFadeDistance,
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Styles.cameraFarFadeDistanceText,
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materialEditor);
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EditorGUI.indentLevel--;
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}
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}
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// Distortion
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if (properties.distortionEnabled != null)
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{
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materialEditor.ShaderProperty(properties.distortionEnabled, Styles.distortionEnabled);
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if (properties.distortionEnabled.floatValue >= 0.5f)
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{
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EditorGUI.indentLevel++;
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materialEditor.ShaderProperty(properties.distortionStrength, Styles.distortionStrength);
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materialEditor.ShaderProperty(properties.distortionBlend, Styles.distortionBlend);
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EditorGUI.indentLevel--;
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}
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}
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EditorGUI.showMixedValue = false;
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}
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}
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public static void DoVertexStreamsArea(Material material, List<ParticleSystemRenderer> renderers, bool useLighting = false)
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{
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EditorGUILayout.Space();
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// Display list of streams required to make this shader work
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bool useNormalMap = false;
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bool useFlipbookBlending = (material.GetFloat("_FlipbookBlending") > 0.0f);
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if (material.HasProperty("_BumpMap"))
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useNormalMap = material.GetTexture("_BumpMap");
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bool useGPUInstancing = ShaderUtil.HasProceduralInstancing(material.shader);
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if (useGPUInstancing && renderers.Count > 0)
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{
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if (!renderers[0].enableGPUInstancing || renderers[0].renderMode != ParticleSystemRenderMode.Mesh)
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useGPUInstancing = false;
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}
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// Build the list of expected vertex streams
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List<ParticleSystemVertexStream> streams = new List<ParticleSystemVertexStream>();
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List<string> streamList = new List<string>();
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streams.Add(ParticleSystemVertexStream.Position);
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streamList.Add(Styles.streamPositionText);
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if (useLighting || useNormalMap)
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{
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streams.Add(ParticleSystemVertexStream.Normal);
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streamList.Add(Styles.streamNormalText);
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if (useNormalMap)
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{
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streams.Add(ParticleSystemVertexStream.Tangent);
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streamList.Add(Styles.streamTangentText);
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}
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}
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streams.Add(ParticleSystemVertexStream.Color);
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streamList.Add(useGPUInstancing ? Styles.streamColorInstancedText : Styles.streamColorText);
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streams.Add(ParticleSystemVertexStream.UV);
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streamList.Add(Styles.streamUVText);
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List<ParticleSystemVertexStream> instancedStreams = new List<ParticleSystemVertexStream>(streams);
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if (useGPUInstancing)
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{
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instancedStreams.Add(ParticleSystemVertexStream.AnimFrame);
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streamList.Add(Styles.streamAnimFrameText);
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}
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else if (useFlipbookBlending && !useGPUInstancing)
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{
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streams.Add(ParticleSystemVertexStream.UV2);
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streamList.Add(Styles.streamUV2Text);
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streams.Add(ParticleSystemVertexStream.AnimBlend);
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streamList.Add(Styles.streamAnimBlendText);
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}
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vertexStreamList = new ReorderableList(streamList, typeof(string), false, true, false, false);
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vertexStreamList.drawHeaderCallback = (Rect rect) =>
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{
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EditorGUI.LabelField(rect, Styles.VertexStreams);
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};
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vertexStreamList.DoLayoutList();
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// Display a warning if any renderers have incorrect vertex streams
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string Warnings = "";
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List<ParticleSystemVertexStream> rendererStreams = new List<ParticleSystemVertexStream>();
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foreach (ParticleSystemRenderer renderer in renderers)
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{
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renderer.GetActiveVertexStreams(rendererStreams);
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bool streamsValid;
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if (useGPUInstancing && renderer.renderMode == ParticleSystemRenderMode.Mesh && renderer.supportsMeshInstancing)
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streamsValid = CompareVertexStreams(rendererStreams, instancedStreams);
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else
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streamsValid = CompareVertexStreams(rendererStreams, streams);
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if (!streamsValid)
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Warnings += "-" + renderer.name + "\n";
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}
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if (!string.IsNullOrEmpty(Warnings))
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{
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EditorGUILayout.HelpBox(
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"The following Particle System Renderers are using this material with incorrect Vertex Streams:\n" +
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Warnings, MessageType.Error, true);
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// Set the streams on all systems using this material
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if (GUILayout.Button(Styles.streamApplyToAllSystemsText, EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
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{
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Undo.RecordObjects(renderers.Where(r => r != null).ToArray(), Styles.undoApplyCustomVertexStreams);
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foreach (ParticleSystemRenderer renderer in renderers)
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{
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if (useGPUInstancing && renderer.renderMode == ParticleSystemRenderMode.Mesh && renderer.supportsMeshInstancing)
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renderer.SetActiveVertexStreams(instancedStreams);
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else
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renderer.SetActiveVertexStreams(streams);
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}
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}
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}
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}
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private static bool CompareVertexStreams(IEnumerable<ParticleSystemVertexStream> a, IEnumerable<ParticleSystemVertexStream> b)
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{
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var differenceA = a.Except(b);
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var differenceB = b.Except(a);
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var difference = differenceA.Union(differenceB).Distinct();
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if (!difference.Any())
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return true;
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// If normals are the only difference, ignore them, because the default particle streams include normals, to make it easy for users to switch between lit and unlit
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if (difference.Count() == 1)
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{
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if (difference.First() == ParticleSystemVertexStream.Normal)
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return true;
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}
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return false;
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}
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public static void SetMaterialKeywords(Material material)
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{
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// Setup particle + material color blending
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SetupMaterialWithColorMode(material);
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// Is the material transparent, this is set in BaseShaderGUI
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bool isTransparent = material.GetTag("RenderType", false) == "Transparent";
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// Z write doesn't work with distortion/fading
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bool hasZWrite = (material.GetFloat("_ZWrite") > 0.0f);
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// Flipbook blending
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if (material.HasProperty("_FlipbookBlending"))
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{
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var useFlipbookBlending = (material.GetFloat("_FlipbookBlending") > 0.0f);
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CoreUtils.SetKeyword(material, "_FLIPBOOKBLENDING_ON", useFlipbookBlending);
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}
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// Soft particles
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var useSoftParticles = false;
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if (material.HasProperty("_SoftParticlesEnabled"))
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{
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useSoftParticles = (material.GetFloat("_SoftParticlesEnabled") > 0.0f && isTransparent);
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if (useSoftParticles)
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{
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var softParticlesNearFadeDistance = material.GetFloat("_SoftParticlesNearFadeDistance");
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var softParticlesFarFadeDistance = material.GetFloat("_SoftParticlesFarFadeDistance");
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// clamp values
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if (softParticlesNearFadeDistance < 0.0f)
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{
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softParticlesNearFadeDistance = 0.0f;
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material.SetFloat("_SoftParticlesNearFadeDistance", 0.0f);
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}
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if (softParticlesFarFadeDistance < 0.0f)
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{
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softParticlesFarFadeDistance = 0.0f;
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material.SetFloat("_SoftParticlesFarFadeDistance", 0.0f);
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}
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// set keywords
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material.SetVector("_SoftParticleFadeParams",
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new Vector4(softParticlesNearFadeDistance,
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1.0f / (softParticlesFarFadeDistance - softParticlesNearFadeDistance), 0.0f, 0.0f));
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}
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else
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{
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material.SetVector("_SoftParticleFadeParams", new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
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}
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CoreUtils.SetKeyword(material, "_SOFTPARTICLES_ON", useSoftParticles);
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}
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// Camera fading
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var useCameraFading = false;
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if (material.HasProperty("_CameraFadingEnabled") && isTransparent)
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{
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useCameraFading = (material.GetFloat("_CameraFadingEnabled") > 0.0f);
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if (useCameraFading)
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{
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var cameraNearFadeDistance = material.GetFloat("_CameraNearFadeDistance");
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var cameraFarFadeDistance = material.GetFloat("_CameraFarFadeDistance");
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// clamp values
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if (cameraNearFadeDistance < 0.0f)
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{
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cameraNearFadeDistance = 0.0f;
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material.SetFloat("_CameraNearFadeDistance", 0.0f);
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}
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if (cameraFarFadeDistance < 0.0f)
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{
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cameraFarFadeDistance = 0.0f;
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material.SetFloat("_CameraFarFadeDistance", 0.0f);
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}
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// set keywords
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material.SetVector("_CameraFadeParams",
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new Vector4(cameraNearFadeDistance, 1.0f / (cameraFarFadeDistance - cameraNearFadeDistance),
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0.0f, 0.0f));
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}
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else
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{
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material.SetVector("_CameraFadeParams", new Vector4(0.0f, Mathf.Infinity, 0.0f, 0.0f));
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}
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}
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// Distortion
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if (material.HasProperty("_DistortionEnabled"))
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{
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var useDistortion = (material.GetFloat("_DistortionEnabled") > 0.0f) && isTransparent;
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CoreUtils.SetKeyword(material, "_DISTORTION_ON", useDistortion);
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if (useDistortion)
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material.SetFloat("_DistortionStrengthScaled", material.GetFloat("_DistortionStrength") * 0.1f);
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}
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var useFading = (useSoftParticles || useCameraFading) && !hasZWrite;
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CoreUtils.SetKeyword(material, "_FADING_ON", useFading);
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}
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}
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} // namespace UnityEditor
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