Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/ShaderGUI/ShaderGraphLitGUI.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

83 lines
3.3 KiB
C#

using System;
using UnityEditor.Rendering.Universal;
using UnityEditor.Rendering.Universal.ShaderGUI;
using UnityEngine;
using static Unity.Rendering.Universal.ShaderUtils;
namespace UnityEditor
{
// Used for ShaderGraph Lit shaders
class ShaderGraphLitGUI : BaseShaderGUI
{
public MaterialProperty workflowMode;
MaterialProperty[] properties;
// collect properties from the material properties
public override void FindProperties(MaterialProperty[] properties)
{
// save off the list of all properties for shadergraph
this.properties = properties;
var material = materialEditor?.target as Material;
if (material == null)
return;
base.FindProperties(properties);
workflowMode = BaseShaderGUI.FindProperty(Property.SpecularWorkflowMode, properties, false);
}
public static void UpdateMaterial(Material material, MaterialUpdateType updateType)
{
// newly created materials should initialize the globalIlluminationFlags (default is off)
if (updateType == MaterialUpdateType.CreatedNewMaterial)
material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive;
bool automaticRenderQueue = GetAutomaticQueueControlSetting(material);
BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue);
LitGUI.SetupSpecularWorkflowKeyword(material, out bool isSpecularWorkflow);
}
public override void ValidateMaterial(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
UpdateMaterial(material, MaterialUpdateType.ModifiedMaterial);
}
public override void DrawSurfaceOptions(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
// Detect any changes to the material
if (workflowMode != null)
DoPopup(LitGUI.Styles.workflowModeText, workflowMode, Enum.GetNames(typeof(LitGUI.WorkflowMode)));
base.DrawSurfaceOptions(material);
}
// material main surface inputs
public override void DrawSurfaceInputs(Material material)
{
DrawShaderGraphProperties(material, properties);
}
public override void DrawAdvancedOptions(Material material)
{
// Always show the queue control field. Only show the render queue field if queue control is set to user override
DoPopup(Styles.queueControl, queueControlProp, Styles.queueControlNames);
if (material.HasProperty(Property.QueueControl) && material.GetFloat(Property.QueueControl) == (float)QueueControl.UserOverride)
materialEditor.RenderQueueField();
base.DrawAdvancedOptions(material);
// ignore emission color for shadergraphs, because shadergraphs don't have a hard-coded emission property, it's up to the user
materialEditor.DoubleSidedGIField();
materialEditor.LightmapEmissionFlagsProperty(0, enabled: true, ignoreEmissionColor: true);
}
}
} // namespace UnityEditor