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!
325 lines
16 KiB
C#
325 lines
16 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEditor;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEditor.Rendering.Universal
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{
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internal class TerrainLitShaderGUI : UnityEditor.ShaderGUI, ITerrainLayerCustomUI
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{
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private class StylesLayer
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{
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public readonly GUIContent warningHeightBasedBlending = new GUIContent("Height-based blending is disabled if you have more than four TerrainLayer materials!");
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public readonly GUIContent enableHeightBlend = new GUIContent("Enable Height-based Blend", "Blend terrain layers based on height values.");
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public readonly GUIContent heightTransition = new GUIContent("Height Transition", "Size in world units of the smooth transition between layers.");
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public readonly GUIContent enableInstancedPerPixelNormal = new GUIContent("Enable Per-pixel Normal", "Enable per-pixel normal when the terrain uses instanced rendering.");
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public readonly GUIContent diffuseTexture = new GUIContent("Diffuse");
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public readonly GUIContent colorTint = new GUIContent("Color Tint");
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public readonly GUIContent opacityAsDensity = new GUIContent("Opacity as Density", "Enable Density Blend (if unchecked, opacity is used as Smoothness)");
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public readonly GUIContent normalMapTexture = new GUIContent("Normal Map");
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public readonly GUIContent normalScale = new GUIContent("Normal Scale");
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public readonly GUIContent maskMapTexture = new GUIContent("Mask", "R: Metallic\nG: AO\nB: Height\nA: Smoothness");
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public readonly GUIContent maskMapTextureWithoutHeight = new GUIContent("Mask Map", "R: Metallic\nG: AO\nA: Smoothness");
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public readonly GUIContent channelRemapping = new GUIContent("Channel Remapping");
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public readonly GUIContent defaultValues = new GUIContent("Channel Default Values");
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public readonly GUIContent metallic = new GUIContent("R: Metallic");
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public readonly GUIContent ao = new GUIContent("G: AO");
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public readonly GUIContent height = new GUIContent("B: Height");
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public readonly GUIContent heightParametrization = new GUIContent("Parametrization");
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public readonly GUIContent heightAmplitude = new GUIContent("Amplitude (cm)");
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public readonly GUIContent heightBase = new GUIContent("Base (cm)");
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public readonly GUIContent heightMin = new GUIContent("Min (cm)");
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public readonly GUIContent heightMax = new GUIContent("Max (cm)");
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public readonly GUIContent heightCm = new GUIContent("B: Height (cm)");
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public readonly GUIContent smoothness = new GUIContent("A: Smoothness");
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}
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static StylesLayer s_Styles = null;
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private static StylesLayer styles { get { if (s_Styles == null) s_Styles = new StylesLayer(); return s_Styles; } }
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public TerrainLitShaderGUI()
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{
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}
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// Height blend params
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MaterialProperty enableHeightBlend = null;
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const string kEnableHeightBlend = "_EnableHeightBlend";
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MaterialProperty heightTransition = null;
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const string kHeightTransition = "_HeightTransition";
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// Per-pixel Normal (while instancing)
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MaterialProperty enableInstancedPerPixelNormal = null;
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const string kEnableInstancedPerPixelNormal = "_EnableInstancedPerPixelNormal";
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private bool m_ShowChannelRemapping = false;
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enum HeightParametrization
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{
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Amplitude,
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MinMax
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};
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private HeightParametrization m_HeightParametrization = HeightParametrization.Amplitude;
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private static bool DoesTerrainUseMaskMaps(TerrainLayer[] terrainLayers)
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{
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for (int i = 0; i < terrainLayers.Length; ++i)
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{
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if (terrainLayers[i].maskMapTexture != null)
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return true;
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}
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return false;
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}
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protected void FindMaterialProperties(MaterialProperty[] props)
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{
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enableHeightBlend = FindProperty(kEnableHeightBlend, props, false);
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heightTransition = FindProperty(kHeightTransition, props, false);
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enableInstancedPerPixelNormal = FindProperty(kEnableInstancedPerPixelNormal, props, false);
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}
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static public void SetupMaterialKeywords(Material material)
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{
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bool enableHeightBlend = (material.HasProperty(kEnableHeightBlend) && material.GetFloat(kEnableHeightBlend) > 0);
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CoreUtils.SetKeyword(material, "_TERRAIN_BLEND_HEIGHT", enableHeightBlend);
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bool enableInstancedPerPixelNormal = material.GetFloat(kEnableInstancedPerPixelNormal) > 0.0f;
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CoreUtils.SetKeyword(material, "_TERRAIN_INSTANCED_PERPIXEL_NORMAL", enableInstancedPerPixelNormal);
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}
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static public bool TextureHasAlpha(Texture2D inTex)
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{
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if (inTex != null)
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{
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return GraphicsFormatUtility.HasAlphaChannel(GraphicsFormatUtility.GetGraphicsFormat(inTex.format, true));
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}
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return false;
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}
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public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties)
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{
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if (materialEditorIn == null)
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throw new ArgumentNullException("materialEditorIn");
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FindMaterialProperties(properties);
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bool optionsChanged = false;
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EditorGUI.BeginChangeCheck();
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{
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if (enableHeightBlend != null)
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{
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EditorGUI.indentLevel++;
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materialEditorIn.ShaderProperty(enableHeightBlend, styles.enableHeightBlend);
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if (enableHeightBlend.floatValue > 0)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.HelpBox(styles.warningHeightBasedBlending.text, MessageType.Info);
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materialEditorIn.ShaderProperty(heightTransition, styles.heightTransition);
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EditorGUI.indentLevel--;
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}
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EditorGUI.indentLevel--;
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}
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EditorGUILayout.Space();
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}
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if (EditorGUI.EndChangeCheck())
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{
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optionsChanged = true;
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}
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bool enablePerPixelNormalChanged = false;
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// Since Instanced Per-pixel normal is actually dependent on instancing enabled or not, it is not
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// important to check it in the GUI. The shader will make sure it is enabled/disabled properly.s
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if (enableInstancedPerPixelNormal != null)
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{
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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materialEditorIn.ShaderProperty(enableInstancedPerPixelNormal, styles.enableInstancedPerPixelNormal);
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enablePerPixelNormalChanged = EditorGUI.EndChangeCheck();
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EditorGUI.indentLevel--;
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}
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if (optionsChanged || enablePerPixelNormalChanged)
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{
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foreach (var obj in materialEditorIn.targets)
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{
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SetupMaterialKeywords((Material)obj);
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}
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}
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// We should always do this call at the end
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materialEditorIn.serializedObject.ApplyModifiedProperties();
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}
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bool ITerrainLayerCustomUI.OnTerrainLayerGUI(TerrainLayer terrainLayer, Terrain terrain)
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{
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var terrainLayers = terrain.terrainData.terrainLayers;
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// Don't use the member field enableHeightBlend as ShaderGUI.OnGUI might not be called if the material UI is folded.
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// heightblend shouldn't be available if we are in multi-pass mode, because it is guaranteed to be broken.
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bool heightBlendAvailable = (terrainLayers.Length <= 4);
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bool heightBlend = heightBlendAvailable && terrain.materialTemplate.HasProperty(kEnableHeightBlend) && (terrain.materialTemplate.GetFloat(kEnableHeightBlend) > 0);
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terrainLayer.diffuseTexture = EditorGUILayout.ObjectField(styles.diffuseTexture, terrainLayer.diffuseTexture, typeof(Texture2D), false) as Texture2D;
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TerrainLayerUtility.ValidateDiffuseTextureUI(terrainLayer.diffuseTexture);
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var diffuseRemapMin = terrainLayer.diffuseRemapMin;
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var diffuseRemapMax = terrainLayer.diffuseRemapMax;
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EditorGUI.BeginChangeCheck();
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bool enableDensity = false;
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if (terrainLayer.diffuseTexture != null)
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{
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var rect = GUILayoutUtility.GetLastRect();
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rect.y += 16 + 4;
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rect.width = EditorGUIUtility.labelWidth + 64;
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rect.height = 16;
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++EditorGUI.indentLevel;
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var diffuseTint = new Color(diffuseRemapMax.x, diffuseRemapMax.y, diffuseRemapMax.z);
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diffuseTint = EditorGUI.ColorField(rect, styles.colorTint, diffuseTint, true, false, false);
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diffuseRemapMax.x = diffuseTint.r;
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diffuseRemapMax.y = diffuseTint.g;
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diffuseRemapMax.z = diffuseTint.b;
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diffuseRemapMin.x = diffuseRemapMin.y = diffuseRemapMin.z = 0;
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if (!heightBlend)
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{
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rect.y = rect.yMax + 2;
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enableDensity = EditorGUI.Toggle(rect, styles.opacityAsDensity, diffuseRemapMin.w > 0);
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}
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--EditorGUI.indentLevel;
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}
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diffuseRemapMax.w = 1;
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diffuseRemapMin.w = enableDensity ? 1 : 0;
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if (EditorGUI.EndChangeCheck())
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{
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terrainLayer.diffuseRemapMin = diffuseRemapMin;
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terrainLayer.diffuseRemapMax = diffuseRemapMax;
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}
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// Display normal map UI
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terrainLayer.normalMapTexture = EditorGUILayout.ObjectField(styles.normalMapTexture, terrainLayer.normalMapTexture, typeof(Texture2D), false) as Texture2D;
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TerrainLayerUtility.ValidateNormalMapTextureUI(terrainLayer.normalMapTexture, TerrainLayerUtility.CheckNormalMapTextureType(terrainLayer.normalMapTexture));
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if (terrainLayer.normalMapTexture != null)
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{
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var rect = GUILayoutUtility.GetLastRect();
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rect.y += 16 + 4;
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rect.width = EditorGUIUtility.labelWidth + 64;
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rect.height = 16;
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++EditorGUI.indentLevel;
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terrainLayer.normalScale = EditorGUI.FloatField(rect, styles.normalScale, terrainLayer.normalScale);
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--EditorGUI.indentLevel;
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}
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// Display the mask map UI and the remap controls
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terrainLayer.maskMapTexture = EditorGUILayout.ObjectField(heightBlend ? styles.maskMapTexture : styles.maskMapTextureWithoutHeight, terrainLayer.maskMapTexture, typeof(Texture2D), false) as Texture2D;
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TerrainLayerUtility.ValidateMaskMapTextureUI(terrainLayer.maskMapTexture);
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var maskMapRemapMin = terrainLayer.maskMapRemapMin;
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var maskMapRemapMax = terrainLayer.maskMapRemapMax;
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var smoothness = terrainLayer.smoothness;
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var metallic = terrainLayer.metallic;
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++EditorGUI.indentLevel;
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EditorGUI.BeginChangeCheck();
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m_ShowChannelRemapping = EditorGUILayout.Foldout(m_ShowChannelRemapping, terrainLayer.maskMapTexture != null ? s_Styles.channelRemapping : s_Styles.defaultValues);
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if (m_ShowChannelRemapping)
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{
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if (terrainLayer.maskMapTexture != null)
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{
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float min, max;
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min = maskMapRemapMin.x; max = maskMapRemapMax.x;
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EditorGUILayout.MinMaxSlider(s_Styles.metallic, ref min, ref max, 0, 1);
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maskMapRemapMin.x = min; maskMapRemapMax.x = max;
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min = maskMapRemapMin.y; max = maskMapRemapMax.y;
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EditorGUILayout.MinMaxSlider(s_Styles.ao, ref min, ref max, 0, 1);
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maskMapRemapMin.y = min; maskMapRemapMax.y = max;
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if (heightBlend)
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{
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EditorGUILayout.LabelField(styles.height);
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++EditorGUI.indentLevel;
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m_HeightParametrization = (HeightParametrization)EditorGUILayout.EnumPopup(styles.heightParametrization, m_HeightParametrization);
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if (m_HeightParametrization == HeightParametrization.Amplitude)
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{
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// (height - heightBase) * amplitude
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float amplitude = Mathf.Max(maskMapRemapMax.z - maskMapRemapMin.z, Mathf.Epsilon); // to avoid divide by zero
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float heightBase = maskMapRemapMin.z / amplitude;
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amplitude = EditorGUILayout.FloatField(styles.heightAmplitude, amplitude * 100) / 100;
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heightBase = EditorGUILayout.FloatField(styles.heightBase, heightBase * 100) / 100;
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maskMapRemapMin.z = heightBase * amplitude;
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maskMapRemapMax.z = (1.0f - heightBase) * amplitude;
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}
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else
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{
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maskMapRemapMin.z = EditorGUILayout.FloatField(styles.heightMin, maskMapRemapMin.z * 100) / 100;
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maskMapRemapMax.z = EditorGUILayout.FloatField(styles.heightMax, maskMapRemapMax.z * 100) / 100;
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}
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--EditorGUI.indentLevel;
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}
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min = maskMapRemapMin.w; max = maskMapRemapMax.w;
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EditorGUILayout.MinMaxSlider(s_Styles.smoothness, ref min, ref max, 0, 1);
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maskMapRemapMin.w = min; maskMapRemapMax.w = max;
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}
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else
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{
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metallic = EditorGUILayout.Slider(s_Styles.metallic, metallic, 0, 1);
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// AO and Height are still exclusively controlled via the maskRemap controls
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// metallic and smoothness have their own values as fields within the LayerData.
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maskMapRemapMax.y = EditorGUILayout.Slider(s_Styles.ao, maskMapRemapMax.y, 0, 1);
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if (heightBlend)
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{
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maskMapRemapMax.z = EditorGUILayout.FloatField(s_Styles.heightCm, maskMapRemapMax.z * 100) / 100;
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}
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// There's a possibility that someone could slide max below the existing min value
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// so we'll just protect against that by locking the min value down a little bit.
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// In the case of height (Z), we are trying to set min to no lower than zero value unless
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// max goes negative. Zero is a good sensible value for the minimum. For AO (Y), we
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// don't need this extra protection step because the UI blocks us from going negative
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// anyway. In both cases, pushing the slider below the min value will lock them together,
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// but min will be "left behind" if you go back up.
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maskMapRemapMin.y = Mathf.Min(maskMapRemapMin.y, maskMapRemapMax.y);
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maskMapRemapMin.z = Mathf.Min(Mathf.Max(0, maskMapRemapMin.z), maskMapRemapMax.z);
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if (TextureHasAlpha(terrainLayer.diffuseTexture))
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{
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GUIStyle warnStyle = new GUIStyle(GUI.skin.label);
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warnStyle.wordWrap = true;
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GUILayout.Label("Smoothness is controlled by diffuse alpha channel", warnStyle);
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}
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else
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smoothness = EditorGUILayout.Slider(s_Styles.smoothness, smoothness, 0, 1);
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}
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}
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if (EditorGUI.EndChangeCheck())
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{
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terrainLayer.maskMapRemapMin = maskMapRemapMin;
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terrainLayer.maskMapRemapMax = maskMapRemapMax;
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terrainLayer.smoothness = smoothness;
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terrainLayer.metallic = metallic;
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}
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--EditorGUI.indentLevel;
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EditorGUILayout.Space();
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TerrainLayerUtility.TilingSettingsUI(terrainLayer);
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return true;
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}
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}
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}
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