using System; using UnityEngine; namespace UnityEditor.Rendering.Universal.ShaderGUI { internal class SimpleLitShader : BaseShaderGUI { // Properties private SimpleLitGUI.SimpleLitProperties shadingModelProperties; // collect properties from the material properties public override void FindProperties(MaterialProperty[] properties) { base.FindProperties(properties); shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties); } // material changed check public override void ValidateMaterial(Material material) { SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords); } // material main surface options public override void DrawSurfaceOptions(Material material) { if (material == null) throw new ArgumentNullException("material"); // Use default labelWidth EditorGUIUtility.labelWidth = 0f; base.DrawSurfaceOptions(material); } // material main surface inputs public override void DrawSurfaceInputs(Material material) { base.DrawSurfaceInputs(material); SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material); DrawEmissionProperties(material, true); DrawTileOffset(materialEditor, baseMapProp); } public override void DrawAdvancedOptions(Material material) { SimpleLitGUI.Advanced(shadingModelProperties); base.DrawAdvancedOptions(material); } public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) { if (material == null) throw new ArgumentNullException("material"); // _Emission property is lost after assigning Standard shader to the material // thus transfer it before assigning the new shader if (material.HasProperty("_Emission")) { material.SetColor("_EmissionColor", material.GetColor("_Emission")); } base.AssignNewShaderToMaterial(material, oldShader, newShader); if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) { SetupMaterialBlendMode(material); return; } SurfaceType surfaceType = SurfaceType.Opaque; BlendMode blendMode = BlendMode.Alpha; if (oldShader.name.Contains("/Transparent/Cutout/")) { surfaceType = SurfaceType.Opaque; material.SetFloat("_AlphaClip", 1); } else if (oldShader.name.Contains("/Transparent/")) { // NOTE: legacy shaders did not provide physically based transparency // therefore Fade mode surfaceType = SurfaceType.Transparent; blendMode = BlendMode.Alpha; } material.SetFloat("_Surface", (float)surfaceType); material.SetFloat("_Blend", (float)blendMode); } } }