125 lines
5.1 KiB
C#
125 lines
5.1 KiB
C#
using System;
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using UnityEngine;
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using UnityEditor;
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using ShaderPathID = UnityEngine.Rendering.Universal.ShaderPathID;
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using UnityEditor.ShaderGraph;
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using UnityEditor.Rendering.Universal.ShaderGraph;
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using UnityEditor.Rendering.Universal.ShaderGUI;
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namespace Unity.Rendering.Universal
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{
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public static class ShaderUtils
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{
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internal enum ShaderID
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{
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Unknown = -1,
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Lit = ShaderPathID.Lit,
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SimpleLit = ShaderPathID.SimpleLit,
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Unlit = ShaderPathID.Unlit,
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TerrainLit = ShaderPathID.TerrainLit,
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ParticlesLit = ShaderPathID.ParticlesLit,
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ParticlesSimpleLit = ShaderPathID.ParticlesSimpleLit,
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ParticlesUnlit = ShaderPathID.ParticlesUnlit,
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BakedLit = ShaderPathID.BakedLit,
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SpeedTree7 = ShaderPathID.SpeedTree7,
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SpeedTree7Billboard = ShaderPathID.SpeedTree7Billboard,
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SpeedTree8 = ShaderPathID.SpeedTree8,
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// ShaderGraph IDs start at 1000, correspond to subtargets
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SG_Unlit = 1000, // UniversalUnlitSubTarget
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SG_Lit, // UniversalLitSubTarget
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}
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internal static bool IsShaderGraph(this ShaderID id)
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{
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return ((int)id >= 1000);
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}
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// NOTE: this won't work for non-Asset shaders... (i.e. shadergraph preview shaders)
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internal static ShaderID GetShaderID(Shader shader)
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{
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if (shader.IsShaderGraphAsset())
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{
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UniversalMetadata meta;
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if (!shader.TryGetMetadataOfType<UniversalMetadata>(out meta))
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return ShaderID.Unknown;
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return meta.shaderID;
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}
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else
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{
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ShaderPathID pathID = UnityEngine.Rendering.Universal.ShaderUtils.GetEnumFromPath(shader.name);
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return (ShaderID)pathID;
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}
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}
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internal enum MaterialUpdateType
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{
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CreatedNewMaterial,
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ChangedAssignedShader,
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ModifiedShader,
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ModifiedMaterial
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}
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//Helper used by VFX, allow retrieval of ShaderID on another object than material.shader
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//In case of ShaderGraph integration, the material.shader is actually pointing to VisualEffectAsset
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internal static void UpdateMaterial(Material material, MaterialUpdateType updateType, UnityEngine.Object assetWithURPMetaData)
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{
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var currentShaderId = ShaderUtils.ShaderID.Unknown;
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if (assetWithURPMetaData != null)
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{
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var path = AssetDatabase.GetAssetPath(assetWithURPMetaData);
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foreach (var asset in AssetDatabase.LoadAllAssetsAtPath(path))
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{
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if (asset is UniversalMetadata metadataAsset)
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{
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currentShaderId = metadataAsset.shaderID;
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break;
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}
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}
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}
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UpdateMaterial(material, updateType, currentShaderId);
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}
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// this is used to update a material's keywords, applying any shader-associated logic to update dependent properties and keywords
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// this is also invoked when a material is created, modified, or the material's shader is modified or reassigned
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internal static void UpdateMaterial(Material material, MaterialUpdateType updateType, ShaderID shaderID = ShaderID.Unknown)
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{
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// if unknown, look it up from the material's shader
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// NOTE: this will only work for asset-based shaders..
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if (shaderID == ShaderID.Unknown)
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shaderID = GetShaderID(material.shader);
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switch (shaderID)
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{
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case ShaderID.Lit:
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LitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords);
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break;
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case ShaderID.SimpleLit:
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SimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords);
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break;
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case ShaderID.Unlit:
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UnlitShader.SetMaterialKeywords(material);
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break;
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case ShaderID.ParticlesLit:
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ParticlesLitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
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break;
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case ShaderID.ParticlesSimpleLit:
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ParticlesSimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
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break;
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case ShaderID.ParticlesUnlit:
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ParticlesUnlitShader.SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords);
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break;
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case ShaderID.SG_Lit:
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ShaderGraphLitGUI.UpdateMaterial(material, updateType);
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break;
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case ShaderID.SG_Unlit:
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ShaderGraphUnlitGUI.UpdateMaterial(material, updateType);
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break;
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default:
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break;
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}
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}
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}
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}
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