148 lines
5.6 KiB
C#
148 lines
5.6 KiB
C#
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using System;
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using UnityEngine;
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using AmazingAssets.AdvancedDissolveEditor;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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internal class AdvancedDissolve_UnlitShader : BaseShaderGUI
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{
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//Advanced Dissolve
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//private AdvancedDissolvePropertyDrawer.AdvancedDissolveProperties advancedDissolveProperties;
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MaterialHeaderScopeList curvedWorldMaterialScope;
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MaterialHeaderScopeList advancedDissolveMaterialScope;
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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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materialEditor = materialEditorIn;
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Material material = materialEditor.target as Material;
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FindProperties(properties); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
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// Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing
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// material to a universal shader.
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if (m_FirstTimeApply)
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{
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OnOpenGUI(material, materialEditorIn);
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m_FirstTimeApply = false;
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}
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//Curved World
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curvedWorldMaterialScope.DrawHeaders(materialEditor, material);
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ShaderPropertiesGUI(material);
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//Advanced Dissolve
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advancedDissolveMaterialScope.DrawHeaders(materialEditor, material);
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}
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public override void FillAdditionalFoldouts(MaterialHeaderScopeList materialScopesList)
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{
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base.FillAdditionalFoldouts(materialScopesList);
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Material material = (Material)materialEditor.target;
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if (curvedWorldMaterialScope == null)
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curvedWorldMaterialScope = new MaterialHeaderScopeList();
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if (material.HasProperty("_CurvedWorldBendSettings"))
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curvedWorldMaterialScope.RegisterHeaderScope(AdvancedDissolveMaterialProperties.Styles.curvedWorldHeader, AdvancedDissolveMaterialProperties.Expandable.CurvedWorld, _ => AdvancedDissolveMaterialProperties.DrawCurvedWorldHeader(false, GUIStyle.none, materialEditor, material));
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if (advancedDissolveMaterialScope == null)
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advancedDissolveMaterialScope = new MaterialHeaderScopeList();
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advancedDissolveMaterialScope.RegisterHeaderScope(AdvancedDissolveMaterialProperties.Styles.beastHeader, AdvancedDissolveMaterialProperties.Expandable.AdvancedDissolve, _ => AdvancedDissolveMaterialProperties.DrawDissolveOptions(false, materialEditor, false, false, true, true, true));
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}
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public override void FindProperties(MaterialProperty[] properties)
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{
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base.FindProperties(properties);
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//Advanced Dissolve
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//advancedDissolveProperties = new AdvancedDissolvePropertyDrawer.AdvancedDissolveProperties(properties);
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AdvancedDissolveMaterialProperties.Init(properties);
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}
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public override void ValidateMaterial(Material material)
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{
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SetMaterialKeywords(material);
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//Advanced Dissolve
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AdvancedDissolveMaterialProperties.SetMaterialKeywords(material);
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}
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// material main surface options
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public override void DrawSurfaceOptions(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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// Use default labelWidth
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EditorGUIUtility.labelWidth = 0f;
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base.DrawSurfaceOptions(material);
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}
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// material main surface inputs
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public override void DrawSurfaceInputs(Material material)
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{
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base.DrawSurfaceInputs(material);
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DrawTileOffset(materialEditor, baseMapProp);
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}
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public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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// _Emission property is lost after assigning Standard shader to the material
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// thus transfer it before assigning the new shader
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if (material.HasProperty("_Emission"))
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{
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material.SetColor("_EmissionColor", material.GetColor("_Emission"));
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}
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base.AssignNewShaderToMaterial(material, oldShader, newShader);
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if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
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{
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SetupMaterialBlendMode(material);
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return;
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}
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SurfaceType surfaceType = SurfaceType.Opaque;
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BlendMode blendMode = BlendMode.Alpha;
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if (oldShader.name.Contains("/Transparent/Cutout/"))
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{
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surfaceType = SurfaceType.Opaque;
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material.SetFloat("_AlphaClip", 1);
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}
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else if (oldShader.name.Contains("/Transparent/"))
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{
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// NOTE: legacy shaders did not provide physically based transparency
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// therefore Fade mode
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surfaceType = SurfaceType.Transparent;
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blendMode = BlendMode.Alpha;
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}
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material.SetFloat("_Blend", (float)blendMode);
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material.SetFloat("_Surface", (float)surfaceType);
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if (surfaceType == SurfaceType.Opaque)
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{
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material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
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}
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else
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{
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material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
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}
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}
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}
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}
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