using System; using UnityEngine; using AmazingAssets.AdvancedDissolveEditor; namespace UnityEditor.Rendering.Universal.ShaderGUI { internal class AdvancedDissolve_SimpleLitShader : BaseShaderGUI { // Properties private SimpleLitGUI.SimpleLitProperties shadingModelProperties; //Advanced Dissolve //private AdvancedDissolvePropertyDrawer.AdvancedDissolveProperties advancedDissolveProperties; MaterialHeaderScopeList curvedWorldMaterialScope; MaterialHeaderScopeList advancedDissolveMaterialScope; public override void FillAdditionalFoldouts(MaterialHeaderScopeList materialScopesList) { base.FillAdditionalFoldouts(materialScopesList); Material material = (Material)materialEditor.target; if (curvedWorldMaterialScope == null) curvedWorldMaterialScope = new MaterialHeaderScopeList(); if (material.HasProperty("_CurvedWorldBendSettings")) curvedWorldMaterialScope.RegisterHeaderScope(AdvancedDissolveMaterialProperties.Styles.curvedWorldHeader, AdvancedDissolveMaterialProperties.Expandable.CurvedWorld, _ => AdvancedDissolveMaterialProperties.DrawCurvedWorldHeader(false, GUIStyle.none, materialEditor, material)); if (advancedDissolveMaterialScope == null) advancedDissolveMaterialScope = new MaterialHeaderScopeList(); advancedDissolveMaterialScope.RegisterHeaderScope(AdvancedDissolveMaterialProperties.Styles.beastHeader, AdvancedDissolveMaterialProperties.Expandable.AdvancedDissolve, _ => AdvancedDissolveMaterialProperties.DrawDissolveOptions(false, materialEditor, false, false, true, true, true)); } public override void OnGUI(MaterialEditor materialEditorIn, MaterialProperty[] properties) { if (materialEditorIn == null) throw new ArgumentNullException("materialEditorIn"); materialEditor = materialEditorIn; Material material = materialEditor.target as Material; FindProperties(properties); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing // material to a universal shader. if (m_FirstTimeApply) { OnOpenGUI(material, materialEditorIn); m_FirstTimeApply = false; } //Curved World curvedWorldMaterialScope.DrawHeaders(materialEditor, material); ShaderPropertiesGUI(material); //Advanced Dissolve advancedDissolveMaterialScope.DrawHeaders(materialEditor, material); } // collect properties from the material properties public override void FindProperties(MaterialProperty[] properties) { base.FindProperties(properties); shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties); //Advanced Dissolve //advancedDissolveProperties = new AdvancedDissolvePropertyDrawer.AdvancedDissolveProperties(properties); AdvancedDissolveMaterialProperties.Init(properties); } // material changed check public override void ValidateMaterial(Material material) { SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords); //Advanced Dissolve //AdvancedDissolvePropertyDrawer.SetMaterialKeywords(material); AdvancedDissolveMaterialProperties.SetMaterialKeywords(material); } // 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); } } }