429 lines
22 KiB
C#
429 lines
22 KiB
C#
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
|
|
|
using System;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditor
|
|
{
|
|
namespace BrainFailProductions.BatchFew
|
|
{
|
|
internal class BatchFewShaderGUI : ShaderGUI
|
|
{
|
|
public enum WorkflowMode
|
|
{
|
|
Specular,
|
|
Metallic,
|
|
Dielectric
|
|
}
|
|
|
|
public enum BlendMode
|
|
{
|
|
Opaque,
|
|
Cutout,
|
|
Fade,
|
|
// Old school alpha-blending mode, fresnel does not affect amount of transparency
|
|
Transparent
|
|
// Physically plausible transparency mode, implemented as alpha pre-multiply
|
|
}
|
|
|
|
public enum SmoothnessMapChannel
|
|
{
|
|
SpecularMetallicAlpha,
|
|
AlbedoAlpha,
|
|
}
|
|
|
|
private static class Styles
|
|
{
|
|
public static GUIContent uvSetLabel = new GUIContent("UV Set");
|
|
public static GUIContent detailMode = new GUIContent("Detail Texture Mode");
|
|
public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
|
|
public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
|
|
public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)");
|
|
public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)");
|
|
public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel");
|
|
public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights");
|
|
public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections");
|
|
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map");
|
|
public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)");
|
|
public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)");
|
|
public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)");
|
|
public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)");
|
|
public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2");
|
|
public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map");
|
|
public static GUIContent propertyMapText = new GUIContent("Attributes Texture", "Texture which holds attributes for individual materials");
|
|
public static GUIContent emissionMode = new GUIContent("Emission Mode", "None, color, or array based emission");
|
|
public static GUIContent parallaxMode = new GUIContent("Parallax Mode", "None, Offset, or POM");
|
|
public static GUIContent parallaxSteps = new GUIContent("Parallax Steps", "Number of taps to perform in Parallax Occlusion Mapping, more is more expensive");
|
|
public static string primaryMapsText = "Main Maps";
|
|
public static string secondaryMapsText = "Secondary Maps";
|
|
public static string forwardText = "Forward Rendering Options";
|
|
public static string renderingMode = "Rendering Mode";
|
|
public static string advancedText = "Advanced Options";
|
|
public static GUIContent emissiveWarning = new GUIContent("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive.");
|
|
public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
|
|
}
|
|
|
|
MaterialProperty blendMode = null;
|
|
MaterialProperty albedoMap = null;
|
|
MaterialProperty specularMap = null;
|
|
MaterialProperty metallicMap = null;
|
|
MaterialProperty smoothnessMapChannel = null;
|
|
MaterialProperty highlights = null;
|
|
MaterialProperty reflections = null;
|
|
MaterialProperty bumpMap = null;
|
|
MaterialProperty occlusionMap = null;
|
|
MaterialProperty heightMap = null;
|
|
MaterialProperty emissionMap = null;
|
|
MaterialProperty detailMask = null;
|
|
MaterialProperty detailAlbedoMap = null;
|
|
MaterialProperty detailNormalMap = null;
|
|
MaterialProperty uvSetSecondary = null;
|
|
MaterialProperty attrImg = null;
|
|
MaterialProperty detailMode = null;
|
|
MaterialProperty emissionMode = null;
|
|
MaterialProperty parallaxMode = null;
|
|
MaterialProperty parallaxSteps = null;
|
|
MaterialProperty detailAlbedoSingle = null;
|
|
MaterialProperty detailNormalSingle = null;
|
|
|
|
MaterialEditor m_MaterialEditor;
|
|
WorkflowMode m_WorkflowMode = WorkflowMode.Specular;
|
|
bool m_FirstTimeApply = true;
|
|
|
|
public void FindProperties(MaterialProperty[] props)
|
|
{
|
|
blendMode = FindProperty("_Mode", props);
|
|
albedoMap = FindProperty("_MainTex", props);
|
|
//alphaCutoff = FindProperty("_Cutoff", props);
|
|
specularMap = FindProperty("_SpecGlossMap", props, false);
|
|
metallicMap = FindProperty("_MetallicGlossMap", props, false);
|
|
parallaxMode = FindProperty("_ParallaxMode", props);
|
|
parallaxSteps = FindProperty("_ParallaxSteps", props);
|
|
|
|
if (specularMap != null) { m_WorkflowMode = WorkflowMode.Specular; }
|
|
|
|
else if (metallicMap != null) { m_WorkflowMode = WorkflowMode.Metallic; }
|
|
|
|
else { m_WorkflowMode = WorkflowMode.Dielectric; }
|
|
|
|
|
|
smoothnessMapChannel = FindProperty("_SmoothnessTextureChannel", props, false);
|
|
highlights = FindProperty("_SpecularHighlights", props, false);
|
|
reflections = FindProperty("_GlossyReflections", props, false);
|
|
bumpMap = FindProperty("_BumpMap", props);
|
|
heightMap = FindProperty("_ParallaxMap", props);
|
|
occlusionMap = FindProperty("_OcclusionMap", props);
|
|
emissionMap = FindProperty("_EmissionMap", props);
|
|
emissionMode = FindProperty("_EmissionMode", props);
|
|
detailMask = FindProperty("_DetailMask", props);
|
|
detailAlbedoMap = FindProperty("_DetailAlbedoMap", props);
|
|
detailNormalMap = FindProperty("_DetailNormalMap", props);
|
|
detailAlbedoSingle = FindProperty("_DetailAlbedoSingle", props);
|
|
detailNormalSingle = FindProperty("_DetailNormalSingle", props);
|
|
uvSetSecondary = FindProperty("_UVSec", props);
|
|
detailMode = FindProperty("_DetailMode", props);
|
|
attrImg = FindProperty("_AttrImg", props);
|
|
|
|
}
|
|
|
|
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
|
|
{
|
|
FindProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
|
|
m_MaterialEditor = materialEditor;
|
|
Material material = materialEditor.target as Material;
|
|
|
|
// Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing
|
|
// material to a standard shader.
|
|
// Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071)
|
|
if (m_FirstTimeApply)
|
|
{
|
|
MaterialChanged(material, m_WorkflowMode);
|
|
m_FirstTimeApply = false;
|
|
}
|
|
ShaderPropertiesGUI(material);
|
|
}
|
|
|
|
public void ShaderPropertiesGUI(Material material)
|
|
{
|
|
// Use default labelWidth
|
|
EditorGUIUtility.labelWidth = 0f;
|
|
|
|
// Detect any changes to the material
|
|
EditorGUI.BeginChangeCheck();
|
|
{
|
|
BlendModePopup();
|
|
|
|
// Primary properties
|
|
GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.propertyMapText, attrImg);
|
|
DoAlbedoArea(material);
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap);
|
|
m_MaterialEditor.ShaderProperty(parallaxMode, Styles.parallaxMode.text);
|
|
|
|
if (material.GetFloat("_ParallaxMode") == 2)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(parallaxSteps, Styles.parallaxSteps.text);
|
|
}
|
|
|
|
if (m_WorkflowMode != WorkflowMode.Metallic)
|
|
{
|
|
DoSpecularMetallicArea();
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap);
|
|
}
|
|
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
|
|
|
|
DoEmissionArea(material);
|
|
EditorGUILayout.Space();
|
|
|
|
// Secondary properties
|
|
GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel);
|
|
m_MaterialEditor.ShaderProperty(detailMode, Styles.detailMode.text);
|
|
if (detailMode.floatValue > 0.5f)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoSingle);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalSingle);
|
|
}
|
|
else
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap);
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap);
|
|
}
|
|
m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text);
|
|
|
|
// Third properties
|
|
GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel);
|
|
if (highlights != null) { m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText); }
|
|
|
|
if (reflections != null) { m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText); }
|
|
}
|
|
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
foreach (var obj in blendMode.targets) { MaterialChanged((Material)obj, m_WorkflowMode); }
|
|
}
|
|
|
|
EditorGUILayout.Space();
|
|
|
|
GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel);
|
|
m_MaterialEditor.RenderQueueField();
|
|
m_MaterialEditor.EnableInstancingField();
|
|
m_MaterialEditor.DoubleSidedGIField();
|
|
}
|
|
|
|
internal void DetermineWorkflow(MaterialProperty[] props)
|
|
{
|
|
if (FindProperty("_SpecGlossMap", props, false) != null) { m_WorkflowMode = WorkflowMode.Specular; }
|
|
|
|
else if (FindProperty("_MetallicGlossMap", props, false) != null) { m_WorkflowMode = WorkflowMode.Metallic; }
|
|
|
|
else { m_WorkflowMode = WorkflowMode.Dielectric; }
|
|
}
|
|
|
|
|
|
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
|
|
{
|
|
base.AssignNewShaderToMaterial(material, oldShader, newShader);
|
|
|
|
if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
|
|
{
|
|
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
|
|
return;
|
|
}
|
|
|
|
BlendMode blendMode = BlendMode.Opaque;
|
|
if (oldShader.name.Contains("/Transparent/Cutout/"))
|
|
{
|
|
blendMode = BlendMode.Cutout;
|
|
}
|
|
else if (oldShader.name.Contains("/Transparent/"))
|
|
{
|
|
// NOTE: legacy shaders did not provide physically based transparency
|
|
// therefore Fade mode
|
|
blendMode = BlendMode.Fade;
|
|
}
|
|
material.SetFloat("_Mode", (float)blendMode);
|
|
|
|
DetermineWorkflow(MaterialEditor.GetMaterialProperties(new Material[] { material }));
|
|
MaterialChanged(material, m_WorkflowMode);
|
|
}
|
|
|
|
void BlendModePopup()
|
|
{
|
|
EditorGUI.showMixedValue = blendMode.hasMixedValue;
|
|
var mode = (BlendMode)blendMode.floatValue;
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode");
|
|
blendMode.floatValue = (float)mode;
|
|
}
|
|
|
|
EditorGUI.showMixedValue = false;
|
|
}
|
|
|
|
void DoAlbedoArea(Material material)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap);
|
|
if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout))
|
|
{
|
|
// m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
|
|
}
|
|
}
|
|
|
|
void DoEmissionArea(Material material)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(emissionMode, Styles.emissionMode.text);
|
|
// Texture and HDR color controls
|
|
if (material.GetFloat("_EmissionMode") == 2)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.emissionText, emissionMap);
|
|
}
|
|
|
|
// change the GI flag and fix it up with emissive as black if necessary
|
|
//m_MaterialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true);
|
|
|
|
}
|
|
|
|
void DoSpecularMetallicArea()
|
|
{
|
|
if (m_WorkflowMode == WorkflowMode.Specular)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap);
|
|
}
|
|
else if (m_WorkflowMode == WorkflowMode.Metallic)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap);
|
|
}
|
|
|
|
|
|
int indentation = 2; // align with labels of texture properties
|
|
++indentation;
|
|
if (smoothnessMapChannel != null)
|
|
m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation);
|
|
}
|
|
|
|
static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
|
|
{
|
|
switch (blendMode)
|
|
{
|
|
case BlendMode.Opaque:
|
|
material.SetOverrideTag("RenderType", "");
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
|
material.SetInt("_ZWrite", 1);
|
|
material.DisableKeyword("_ALPHATEST_ON");
|
|
material.DisableKeyword("_ALPHABLEND_ON");
|
|
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = -1;
|
|
break;
|
|
case BlendMode.Cutout:
|
|
material.SetOverrideTag("RenderType", "TransparentCutout");
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
|
material.SetInt("_ZWrite", 1);
|
|
material.EnableKeyword("_ALPHATEST_ON");
|
|
material.DisableKeyword("_ALPHABLEND_ON");
|
|
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
|
|
break;
|
|
case BlendMode.Fade:
|
|
material.SetOverrideTag("RenderType", "Transparent");
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.DisableKeyword("_ALPHATEST_ON");
|
|
material.EnableKeyword("_ALPHABLEND_ON");
|
|
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
|
|
break;
|
|
case BlendMode.Transparent:
|
|
material.SetOverrideTag("RenderType", "Transparent");
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.DisableKeyword("_ALPHATEST_ON");
|
|
material.DisableKeyword("_ALPHABLEND_ON");
|
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
|
|
{
|
|
int ch = (int)material.GetFloat("_SmoothnessTextureChannel");
|
|
if (ch == (int)SmoothnessMapChannel.AlbedoAlpha)
|
|
return SmoothnessMapChannel.AlbedoAlpha;
|
|
else
|
|
return SmoothnessMapChannel.SpecularMetallicAlpha;
|
|
}
|
|
|
|
static void SetMaterialKeywords(Material material, WorkflowMode workflowMode)
|
|
{
|
|
// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
|
|
// (MaterialProperty value might come from renderer material property block)
|
|
SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
|
|
if (workflowMode == WorkflowMode.Specular && material.HasProperty("_SpecGlossMap"))
|
|
SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
|
|
else if (workflowMode == WorkflowMode.Metallic && material.HasProperty("_MetallicGlossMap"))
|
|
SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
|
|
|
|
material.DisableKeyword("_PARALLAXMAP");
|
|
material.DisableKeyword("_POM");
|
|
if (material.GetTexture("_ParallaxMap"))
|
|
{
|
|
float pm = material.GetFloat("_ParallaxMode");
|
|
if (pm == 1)
|
|
{
|
|
material.EnableKeyword("_PARALLAXMAP");
|
|
}
|
|
else if (pm == 2)
|
|
{
|
|
material.EnableKeyword("_POM");
|
|
}
|
|
}
|
|
|
|
SetKeyword(material, "_DETAIL_MULX2", material.GetFloat("_DetailMode") == 0 && (material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap")));
|
|
SetKeyword(material, "_DETAIL_SINGLE", material.GetFloat("_DetailMode") == 1 && (material.GetTexture("_DetailAlbedoSingle") || material.GetTexture("_DetailNormalSingle")));
|
|
|
|
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
|
|
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
|
|
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
|
|
//MaterialEditor.FixupEmissiveFlag(material);
|
|
//bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
|
|
//SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
|
|
float emode = material.GetFloat("_EmissionMode");
|
|
SetKeyword(material, "_EMISSION", emode == 2 && material.GetTexture("_EmissionMap") != null);
|
|
SetKeyword(material, "_EMISSION_COLOR", emode == 1);
|
|
|
|
if (material.HasProperty("_SmoothnessTextureChannel"))
|
|
{
|
|
SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha);
|
|
}
|
|
}
|
|
|
|
public static void MaterialChanged(Material material, WorkflowMode workflowMode)
|
|
{
|
|
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
|
|
|
|
SetMaterialKeywords(material, workflowMode);
|
|
}
|
|
|
|
static void SetKeyword(Material m, string keyword, bool state)
|
|
{
|
|
if (state)
|
|
m.EnableKeyword(keyword);
|
|
else
|
|
m.DisableKeyword(keyword);
|
|
}
|
|
|
|
|
|
|
|
}
|
|
}
|
|
} |