603 lines
32 KiB
C#
603 lines
32 KiB
C#
#if UNITY_EDITOR
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// Disable 'obsolete' warnings
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#pragma warning disable 0618
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#pragma warning disable 0612
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using System;
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using UnityEngine;
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namespace UnityEditor
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{
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public class BakeryShaderGUI : ShaderGUI
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{
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private enum WorkflowMode
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{
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Specular,
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Metallic,
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Dielectric
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}
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public enum BlendMode
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{
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Opaque,
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Cutout,
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Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency
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Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply
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}
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public enum SmoothnessMapChannel
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{
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SpecularMetallicAlpha,
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AlbedoAlpha,
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}
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private static class Styles
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{
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public static GUIStyle optionsButton = "PaneOptions";
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public static GUIContent uvSetLabel = new GUIContent("UV Set");
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public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") };
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public static string emptyTootip = "";
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public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
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public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
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public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)");
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public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)");
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public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value");
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public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor");
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public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel");
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public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights");
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public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections");
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public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map");
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public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)");
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public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)");
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public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)");
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public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)");
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public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2");
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public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map");
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public static string whiteSpaceString = " ";
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public static string primaryMapsText = "Main Maps";
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public static string secondaryMapsText = "Secondary Maps";
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public static string forwardText = "Forward Rendering Options";
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public static string renderingMode = "Rendering Mode";
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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.");
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public static GUIContent emissiveColorWarning = new GUIContent("Ensure emissive color is non-black for emission to have effect.");
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public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
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public static string bakeryText = "Bakery Options";
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public static GUIContent doubleSidedLabel = new GUIContent("Double-sided", "Render both sides of triangles.");
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public static GUIContent vertexLMLabel = new GUIContent("Allow Vertex Lightmaps", "Allows this material to use vertex lightmaps, if present.");
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public static GUIContent vertexLMdirLabel = new GUIContent("Enable VertexLM directional", "Enables directional vertex lightmaps.");
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public static GUIContent vertexLMSHLabel = new GUIContent("Enable VertexLM SH", "Enables SH vertex lightmaps.");
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public static GUIContent vertexLMMaskLabel = new GUIContent("Enable VertexLM Shadowmask", "Enables per-vertex shadowmasks.");
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public static GUIContent rnmLabel = new GUIContent("Allow RNM Lightmaps", "Allows this material to use RNM lightmaps, if present.");
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public static GUIContent shLabel = new GUIContent("Allow SH Lightmaps", "Allows this material to use SH lightmaps, if present.");
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public static GUIContent monoshLabel = new GUIContent("Enable MonoSH", "Makes this material treat directional maps as MonoSH.");
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public static GUIContent shnLabel = new GUIContent("Non-linear SH", "This option can enhance contrast (closer to ground truth), but it makes the shader a bit slower.");
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public static GUIContent specLabel = new GUIContent("Enable Lightmap Specular", "Enables baked specular for all directional modes.");
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public static GUIContent bicubicLabel = new GUIContent("Force Bicubic Filter", "Enables bicubic filtering for all lightmaps (color/shadowmask/direction/etc) used in the material.");
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public static GUIContent pshnLabel = new GUIContent("Non-linear Light Probe SH", "Prevents negative values in light probes. This is recommended when baking probes in L1 mode. Can slow down the shader a bit.");
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public static GUIContent volLabel = new GUIContent("Enable Volumes", "Enable usages of BakeryVolumes");
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public static GUIContent volLabelRot = new GUIContent("Support Volume Rotation", "Normally volumes can only be repositioned or rescaled at runtime. With this checkbox volume's rotation matrix will also be used. Volumes must have a similar checkbox enabled.");
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public static GUIContent volLabel0 = new GUIContent("Volume 0");
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public static GUIContent volLabel1 = new GUIContent("Volume 1");
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public static GUIContent volLabel2 = new GUIContent("Volume 2");
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public static GUIContent volLabelMask = new GUIContent("Volume mask");
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}
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MaterialProperty blendMode = null;
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MaterialProperty albedoMap = null;
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MaterialProperty albedoColor = null;
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MaterialProperty alphaCutoff = null;
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MaterialProperty specularMap = null;
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MaterialProperty specularColor = null;
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MaterialProperty metallicMap = null;
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MaterialProperty metallic = null;
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MaterialProperty smoothness = null;
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MaterialProperty smoothnessScale = null;
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MaterialProperty smoothnessMapChannel = null;
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MaterialProperty highlights = null;
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MaterialProperty reflections = null;
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MaterialProperty bumpScale = null;
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MaterialProperty bumpMap = null;
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MaterialProperty occlusionStrength = null;
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MaterialProperty occlusionMap = null;
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MaterialProperty heigtMapScale = null;
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MaterialProperty heightMap = null;
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MaterialProperty emissionColorForRendering = null;
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MaterialProperty emissionMap = null;
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MaterialProperty detailMask = null;
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MaterialProperty detailAlbedoMap = null;
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MaterialProperty detailNormalMapScale = null;
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MaterialProperty detailNormalMap = null;
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MaterialProperty uvSetSecondary = null;
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MaterialProperty enableDoubleSided = null;
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MaterialProperty enableDoubleSidedOn = null;
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MaterialProperty enableVertexLM = null;
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MaterialProperty enableVertexLMdir = null;
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MaterialProperty enableVertexLMSH = null;
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MaterialProperty enableVertexLMmask = null;
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MaterialProperty enableSH = null;
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MaterialProperty enableMonoSH = null;
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MaterialProperty enableSHN = null;
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MaterialProperty enableRNM = null;
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MaterialProperty enableSpec = null;
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MaterialProperty enableBicubic = null;
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MaterialProperty enablePSHN = null;
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MaterialProperty enableVolumes = null;
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MaterialProperty enableVolumeRot = null;
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MaterialProperty volume0 = null;
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MaterialProperty volume1 = null;
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MaterialProperty volume2 = null;
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MaterialProperty volumeMask = null;
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MaterialProperty volumeMin = null;
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MaterialProperty volumeInvSize = null;
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BakeryVolume assignedVolume = null;
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MaterialEditor m_MaterialEditor;
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WorkflowMode m_WorkflowMode = WorkflowMode.Specular;
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ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1 / 99f, 3f);
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bool m_FirstTimeApply = true;
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public void FindProperties(MaterialProperty[] props)
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{
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blendMode = FindProperty("_Mode", props);
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albedoMap = FindProperty("_MainTex", props);
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albedoColor = FindProperty("_Color", props);
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alphaCutoff = FindProperty("_Cutoff", props);
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specularMap = FindProperty("_SpecGlossMap", props, false);
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specularColor = FindProperty("_SpecColor", props, false);
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metallicMap = FindProperty("_MetallicGlossMap", props, false);
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metallic = FindProperty("_Metallic", props, false);
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if (specularMap != null && specularColor != null)
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m_WorkflowMode = WorkflowMode.Specular;
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else if (metallicMap != null && metallic != null)
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m_WorkflowMode = WorkflowMode.Metallic;
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else
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m_WorkflowMode = WorkflowMode.Dielectric;
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smoothness = FindProperty("_Glossiness", props);
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smoothnessScale = FindProperty("_GlossMapScale", props, false);
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smoothnessMapChannel = FindProperty("_SmoothnessTextureChannel", props, false);
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highlights = FindProperty("_SpecularHighlights", props, false);
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reflections = FindProperty("_GlossyReflections", props, false);
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bumpScale = FindProperty("_BumpScale", props);
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bumpMap = FindProperty("_BumpMap", props);
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heigtMapScale = FindProperty("_Parallax", props);
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heightMap = FindProperty("_ParallaxMap", props);
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occlusionStrength = FindProperty("_OcclusionStrength", props);
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occlusionMap = FindProperty("_OcclusionMap", props);
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emissionColorForRendering = FindProperty("_EmissionColor", props);
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emissionMap = FindProperty("_EmissionMap", props);
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detailMask = FindProperty("_DetailMask", props);
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detailAlbedoMap = FindProperty("_DetailAlbedoMap", props);
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detailNormalMapScale = FindProperty("_DetailNormalMapScale", props);
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detailNormalMap = FindProperty("_DetailNormalMap", props);
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uvSetSecondary = FindProperty("_UVSec", props);
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enableDoubleSided = FindProperty("_BAKERY_2SIDED", props);
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enableDoubleSidedOn = FindProperty("_BAKERY_2SIDEDON", props);
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enableVertexLM = FindProperty("_BAKERY_VERTEXLM", props);
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enableVertexLMdir = FindProperty("_BAKERY_VERTEXLMDIR", props);
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enableVertexLMSH = FindProperty("_BAKERY_VERTEXLMSH", props);
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enableVertexLMmask = FindProperty("_BAKERY_VERTEXLMMASK", props);
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enableSH = FindProperty("_BAKERY_SH", props);
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enableMonoSH = FindProperty("_BAKERY_MONOSH", props);
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enableSHN = FindProperty("_BAKERY_SHNONLINEAR", props);
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enableRNM = FindProperty("_BAKERY_RNM", props);
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enableSpec = FindProperty("_BAKERY_LMSPEC", props);
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enableBicubic = FindProperty("_BAKERY_BICUBIC", props);
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enablePSHN = FindProperty("_BAKERY_PROBESHNONLINEAR", props);
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try
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{
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enableVolumes = FindProperty("_BAKERY_VOLUME", props);
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enableVolumeRot = FindProperty("_BAKERY_VOLROTATION", props);
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volume0 = FindProperty("_Volume0", props);
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volume1 = FindProperty("_Volume1", props);
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volume2 = FindProperty("_Volume2", props);
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volumeMask = FindProperty("_VolumeMask", props);
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volumeMin = FindProperty("_VolumeMin", props);
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volumeInvSize = FindProperty("_VolumeInvSize", props);
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}
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catch
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{
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}
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}
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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
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{
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FindProperties(props); // 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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m_MaterialEditor = materialEditor;
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Material material = materialEditor.target as Material;
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// Make sure that needed keywords are set up if we're switching some existing
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// material to a standard shader.
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if (m_FirstTimeApply)
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{
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SetMaterialKeywords(material, m_WorkflowMode);
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m_FirstTimeApply = false;
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}
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ShaderPropertiesGUI(material);
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}
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public void ShaderPropertiesGUI(Material material)
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{
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// Use default labelWidth
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EditorGUIUtility.labelWidth = 0f;
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// Detect any changes to the material
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EditorGUI.BeginChangeCheck();
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{
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BlendModePopup();
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// Primary properties
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GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel);
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DoAlbedoArea(material);
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DoSpecularMetallicArea();
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m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null);
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m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null);
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m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null);
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DoEmissionArea(material);
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m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
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EditorGUI.BeginChangeCheck();
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m_MaterialEditor.TextureScaleOffsetProperty(albedoMap);
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if (EditorGUI.EndChangeCheck())
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{
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emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
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}
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EditorGUILayout.Space();
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// Secondary properties
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GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel);
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m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap);
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m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale);
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m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap);
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m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text);
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// Third properties
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GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel);
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if (highlights != null)
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m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText);
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if (reflections != null)
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m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText);
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GUILayout.Label(Styles.bakeryText, EditorStyles.boldLabel);
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m_MaterialEditor.ShaderProperty(enableDoubleSidedOn, Styles.doubleSidedLabel);
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enableDoubleSided.floatValue = enableDoubleSidedOn.floatValue > 0 ? 0 : 2;
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m_MaterialEditor.ShaderProperty(enableVertexLM, Styles.vertexLMLabel);
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if (enableVertexLM.floatValue > 0)
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{
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m_MaterialEditor.ShaderProperty(enableVertexLMdir, Styles.vertexLMdirLabel);
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//if (enableVertexLMdir.floatValue > 0) enableVertexLMSH.floatValue = 0;
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}
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if (enableVertexLM.floatValue > 0)
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{
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m_MaterialEditor.ShaderProperty(enableVertexLMSH, Styles.vertexLMSHLabel);
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//if (enableVertexLMSH.floatValue > 0) enableVertexLMdir.floatValue = 0;
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}
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if (enableVertexLM.floatValue > 0)
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{
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m_MaterialEditor.ShaderProperty(enableVertexLMmask, Styles.vertexLMMaskLabel);
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}
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m_MaterialEditor.ShaderProperty(enableRNM, Styles.rnmLabel);
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m_MaterialEditor.ShaderProperty(enableSH, Styles.shLabel);
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m_MaterialEditor.ShaderProperty(enableMonoSH, Styles.monoshLabel);
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if (enableSH.floatValue > 0 || enableMonoSH.floatValue > 0 || enableVertexLMSH.floatValue > 0)
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m_MaterialEditor.ShaderProperty(enableSHN, Styles.shnLabel);
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m_MaterialEditor.ShaderProperty(enableSpec, Styles.specLabel);
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m_MaterialEditor.ShaderProperty(enableBicubic, Styles.bicubicLabel);
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m_MaterialEditor.ShaderProperty(enablePSHN, Styles.pshnLabel);
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try
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{
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m_MaterialEditor.ShaderProperty(enableVolumes, Styles.volLabel);
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if (enableVolumes.floatValue > 0)
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{
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var prevAssignedVolume = assignedVolume;
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assignedVolume = EditorGUILayout.ObjectField(volume0.textureValue == null ? "Assign volume" : "Assign different volume", assignedVolume, typeof(BakeryVolume), true) as BakeryVolume;
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if (prevAssignedVolume != assignedVolume)
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{
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volume0.textureValue = assignedVolume.bakedTexture0;
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volume1.textureValue = assignedVolume.bakedTexture1;
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volume2.textureValue = assignedVolume.bakedTexture2;
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volumeMask.textureValue = assignedVolume.bakedMask;
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var b = assignedVolume.bounds;
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volumeMin.vectorValue = b.min;
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volumeInvSize.vectorValue = new Vector3(1.0f/b.size.x, 1.0f/b.size.y, 1.0f/b.size.z);
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assignedVolume = null;
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}
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if (volume0.textureValue != null)
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{
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if (GUILayout.Button("Unset volume"))
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{
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volume0.textureValue = null;
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volume1.textureValue = null;
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volume2.textureValue = null;
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volumeMask.textureValue = null;
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volumeMin.vectorValue = Vector3.zero;
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volumeInvSize.vectorValue = Vector3.one * 1000001;
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}
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}
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EditorGUILayout.LabelField("Current Volume: " + (volume0.textureValue == null ? "<none or global>" : volume0.textureValue.name.Substring(0, volume0.textureValue.name.Length-1)));
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EditorGUI.BeginDisabledGroup(true);
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m_MaterialEditor.TexturePropertySingleLine(Styles.volLabel0, volume0);
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m_MaterialEditor.TexturePropertySingleLine(Styles.volLabel1, volume1);
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m_MaterialEditor.TexturePropertySingleLine(Styles.volLabel2, volume2);
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m_MaterialEditor.TexturePropertySingleLine(Styles.volLabelMask, volumeMask);
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var bmin4 = volumeMin.vectorValue;
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var bmin = new Vector3(bmin4.x, bmin4.y, bmin4.z);
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var invSize = volumeInvSize.vectorValue;
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var bmax = new Vector3(1.0f/invSize.x + bmin.x, 1.0f/invSize.y + bmin.y, 1.0f/invSize.z + bmin.z);
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EditorGUILayout.LabelField("Min: " + bmin);
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EditorGUILayout.LabelField("Max: " + bmax);
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EditorGUI.EndDisabledGroup();
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m_MaterialEditor.ShaderProperty(enableVolumeRot, Styles.volLabelRot);
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}
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}
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catch
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{
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}
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EditorGUILayout.Space();
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}
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var obj in blendMode.targets)
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MaterialChanged((Material)obj, m_WorkflowMode);
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}
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}
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internal void DetermineWorkflow(MaterialProperty[] props)
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{
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if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null)
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m_WorkflowMode = WorkflowMode.Specular;
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else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null)
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m_WorkflowMode = WorkflowMode.Metallic;
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else
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m_WorkflowMode = WorkflowMode.Dielectric;
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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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// _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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SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
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return;
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}
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BlendMode blendMode = BlendMode.Opaque;
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if (oldShader.name.Contains("/Transparent/Cutout/"))
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{
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blendMode = BlendMode.Cutout;
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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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blendMode = BlendMode.Fade;
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}
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material.SetFloat("_Mode", (float)blendMode);
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DetermineWorkflow(MaterialEditor.GetMaterialProperties(new Material[] { material }));
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MaterialChanged(material, m_WorkflowMode);
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}
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void BlendModePopup()
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{
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EditorGUI.showMixedValue = blendMode.hasMixedValue;
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var mode = (BlendMode)blendMode.floatValue;
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EditorGUI.BeginChangeCheck();
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mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames);
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if (EditorGUI.EndChangeCheck())
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{
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m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode");
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blendMode.floatValue = (float)mode;
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}
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EditorGUI.showMixedValue = false;
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}
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|
void DoAlbedoArea(Material material)
|
|
{
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor);
|
|
if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout))
|
|
{
|
|
m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
|
|
}
|
|
}
|
|
|
|
void DoEmissionArea(Material material)
|
|
{
|
|
bool showHelpBox = !HasValidEmissiveKeyword(material);
|
|
|
|
bool hadEmissionTexture = emissionMap.textureValue != null;
|
|
|
|
// Texture and HDR color controls
|
|
m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false);
|
|
|
|
// If texture was assigned and color was black set color to white
|
|
float brightness = emissionColorForRendering.colorValue.maxColorComponent;
|
|
if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
|
|
emissionColorForRendering.colorValue = Color.white;
|
|
|
|
// Emission for GI?
|
|
m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
|
|
|
|
if (showHelpBox)
|
|
{
|
|
EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning);
|
|
}
|
|
}
|
|
|
|
void DoSpecularMetallicArea()
|
|
{
|
|
bool hasGlossMap = false;
|
|
if (m_WorkflowMode == WorkflowMode.Specular)
|
|
{
|
|
hasGlossMap = specularMap.textureValue != null;
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor);
|
|
}
|
|
else if (m_WorkflowMode == WorkflowMode.Metallic)
|
|
{
|
|
hasGlossMap = metallicMap.textureValue != null;
|
|
m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic);
|
|
}
|
|
|
|
bool showSmoothnessScale = hasGlossMap;
|
|
if (smoothnessMapChannel != null)
|
|
{
|
|
int smoothnessChannel = (int)smoothnessMapChannel.floatValue;
|
|
if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha)
|
|
showSmoothnessScale = true;
|
|
}
|
|
|
|
int indentation = 2; // align with labels of texture properties
|
|
m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation);
|
|
|
|
++indentation;
|
|
if (smoothnessMapChannel != null)
|
|
m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation);
|
|
}
|
|
|
|
public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
|
|
{
|
|
switch (blendMode)
|
|
{
|
|
case BlendMode.Opaque:
|
|
material.SetOverrideTag("RenderType", "Opaque");
|
|
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 bool ShouldEmissionBeEnabled(Material mat, Color color)
|
|
{
|
|
var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
|
|
return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission;
|
|
}
|
|
|
|
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)
|
|
SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
|
|
else if (workflowMode == WorkflowMode.Metallic)
|
|
SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
|
|
SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
|
|
SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
|
|
|
|
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(material, material.GetColor("_EmissionColor"));
|
|
SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
|
|
|
|
if (material.HasProperty("_SmoothnessTextureChannel"))
|
|
{
|
|
SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha);
|
|
}
|
|
|
|
// Setup lightmap emissive flags
|
|
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
|
|
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
|
|
{
|
|
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
|
|
if (!shouldEmissionBeEnabled)
|
|
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
|
|
|
|
material.globalIlluminationFlags = flags;
|
|
}
|
|
}
|
|
|
|
bool HasValidEmissiveKeyword(Material material)
|
|
{
|
|
// Material animation might be out of sync with the material keyword.
|
|
// So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning.
|
|
// (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering))
|
|
bool hasEmissionKeyword = material.IsKeywordEnabled("_EMISSION");
|
|
if (!hasEmissionKeyword && ShouldEmissionBeEnabled(material, emissionColorForRendering.colorValue))
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|