438 lines
22 KiB
C#
438 lines
22 KiB
C#
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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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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internal class StandardVideoEmissiveShaderGUI : 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 GUIContent uvSetLabel = EditorGUIUtility.TrTextContent("UV Set");
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public static GUIContent albedoText = EditorGUIUtility.TrTextContent("Albedo", "Albedo (RGB) and Transparency (A)");
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public static GUIContent alphaCutoffText = EditorGUIUtility.TrTextContent("Alpha Cutoff", "Threshold for alpha cutoff");
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public static GUIContent specularMapText = EditorGUIUtility.TrTextContent("Specular", "Specular (RGB) and Smoothness (A)");
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public static GUIContent metallicMapText = EditorGUIUtility.TrTextContent("Metallic", "Metallic (R) and Smoothness (A)");
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public static GUIContent smoothnessText = EditorGUIUtility.TrTextContent("Smoothness", "Smoothness value");
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public static GUIContent smoothnessScaleText = EditorGUIUtility.TrTextContent("Smoothness", "Smoothness scale factor");
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public static GUIContent smoothnessMapChannelText = EditorGUIUtility.TrTextContent("Source", "Smoothness texture and channel");
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public static GUIContent highlightsText = EditorGUIUtility.TrTextContent("Specular Highlights", "Specular Highlights");
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public static GUIContent reflectionsText = EditorGUIUtility.TrTextContent("Reflections", "Glossy Reflections");
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public static GUIContent normalMapText = EditorGUIUtility.TrTextContent("Normal Map", "Normal Map");
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public static GUIContent heightMapText = EditorGUIUtility.TrTextContent("Height Map", "Height Map (G)");
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public static GUIContent occlusionText = EditorGUIUtility.TrTextContent("Occlusion", "Occlusion (G)");
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public static GUIContent emissionText = EditorGUIUtility.TrTextContent("Color", "Emission (RGB)");
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public static GUIContent detailMaskText = EditorGUIUtility.TrTextContent("Detail Mask", "Mask for Secondary Maps (A)");
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public static GUIContent detailAlbedoText = EditorGUIUtility.TrTextContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2");
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public static GUIContent detailNormalMapText = EditorGUIUtility.TrTextContent("Normal Map", "Normal Map");
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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 string advancedText = "Advanced Options";
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public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
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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 emissiveBoost = null;
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MaterialProperty isAVProInput = null;
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MaterialProperty aspectRatio = null;
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MaterialEditor m_MaterialEditor;
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WorkflowMode m_WorkflowMode = WorkflowMode.Specular;
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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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emissiveBoost = FindProperty("_MetaPassEmissiveBoost", props);
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isAVProInput = FindProperty("_IsAVProInput", props);
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aspectRatio = FindProperty("_TargetAspectRatio", props);
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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 setup (ie keywords/renderqueue) are set up if we're switching some existing
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// material to a standard shader.
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// Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071)
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if (m_FirstTimeApply)
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{
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MaterialChanged(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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DoNormalArea();
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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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m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
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DoEmissionArea(material);
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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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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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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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}
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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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EditorGUILayout.Space();
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// NB renderqueue editor is not shown on purpose: we want to override it based on blend mode
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GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel);
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m_MaterialEditor.EnableInstancingField();
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m_MaterialEditor.DoubleSidedGIField();
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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 DoNormalArea()
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{
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m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null);
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if (bumpScale.floatValue != 1 && UnityEditorInternal.InternalEditorUtility.IsMobilePlatform(EditorUserBuildSettings.activeBuildTarget))
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if (m_MaterialEditor.HelpBoxWithButton(
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EditorGUIUtility.TrTextContent("Bump scale is not supported on mobile platforms"),
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EditorGUIUtility.TrTextContent("Fix Now")))
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{
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bumpScale.floatValue = 1;
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}
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}
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void DoAlbedoArea(Material material)
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{
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m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor);
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if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout))
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{
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m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
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}
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}
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void DoEmissionArea(Material material)
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{
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// Emission for GI?
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if (m_MaterialEditor.EmissionEnabledProperty())
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{
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bool hadEmissionTexture = emissionMap.textureValue != null;
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// Texture and HDR color controls
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m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, false);
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// If texture was assigned and color was black set color to white
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float brightness = emissionColorForRendering.colorValue.maxColorComponent;
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if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
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emissionColorForRendering.colorValue = Color.white;
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// change the GI flag and fix it up with emissive as black if necessary
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m_MaterialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true);
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m_MaterialEditor.FloatProperty(emissiveBoost, "GI Emissive boost");
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}
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m_MaterialEditor.ShaderProperty(isAVProInput, "Is AVPro input");
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m_MaterialEditor.ShaderProperty(aspectRatio, new GUIContent("Aspect ratio", "The aspect ratio of the video surface width/height. Default of 1.777 is a 16:9 widescreen aspect ratio"));
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}
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void DoSpecularMetallicArea()
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{
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bool hasGlossMap = false;
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if (m_WorkflowMode == WorkflowMode.Specular)
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{
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hasGlossMap = specularMap.textureValue != null;
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m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor);
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}
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else if (m_WorkflowMode == WorkflowMode.Metallic)
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{
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hasGlossMap = metallicMap.textureValue != null;
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m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic);
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}
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bool showSmoothnessScale = hasGlossMap;
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if (smoothnessMapChannel != null)
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{
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int smoothnessChannel = (int)smoothnessMapChannel.floatValue;
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if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha)
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showSmoothnessScale = true;
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}
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int indentation = 2; // align with labels of texture properties
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m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation);
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++indentation;
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if (smoothnessMapChannel != null)
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m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation);
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}
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public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
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{
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switch (blendMode)
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{
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case BlendMode.Opaque:
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material.SetOverrideTag("RenderType", "");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
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material.SetInt("_ZWrite", 1);
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material.DisableKeyword("_ALPHATEST_ON");
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material.DisableKeyword("_ALPHABLEND_ON");
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material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
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material.renderQueue = -1;
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break;
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case BlendMode.Cutout:
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material.SetOverrideTag("RenderType", "TransparentCutout");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
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material.SetInt("_ZWrite", 1);
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material.EnableKeyword("_ALPHATEST_ON");
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material.DisableKeyword("_ALPHABLEND_ON");
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material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
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material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
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break;
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case BlendMode.Fade:
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material.SetOverrideTag("RenderType", "Transparent");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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material.SetInt("_ZWrite", 0);
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material.DisableKeyword("_ALPHATEST_ON");
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material.EnableKeyword("_ALPHABLEND_ON");
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material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
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material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
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break;
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case BlendMode.Transparent:
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material.SetOverrideTag("RenderType", "Transparent");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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material.SetInt("_ZWrite", 0);
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material.DisableKeyword("_ALPHATEST_ON");
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material.DisableKeyword("_ALPHABLEND_ON");
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material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
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material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
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break;
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}
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}
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static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
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{
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int ch = (int)material.GetFloat("_SmoothnessTextureChannel");
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if (ch == (int)SmoothnessMapChannel.AlbedoAlpha)
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return SmoothnessMapChannel.AlbedoAlpha;
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else
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return SmoothnessMapChannel.SpecularMetallicAlpha;
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}
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static void SetMaterialKeywords(Material material, WorkflowMode workflowMode)
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{
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// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
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// (MaterialProperty value might come from renderer material property block)
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SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
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if (workflowMode == WorkflowMode.Specular)
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SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
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else if (workflowMode == WorkflowMode.Metallic)
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SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
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SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
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SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
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// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
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// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
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// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
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MaterialEditor.FixupEmissiveFlag(material);
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bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
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SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
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if (material.HasProperty("_SmoothnessTextureChannel"))
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{
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SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha);
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}
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}
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static void MaterialChanged(Material material, WorkflowMode workflowMode)
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{
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SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
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SetMaterialKeywords(material, workflowMode);
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}
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static void SetKeyword(Material m, string keyword, bool state)
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{
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if (state)
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m.EnableKeyword(keyword);
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else
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m.DisableKeyword(keyword);
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}
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}
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} // namespace UnityEditor
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