Ejemplo n.º 1
0
 protected override void ShowOutputConfigurationGUI(MaterialEditor matEditor)
 {
     ShaderGUIUtils.BeginHeader("Output Configuration");
     {
         matEditor.ShaderProperty(zTest, Styles.zTest);
         matEditor.ShaderProperty(zWrite, Styles.zWrite);
         matEditor.ShaderProperty(colorWriteMask, Styles.colorWriteMask);
         matEditor.RenderQueueField();
     }
     ShaderGUIUtils.EndHeader();
 }
        protected virtual void ShowOutputConfigurationGUI(MaterialEditor matEditor)
        {
            var mode = (BlendMode)blendMode.floatValue;

            if (mode == BlendMode.Advanced)
            {
                ShaderGUIUtils.BeginHeader("Output Configuration");
                {
                    matEditor.ShaderProperty(cullMode, Styles.cullMode);
                    matEditor.ShaderProperty(zTest, Styles.zTest);
                    matEditor.ShaderProperty(zWrite, Styles.zWrite);
                    matEditor.ShaderProperty(colorWriteMask, Styles.colorWriteMask);
                }
                ShaderGUIUtils.EndHeader();
            }
        }
        protected virtual void ShowMainGUI(MaterialEditor matEditor)
        {
            ShowBlendModeGUI(matEditor);

            var mode = (BlendMode)blendMode.floatValue;
            var mat  = matEditor.target as Material;

            ShaderGUIUtils.BeginHeader("Base Texture and Color");
            {
                matEditor.ShaderProperty(vertexColorEnabled, Styles.vertexColorEnabled);

                CustomMaterialEditor.TextureWithToggleableColorAutoScaleOffsetSingleLine(matEditor,
                                                                                         Styles.main,
                                                                                         mainTexture,
                                                                                         mainColorEnabled, mainColor,
                                                                                         textureScaleAndOffset);

                matEditor.TexturePropertySingleLine(Styles.occlusionMap, occlusionMap);

                if (mode == BlendMode.Cutout)
                {
                    matEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text);
                }
            }
            ShaderGUIUtils.EndHeader();
            ShaderGUIUtils.HeaderSeparator();

            ShaderGUIUtils.BeginHeader("Lighting");
            {
                matEditor.ShaderProperty(ambientLightingEnabled, Styles.ambientLightingEnabled);
                matEditor.ShaderProperty(diffuseLightingEnabled, Styles.diffuseLightingEnabled);
                matEditor.ShaderProperty(useAdditionalLightingData, Styles.useAdditionalLighingData);
                EditorGUI.BeginDisabledGroup(MaterialNeedsPerPixel(mat));
                matEditor.ShaderProperty(perPixelLighting, Styles.perPixelLighting);
                EditorGUI.EndDisabledGroup();

                ShaderGUIUtils.BeginHeaderProperty(matEditor, Styles.specularLightingEnabled.text, specularLightingEnabled);
                {
                    if (specularLightingEnabled.floatValue != 0.0f)
                    {
                        matEditor.ShaderProperty(specularColor, Styles.specularColor);

                        //consider a special slider + tex control
                        matEditor.TexturePropertySingleLine(Styles.specular, specularMap, specular);
                        matEditor.TexturePropertySingleLine(Styles.gloss, glossMap, gloss);
                    }
                }
                ShaderGUIUtils.EndHeader();

                matEditor.TexturePropertySingleLine(Styles.normalMap, normalMap);

                ShaderGUIUtils.BeginHeaderProperty(matEditor, Styles.rimLightingEnabled.text, rimLightingEnabled);
                {
                    if (rimLightingEnabled.floatValue != 0.0f)
                    {
                        matEditor.ShaderProperty(rimPower, Styles.rimPower);
                        matEditor.ShaderProperty(rimColor, Styles.rimColor);
                    }
                }
                ShaderGUIUtils.EndHeader();

                ShaderGUIUtils.BeginHeaderProperty(matEditor, Styles.reflectionsEnabled.text, reflectionsEnabled);
                {
                    if (reflectionsEnabled.floatValue != 0.0f)
                    {
                        matEditor.TexturePropertySingleLine(Styles.cubeMap, cubeMap);
                        matEditor.ShaderProperty(reflectionScale, Styles.reflectionScale);
                        matEditor.ShaderProperty(calibrationSpaceReflections, Styles.calibrationSpaceReflections);
                    }
                }
                ShaderGUIUtils.EndHeader();

                CustomMaterialEditor.TextureWithToggleableColorSingleLine(matEditor, Styles.emission, emissionMap, emissionColorEnabled, emissionColor);
            }
            ShaderGUIUtils.EndHeader();
            ShaderGUIUtils.HeaderSeparator();

            ShaderGUIUtils.BeginHeader("Global");
            {
                CustomMaterialEditor.TextureScaleOffsetVector4Property(matEditor, textureScaleAndOffset);
            }
            ShaderGUIUtils.EndHeader();
            ShaderGUIUtils.HeaderSeparator();

            if (mode == BlendMode.Advanced)
            {
                ShaderGUIUtils.BeginHeader("Alpha Blending");
                {
                    matEditor.ShaderProperty(srcBlend, Styles.srcBlend);
                    matEditor.ShaderProperty(dstBlend, Styles.dstBlend);
                    matEditor.ShaderProperty(blendOp, Styles.blendOp);
                }
                ShaderGUIUtils.EndHeader();
                ShaderGUIUtils.HeaderSeparator();
            }
        }