Exemple #1
0
    public static void GenerateTerrainBlendData(MicroSplatTerrain bt)
    {
        Terrain t = bt.GetComponent <Terrain>();
        int     w = t.terrainData.heightmapResolution;
        int     h = t.terrainData.heightmapResolution;

        Texture2D data = new Texture2D(w, h, TextureFormat.RGBAHalf, true, true);

        for (int x = 0; x < w; ++x)
        {
            for (int y = 0; y < h; ++y)
            {
                float   height = t.terrainData.GetHeight(x, y);
                Vector3 normal = t.terrainData.GetInterpolatedNormal((float)x / w, (float)y / h);
                // When you save a texture to EXR format, either in the saving or import stage,
                // some type of gamma curve is applied regardless of the fact that the textures is
                // set to linear. So we pow it here to counteract it, whis is total BS, but works..
                normal.x = (normal.x >= 0) ? Mathf.Pow(normal.x, 2.0f) : Mathf.Pow(normal.x, 2) * -1;
                normal.z = (normal.z >= 0) ? Mathf.Pow(normal.z, 2.0f) : Mathf.Pow(normal.z, 2) * -1;
                data.SetPixel(x, y, new Color(normal.x, normal.y, normal.z, height));
            }
        }
        data.Apply();

        var path = MicroSplatUtilities.RelativePathFromAsset(t.terrainData);

        path += "/" + t.name + ".exr";
        var bytes = data.EncodeToEXR(Texture2D.EXRFlags.OutputAsFloat);

        System.IO.File.WriteAllBytes(path, bytes);
        GameObject.DestroyImmediate(data);
        AssetDatabase.Refresh();
        bt.terrainDesc = AssetDatabase.LoadAssetAtPath <Texture2D>(path);
        var ai = AssetImporter.GetAtPath(path);
        var ti = ai as TextureImporter;
        var ps = ti.GetDefaultPlatformTextureSettings();

        if (ti.isReadable == true ||
            ti.wrapMode != TextureWrapMode.Clamp ||
            ps.format != TextureImporterFormat.RGBAHalf ||
            ps.textureCompression != TextureImporterCompression.Uncompressed ||
            ps.overridden != true ||
            ti.filterMode != FilterMode.Bilinear ||
            ti.sRGBTexture != false)
        {
            ti.sRGBTexture        = false;
            ti.filterMode         = FilterMode.Bilinear;
            ti.mipmapEnabled      = true;
            ti.wrapMode           = TextureWrapMode.Clamp;
            ti.isReadable         = false;
            ps.format             = TextureImporterFormat.RGBAHalf;
            ps.textureCompression = TextureImporterCompression.Uncompressed;
            ps.overridden         = true;
            ti.SetPlatformTextureSettings(ps);
            ti.SaveAndReimport();
        }
        bt.sTerrainDirty = false;
        EditorUtility.SetDirty(bt);
        MicroSplatTerrain.SyncAll();
    }
Exemple #2
0
    public void DoPerPixelNormalGUI()
    {
        MicroSplatTerrain bt = target as MicroSplatTerrain;
        Terrain           t  = bt.GetComponent <Terrain>();

        if (t == null || t.terrainData == null)
        {
            EditorGUILayout.HelpBox("No Terrain data found", MessageType.Error);
            return;
        }
        if (t.materialTemplate == null)
        {
            return;
        }

        if (bt.keywordSO == null)
        {
            return;
        }

        if (bt.terrain.drawInstanced && bt.perPixelNormal != null && !bt.keywordSO.IsKeywordEnabled("_TERRAINBLENDING"))
        {
            EditorGUILayout.HelpBox("Per Pixel Normal is assigned, but shader is using Instance rendering, which automatically provides per-pixel normal. You may turn off per pixel normal if it's on and clear the normal data to save memory.", MessageType.Warning);
            if (bt.perPixelNormal != null && GUILayout.Button("Clear"))
            {
                bt.perPixelNormal = null;
                EditorUtility.SetDirty(bt);
                EditorUtility.SetDirty(bt.terrain);
            }
        }

        MicroSplatUtilities.DrawTextureField(bt, CPerPixelNormal, ref bt.perPixelNormal, "_PERPIXNORMAL", "_TERRAINBLENDING", null, null, false);

        if (bt.perPixelNormal == null &&
            (bt.keywordSO.IsKeywordEnabled("_PERPIXNORMAL") || bt.keywordSO.IsKeywordEnabled("_TERRAINBLENDING")))
        {
            EditorGUILayout.HelpBox("Terrain Normal Data is not present, please generate", MessageType.Warning);
        }

        if (bt.keywordSO.IsKeywordEnabled("_PERPIXNORMAL") || bt.keywordSO.IsKeywordEnabled("_TERRAINBLENDING"))
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel("Normal Data");
            if (GUILayout.Button(bt.perPixelNormal == null ? "Generate" : "Update"))
            {
                GenerateTerrainNormalMap(bt);
                EditorUtility.SetDirty(bt);
                EditorUtility.SetDirty(bt.terrain);
            }

            if (bt.perPixelNormal != null && GUILayout.Button("Clear"))
            {
                bt.perPixelNormal = null;
                EditorUtility.SetDirty(bt);
                EditorUtility.SetDirty(bt.terrain);
            }
            EditorGUILayout.EndHorizontal();
        }
    }
    public void DoTerrainDescGUI()
    {
        MicroSplatTerrain bt = target as MicroSplatTerrain;
        Terrain           t  = bt.GetComponent <Terrain>();

        if (t == null || t.terrainData == null)
        {
            return;
        }
        if (t.materialTemplate == null)
        {
            return;
        }
        if (bt.keywordSO == null)
        {
            return;
        }

        if (!bt.keywordSO.IsKeywordEnabled("_TERRAINBLENDING") && !bt.keywordSO.IsKeywordEnabled("_DYNAMICFLOWS"))
        {
            return;
        }
        EditorGUILayout.Space();

        if (bt.blendMat == null && bt.templateMaterial != null && bt.keywordSO != null && bt.keywordSO.IsKeywordEnabled("_TERRAINBLENDING"))
        {
            var path = AssetDatabase.GetAssetPath(bt.templateMaterial);
            path        = path.Replace(".mat", "_TerrainObjectBlend.mat");
            bt.blendMat = AssetDatabase.LoadAssetAtPath <Material>(path);
            if (bt.blendMat == null)
            {
                string shaderPath = path.Replace(".mat", ".shader");
                Shader shader     = AssetDatabase.LoadAssetAtPath <Shader>(shaderPath);
                if (shader == null)
                {
                    shaderPath = path.Replace(".shader", ".surfshader");
                    shader     = AssetDatabase.LoadAssetAtPath <Shader>(shaderPath);
                }

                if (shader == null)
                {
                    shaderPath = AssetDatabase.GetAssetPath(bt.templateMaterial.shader);
                    shaderPath = shaderPath.Replace(".shader", "_TerrainObjectBlend.shader");
                    shaderPath = shaderPath.Replace(".surfshader", "_TerrainObjectBlend.surfshader");
                    shader     = AssetDatabase.LoadAssetAtPath <Shader>(shaderPath);
                }
                if (shader != null)
                {
                    Material mat = new Material(shader);
                    AssetDatabase.CreateAsset(mat, path);
                    AssetDatabase.SaveAssets();
                    MicroSplatTerrain.SyncAll();
                }
            }
        }
        EditorUtility.SetDirty(bt);
        EditorUtility.SetDirty(bt.terrain);
    }
Exemple #4
0
    public void DoPerPixelNormalGUI()
    {
        MicroSplatTerrain bt = target as MicroSplatTerrain;
        Terrain           t  = bt.GetComponent <Terrain>();

        if (t == null || t.terrainData == null)
        {
            EditorGUILayout.HelpBox("No Terrain data found", MessageType.Error);
            return;
        }
        if (t.materialType != Terrain.MaterialType.Custom || t.materialTemplate == null)
        {
            return;
        }

        if (bt.keywordSO == null)
        {
            return;
        }

        if (!bt.keywordSO.IsKeywordEnabled("_PERPIXNORMAL"))
        {
            bt.perPixelNormal = null;
            return;
        }

#if UNITY_2018_3_OR_NEWER
        if (bt.terrain.drawInstanced && bt.perPixelNormal)
        {
            EditorGUILayout.HelpBox("Per Pixel Normal is assigned, but shader is using Instance rendering, which automatically provides per-pixel normal. You may turn off per pixel normal and clear the normal data to save memory.", MessageType.Warning);
        }
#endif


        if (bt.perPixelNormal == null)
        {
            EditorGUILayout.HelpBox("Terrain Normal Data is not present, please generate", MessageType.Warning);
        }

        if (bt.perPixelNormal != null && bt.sTerrainDirty)
        {
            EditorGUILayout.HelpBox("Terrain Normal data is out of date, please update", MessageType.Warning);
        }
        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.PrefixLabel("Normal Data");
        if (GUILayout.Button(bt.perPixelNormal == null ? "Generate" : "Update"))
        {
            GenerateTerrainNormalMap(bt);
        }

        if (bt.perPixelNormal != null && GUILayout.Button("Clear"))
        {
            bt.perPixelNormal = null;
        }
        EditorGUILayout.EndHorizontal();
    }
Exemple #5
0
    public static void GenerateTerrainNormalMap(MicroSplatTerrain bt)
    {
        Terrain t = bt.GetComponent <Terrain>();
        int     w = t.terrainData.heightmapResolution;
        int     h = t.terrainData.heightmapResolution;

        Texture2D data = new Texture2D(w, h, TextureFormat.RGBA32, true, true);

        for (int x = 0; x < w; ++x)
        {
            for (int y = 0; y < h; ++y)
            {
                Vector3 normal = t.terrainData.GetInterpolatedNormal((float)x / w, (float)y / h);
                data.SetPixel(x, y, new Color(normal.x * 0.5f + 0.5f, normal.z * 0.5f + 0.5f, normal.y));
            }
        }
        data.Apply();

        var path = MicroSplatUtilities.RelativePathFromAsset(t.terrainData);

        path += "/" + t.name + "_normal.png";
        var bytes = data.EncodeToPNG();

        System.IO.File.WriteAllBytes(path, bytes);
        GameObject.DestroyImmediate(data);
        AssetDatabase.Refresh();
        bt.perPixelNormal = AssetDatabase.LoadAssetAtPath <Texture2D>(path);
        var ai = AssetImporter.GetAtPath(path);
        var ti = ai as TextureImporter;
        var ps = ti.GetDefaultPlatformTextureSettings();

        if (ti.isReadable == true ||
            ti.wrapMode != TextureWrapMode.Clamp ||
            ps.overridden != true ||
            ti.textureType != TextureImporterType.NormalMap)

        {
            ti.textureType   = TextureImporterType.NormalMap;
            ti.mipmapEnabled = true;
            ti.wrapMode      = TextureWrapMode.Clamp;
            ti.isReadable    = false;
            ps.overridden    = true;
            ti.SetPlatformTextureSettings(ps);
            ti.SaveAndReimport();
        }
        bt.sTerrainDirty = false;
        EditorUtility.SetDirty(bt);
        EditorUtility.SetDirty(bt.terrain);
        MicroSplatTerrain.SyncAll();
        AssetDatabase.SaveAssets();
    }
Exemple #6
0
    public void DoCavityMapGUI()
    {
        MicroSplatTerrain bt = target as MicroSplatTerrain;
        Terrain           t  = bt.GetComponent <Terrain>();

        if (t == null || t.terrainData == null)
        {
            EditorGUILayout.HelpBox("No Terrain data found", MessageType.Error);
            return;
        }
        if (t.materialTemplate == null)
        {
            return;
        }

        if (bt.keywordSO == null)
        {
            return;
        }

        if (bt.cavityMap == null)
        {
            EditorGUILayout.HelpBox("Cavity Map Data is not present, please generate or provide", MessageType.Warning);
        }
        bt.cavityMap = (Texture2D)EditorGUILayout.ObjectField("Cavity Map", bt.cavityMap, typeof(Texture2D), false);
        if (bt.cavityMap != null && bt.sTerrainDirty)
        {
            EditorGUILayout.HelpBox("Cavity data may be out of date as terrain has changed", MessageType.Warning);
        }
        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.PrefixLabel("Cavity Data");
        if (GUILayout.Button(bt.cavityMap == null ? "Generate" : "Update"))
        {
            ComputeCavityFlowMap(bt);
        }

        if (bt.cavityMap != null && GUILayout.Button("Clear"))
        {
            bt.cavityMap = null;
        }
        EditorGUILayout.EndHorizontal();
    }
    /// <summary>
    /// Preprocess the terrain to clamp down on the number of splat maps which have weights on each control point. First pass
    /// limits the number of weights to the specified amount per control point. Since each rendered pixel is a blend of 4 possible
    /// control points, this still means a given pixel may need up to 4 weights even if the control point is clamped to 1 weight.
    /// In the second pass, we check all of the neighoring pixels to see if they have different weights- if they do, we clamp
    /// down to one less weight on this control point. The idea here is to create some extra headroom for the blend, but since
    /// you can still need 4 blend weights in some cases, there is no perfect solution to this issue when running with less than
    /// 4 blend weights. It does, however, greatly help when running under those constraints.
    ///
    /// </summary>
    /// <param name="bt">Bt.</param>
    /// <param name="maxWeights">Max weights.</param>
    /// <param name="secondPass">If set to <c>true</c> second pass.</param>
    public static void WeightLimitTerrain(MicroSplatTerrain bt, int maxWeights, bool secondPass = false)
    {
        Terrain t = bt.GetComponent <Terrain>();

        if (t == null)
        {
            return;
        }
        UnityEngine.TerrainData td = t.terrainData;
        if (td == null)
        {
            return;
        }

        int w = td.alphamapWidth;
        int h = td.alphamapHeight;
        int l = td.alphamapLayers;

        Undo.RegisterCompleteObjectUndo(t, "Weight Limit Terrain");

        var splats = td.GetAlphamaps(0, 0, w, h);

        float[]           data         = new float[16];
        List <WeightPair> sorted       = new List <WeightPair>();
        List <int>        validIndexes = new List <int>();

        for (int x = 0; x < w; ++x)
        {
            for (int y = 0; y < h; ++y)
            {
                // gather all weights
                for (int i = 0; i < l; ++i)
                {
                    data[i] = splats[x, y, i];
                }

                sorted.Clear();
                for (int i = 0; i < 16; ++i)
                {
                    var wp = new WeightPair();
                    wp.index  = i;
                    wp.weight = data[i];
                    sorted.Add(wp);
                }

                sorted.Sort((w0, w1) => w1.weight.CompareTo(w0.weight));

                // remove lower weights
                int allowedWeights = maxWeights;
                while (sorted.Count > allowedWeights)
                {
                    sorted.RemoveAt(sorted.Count - 1);
                }

                // generate valid index list
                validIndexes.Clear();
                for (int i = 0; i < sorted.Count; ++i)
                {
                    if (sorted[i].weight > 0)
                    {
                        validIndexes.Add(sorted[i].index);
                    }
                }
                // figure out if our neighbors have weights which we don't have- if so, clamp down harder to make room for blending..
                // if not, allow us to blend fully. We do this in a second pass so that small weights are reduced before we make
                // this decision..

                if (secondPass)
                {
                    for (int xm = -1; xm < 2; ++xm)
                    {
                        for (int ym = -1; ym < 2; ++ym)
                        {
                            int nx = x + xm;
                            int ny = y + ym;
                            if (nx >= 0 && ny >= 0 && nx < w && ny < y)
                            {
                                for (int layer = 0; layer < l; ++layer)
                                {
                                    float weight = splats[nx, ny, layer];
                                    if (weight > 0 && !validIndexes.Contains(layer))
                                    {
                                        allowedWeights = maxWeights - 1;
                                    }
                                }
                            }
                        }
                    }
                    while (sorted.Count > allowedWeights)
                    {
                        sorted.RemoveAt(sorted.Count - 1);
                    }
                    // generate valid index list
                    validIndexes.Clear();
                    for (int i = 0; i < sorted.Count; ++i)
                    {
                        if (sorted[i].weight > 0)
                        {
                            validIndexes.Add(sorted[i].index);
                        }
                    }
                }


                // clear non-valid indexes

                for (int j = 0; j < 16; ++j)
                {
                    if (!validIndexes.Contains(j))
                    {
                        data[j] = 0;
                    }
                }


                // now normalize weights so that they total one on each pixel

                float total = 0;
                for (int j = 0; j < 16; ++j)
                {
                    total += data[j];
                }
                float scale = 1.0f / total;
                for (int j = 0; j < 16; ++j)
                {
                    data[j] *= scale;
                }


                // now map back to splat data array
                for (int i = 0; i < l; ++i)
                {
                    splats[x, y, i] = data[i];
                }
            }
        }

        td.SetAlphamaps(0, 0, splats);
    }
Exemple #8
0
    bool DoConvertGUI(MicroSplatTerrain t)
    {
        if (t.templateMaterial == null)
        {
            InitConvertConfigs();
            using (new GUILayout.VerticalScope(GUI.skin.box))
            {
                EditorGUILayout.LabelField("Select any integrations you want to add:");
                // integrations
                for (int i = 0; i < integrationConfigs.Count; ++i)
                {
                    var ic = integrationConfigs [i];
                    if (!ic.assetInstalled)
                    {
                        EditorGUILayout.BeginHorizontal();
                        EditorGUILayout.LabelField(ic.name, GUILayout.Width(120));
                        EditorGUILayout.LabelField("Not Installed", GUILayout.Width(120));
                        if (GUILayout.Button("Link", GUILayout.Width(120)))
                        {
                            Application.OpenURL(ic.assetLink);
                        }
                        EditorGUILayout.EndHorizontal();
                    }
                    else
                    {
                        EditorGUILayout.BeginHorizontal();
                        ic.include = EditorGUILayout.Toggle(ic.include, GUILayout.Width(20));
                        EditorGUILayout.LabelField(ic.name);
                        EditorGUILayout.EndHorizontal();
                        if (ic.include && ic.missingModules.Count > 0)
                        {
                            using (new GUILayout.VerticalScope(GUI.skin.box))
                            {
                                EditorGUILayout.HelpBox("Some MicroSplat modules requested by this module are not installed. Some or all features of the integration will not be active.", MessageType.Warning);
                                for (int j = 0; j < ic.missingModules.Count; ++j)
                                {
                                    var m = ic.missingModules [j];
                                    DrawMissingModule(m);
                                }
                            }
                        }
                    }
                }

                if (GUILayout.Button("Convert to MicroSplat"))
                {
                    // get all terrains in selection, not just this one, and treat as one giant terrain
                    var            objs     = Selection.gameObjects;
                    List <Terrain> terrains = new List <Terrain> ();
                    for (int i = 0; i < objs.Length; ++i)
                    {
                        Terrain ter = objs [i].GetComponent <Terrain> ();
                        if (ter != null)
                        {
                            terrains.Add(ter);
                        }
                        Terrain [] trs = objs [i].GetComponentsInChildren <Terrain> ();
                        for (int x = 0; x < trs.Length; ++x)
                        {
                            if (!terrains.Contains(trs [x]))
                            {
                                terrains.Add(trs [x]);
                            }
                        }
                    }


                    Terrain       terrain  = t.GetComponent <Terrain> ();
                    int           texcount = terrain.terrainData.terrainLayers.Length;
                    List <string> keywords = new List <string> (defaultKeywords);
                    // set initial render pipleine
                    var pipeline = MicroSplatUtilities.DetectPipeline();
                    if (pipeline == MicroSplatUtilities.PipelineType.HDPipeline)
                    {
                        keywords.Add("_MSRENDERLOOP_UNITYHD");
                    }
                    else if (pipeline == MicroSplatUtilities.PipelineType.UniversalPipeline)
                    {
                        keywords.Add("_MSRENDERLOOP_UNITYLD");
                    }


                    // Because new users won't read the manual or read settings before they act, we don't clamp the texture count
                    // down for maximum performance. Way to many support requests complaining of black terrain after adding textures because
                    // they didn't realize they needed to up the max texture count. So now, 16 minimum. This is why we can't have nice things.

                    /*
                     * if (texcount <= 4)
                     * {
                     * keywords.Add ("_MAX4TEXTURES");
                     * }
                     * else if (texcount <= 8)
                     * {
                     * keywords.Add ("_MAX8TEXTURES");
                     * }
                     * else if (texcount <= 12)
                     * {
                     * keywords.Add ("_MAX12TEXTURES");
                     * }
                     */
                    if (texcount > 16 && texcount <= 20)
                    {
                        keywords.Add("_MAX20TEXTURES");
                    }
                    else if (texcount <= 24)
                    {
                        keywords.Add("_MAX24TEXTURES");
                    }
                    else if (texcount <= 28)
                    {
                        keywords.Add("_MAX28TEXTURES");
                    }
                    else if (texcount > 28)
                    {
                        keywords.Add("_MAX32TEXTURES");
                    }


                    for (int i = 0; i < integrationConfigs.Count; ++i)
                    {
                        var ic = integrationConfigs [i];
                        if (ic.include)
                        {
                            keywords.AddRange(ic.keywords);
                        }
                    }

                    // setup this terrain
                    t.templateMaterial = MicroSplatShaderGUI.NewShaderAndMaterial(terrain, keywords.ToArray());

                    var config = TextureArrayConfigEditor.CreateConfig(terrain);
                    t.templateMaterial.SetTexture("_Diffuse", config.diffuseArray);
                    t.templateMaterial.SetTexture("_NormalSAO", config.normalSAOArray);

                    t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
                    EditorUtility.SetDirty(t);
                    if (terrain.terrainData.terrainLayers != null)
                    {
                        if (terrain.terrainData.terrainLayers.Length > 0)
                        {
                            Vector2 min = new Vector2(99999, 99999);
                            Vector2 max = Vector2.zero;


                            for (int x = 0; x < terrain.terrainData.terrainLayers.Length; ++x)
                            {
                                var uv = terrain.terrainData.terrainLayers [x].tileSize;
                                if (min.x > uv.x)
                                {
                                    min.x = uv.x;
                                }
                                if (min.y > uv.y)
                                {
                                    min.y = uv.y;
                                }
                                if (max.x < uv.x)
                                {
                                    max.x = uv.x;
                                }
                                if (max.y < uv.y)
                                {
                                    max.y = uv.y;
                                }
                            }
                            Vector2 average = Vector2.Lerp(min, max, 0.5f);
                            // use per texture UVs instead..
                            float diff = Vector2.Distance(min, max);
                            if (diff > 0.1)
                            {
                                keywords.Add("_PERTEXUVSCALEOFFSET");

                                // if the user has widely different UVs, use the LOD sampler. This is because the gradient mode blends between mip levels,
                                // which looks bad with hugely different UVs. I still don't understand why people do this kind of crap though, ideally
                                // your UVs should not differ per texture, and if so, not by much..
                                if (diff > 10)
                                {
                                    Debug.LogWarning("Terrain has wildly varing UV scales, it's best to keep consistent texture resolution. ");
                                }
                                if (!keywords.Contains("_USEGRADMIP"))
                                {
                                    keywords.Add("_USEGRADMIP");
                                }
                                Vector4 scaleOffset = new Vector4(1, 1, 0, 0);
                                t.templateMaterial.SetVector("_UVScale", scaleOffset);
                                var propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);

                                for (int x = 0; x < terrain.terrainData.terrainLayers.Length; ++x)
                                {
                                    var uvScale  = terrain.terrainData.terrainLayers [x].tileSize;
                                    var uvOffset = terrain.terrainData.terrainLayers [x].tileOffset;
                                    uvScale   = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                                    uvScale.x = Mathf.RoundToInt(uvScale.x);
                                    uvScale.y = Mathf.RoundToInt(uvScale.y);
                                    propData.SetValue(x, MicroSplatPropData.PerTexVector2.SplatUVScale, uvScale);
                                    propData.SetValue(x, MicroSplatPropData.PerTexVector2.SplatUVOffset, Vector2.zero);
                                }
                                for (int x = terrain.terrainData.terrainLayers.Length; x < 32; ++x)
                                {
                                    propData.SetValue(x, MicroSplatPropData.PerTexVector2.SplatUVScale, average);
                                    propData.SetValue(x, MicroSplatPropData.PerTexVector2.SplatUVOffset, Vector2.zero);
                                }
                                // must init the data, or the editor will write over it.

                                propData.SetValue(0, 15, Color.white);
                                EditorUtility.SetDirty(propData);

                                t.templateMaterial.SetVector("_TriplanarUVScale",
                                                             new Vector4(
                                                                 10.0f / t.terrain.terrainData.size.x,
                                                                 10.0f / t.terrain.terrainData.size.x, 0, 0));
                            }
                            else
                            {
                                var uvScale  = terrain.terrainData.terrainLayers [0].tileSize;
                                var uvOffset = terrain.terrainData.terrainLayers [0].tileOffset;

                                uvScale    = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                                uvOffset.x = uvScale.x / terrain.terrainData.size.x * 0.5f * uvOffset.x;
                                uvOffset.y = uvScale.y / terrain.terrainData.size.x * 0.5f * uvOffset.y;
                                Vector4 scaleOffset = new Vector4(uvScale.x, uvScale.y, uvOffset.x, uvOffset.y);
                                t.templateMaterial.SetVector("_UVScale", scaleOffset);
                                t.templateMaterial.SetVector("_TriplanarUVScale",
                                                             new Vector4(
                                                                 10.0f / t.terrain.terrainData.size.x,
                                                                 10.0f / t.terrain.terrainData.size.x, 0, 0));
                            }
                        }
                    }


                    // now make sure others all have the same settings as well.
                    for (int i = 0; i < terrains.Count; ++i)
                    {
                        var nt  = terrains [i];
                        var mgr = nt.GetComponent <MicroSplatTerrain> ();
                        if (mgr == null)
                        {
                            mgr = nt.gameObject.AddComponent <MicroSplatTerrain> ();
                        }
                        mgr.templateMaterial = t.templateMaterial;

                        if (mgr.propData == null)
                        {
                            mgr.propData = MicroSplatShaderGUI.FindOrCreatePropTex(mgr.templateMaterial);
                        }
                    }


                    Selection.SetActiveObjectWithContext(config, config);
                    t.keywordSO = MicroSplatUtilities.FindOrCreateKeywords(t.templateMaterial);

                    t.keywordSO.keywords.Clear();
                    t.keywordSO.keywords = new List <string> (keywords);



                    // force recompile, so that basemap shader name gets reset correctly..
                    MicroSplatShaderGUI.MicroSplatCompiler comp = new MicroSplatShaderGUI.MicroSplatCompiler();
                    comp.Compile(t.templateMaterial);
                    // for some reason, often when  people create terrains with Gaia but this is unconfirmed,
                    // if instancing is set, the terrain will not draw until a shader feature is toggled.
                    // So for now, turn off instancing when doing conversion.
                    for (int i = 0; i < terrains.Count; ++i)
                    {
                        var nt = terrains [i];
                        nt.drawInstanced = false;
                    }


                    MicroSplatTerrain.SyncAll();

                    /*
                     * // turn on draw instanced if enabled and tessellation is disabled, unless render loop is LWRP/URP in which case it does work..
                     * if (t.keywordSO != null && (!t.keywordSO.IsKeywordEnabled("_TESSDISTANCE") || t.keywordSO.IsKeywordEnabled("_MSRENDERLOOP_UNITYLD")))
                     * {
                     * for (int i = 0; i < terrains.Count; ++i)
                     * {
                     *    var nt = terrains [i];
                     *    var mgr = nt.GetComponent<MicroSplatTerrain> ();
                     *    if (mgr != null && mgr.keywordSO != null && !mgr.keywordSO.IsKeywordEnabled("_MSRENDERLOOP_UNITYLD"))
                     *    {
                     *       nt.drawInstanced = true;
                     *    }
                     * }
                     * }
                     */
                    return(true);
                }
            }
        }
        return(false);
    }
Exemple #9
0
    public static void GenerateTerrainBlendData(MicroSplatTerrain bt)
    {
        Terrain t = bt.GetComponent <Terrain>();
        int     w = t.terrainData.heightmapResolution;
        int     h = t.terrainData.heightmapResolution;

        Texture2D data = null;

        if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf))
        {
            data = new Texture2D(w, h, TextureFormat.RGBAHalf, true, true);
        }
#if UNITY_2018_3_OR_NEWER
        else if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAFloat))
        {
            data = new Texture2D(w, h, TextureFormat.RGBAFloat, true, true);
        }
#endif
        else
        {
            Debug.LogError("System does not support RGBAHalf or RGBAFloat texture formats, Terrain Descriptor cannot be generated.");
            return;
        }

        for (int x = 0; x < w; ++x)
        {
            for (int y = 0; y < h; ++y)
            {
                float   height = t.terrainData.GetHeight(x, y);
                Vector3 normal = t.terrainData.GetInterpolatedNormal((float)x / w, (float)y / h);
                // When you save a texture to EXR format, either in the saving or import stage,
                // some type of gamma curve is applied regardless of the fact that the textures is
                // set to linear. So we pow it here to counteract it, whis is total BS, but works..
                normal.x = (normal.x >= 0) ? Mathf.Pow(normal.x, 2.0f) : Mathf.Pow(normal.x, 2) * -1;
                normal.z = (normal.z >= 0) ? Mathf.Pow(normal.z, 2.0f) : Mathf.Pow(normal.z, 2) * -1;
                data.SetPixel(x, y, new Color(normal.x, normal.y, normal.z, height));
            }
        }
        data.Apply();

        var path = MicroSplatUtilities.RelativePathFromAsset(t.terrainData);
        path += "/" + t.name + ".exr";
        var bytes = data.EncodeToEXR(Texture2D.EXRFlags.OutputAsFloat);
        System.IO.File.WriteAllBytes(path, bytes);
        GameObject.DestroyImmediate(data);
        AssetDatabase.Refresh();
        bt.terrainDesc = AssetDatabase.LoadAssetAtPath <Texture2D>(path);
        var ai = AssetImporter.GetAtPath(path);
        var ti = ai as TextureImporter;


        // default platform no longer supports RGBA half/float in newer unity, so we override all platforms
        bool changed   = false;
        var  platforms = System.Enum.GetNames(typeof(BuildTarget));
        for (int i = 0; i < platforms.Length; ++i)
        {
            string platform = platforms [i];
            var    ps       = ti.GetPlatformTextureSettings(platform);

            if (ti.isReadable == true ||
                ti.wrapMode != TextureWrapMode.Clamp ||
#if UNITY_2018_3_OR_NEWER
                (ps.format != TextureImporterFormat.RGBAHalf && ps.format != TextureImporterFormat.RGBAFloat) ||
#else
                ps.format != TextureImporterFormat.RGBAHalf ||
#endif
                ps.textureCompression != TextureImporterCompression.Uncompressed ||
                ps.overridden != true ||
                ti.filterMode != FilterMode.Bilinear ||
                ti.sRGBTexture != false)
            {
                ti.sRGBTexture   = false;
                ti.filterMode    = FilterMode.Bilinear;
                ti.mipmapEnabled = true;
                ti.wrapMode      = TextureWrapMode.Clamp;
                ti.isReadable    = false;

#if UNITY_2018_3_OR_NEWER
                if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf))
                {
                    ps.format = TextureImporterFormat.RGBAHalf;
                }
                else
                {
                    ps.format = TextureImporterFormat.RGBAFloat;
                }
#else
                ps.format = TextureImporterFormat.RGBAHalf;
#endif
                ps.textureCompression = TextureImporterCompression.Uncompressed;
                ps.overridden         = true;
                try
                {
                    ti.SetPlatformTextureSettings(ps);
                    changed = true;
                }
                catch
                {
                }
            }
        }
        if (changed)
        {
            ti.SaveAndReimport();
        }
        bt.sTerrainDirty = false;
        EditorUtility.SetDirty(bt);
        EditorUtility.SetDirty(bt.terrain);
        MicroSplatTerrain.SyncAll();
        AssetDatabase.SaveAssets();
    }
Exemple #10
0
    public void DoTerrainDescGUI()
    {
        MicroSplatTerrain bt = target as MicroSplatTerrain;
        Terrain           t  = bt.GetComponent <Terrain>();

        if (t == null || t.terrainData == null)
        {
            EditorGUILayout.HelpBox("No Terrain found, please add this component to your terrain", MessageType.Error);
            return;
        }
        if (t.materialTemplate == null)
        {
            return;
        }
        if (bt.keywordSO == null)
        {
            return;
        }

        if (!bt.keywordSO.IsKeywordEnabled("_TERRAINBLENDING") && !bt.keywordSO.IsKeywordEnabled("_DYNAMICFLOWS"))
        {
            return;
        }
        EditorGUILayout.Space();


        if (bt.terrainDesc == null)
        {
            EditorGUILayout.HelpBox("Terrain Descriptor Data is not present, please generate", MessageType.Info);
        }

        if (bt.terrainDesc != null && bt.sTerrainDirty)
        {
            EditorGUILayout.HelpBox("Terrain Descriptor data is out of date, please update", MessageType.Info);
        }
        if (GUILayout.Button(bt.terrainDesc == null ? "Generate Terrain Descriptor Data" : "Update Terrain Descriptor Data"))
        {
            GenerateTerrainBlendData(bt);
        }

        if (bt.terrainDesc != null && GUILayout.Button("Clear Terrain Descriptor Data"))
        {
            bt.terrainDesc = null;
        }

        if (bt.terrainDesc != null)
        {
            EditorGUILayout.BeginHorizontal();
            int mem = bt.terrainDesc.width * bt.terrainDesc.height;
            mem /= 128;
            EditorGUILayout.LabelField("Terrain Descriptor Data Memory: " + mem.ToString() + "kb");
            EditorGUILayout.EndHorizontal();
        }

        if (bt.blendMat == null && bt.templateMaterial != null && bt.keywordSO != null && bt.keywordSO.IsKeywordEnabled("_TERRAINBLENDING"))
        {
            var path = AssetDatabase.GetAssetPath(bt.templateMaterial);
            path        = path.Replace(".mat", "_TerrainObjectBlend.mat");
            bt.blendMat = AssetDatabase.LoadAssetAtPath <Material>(path);
            if (bt.blendMat == null)
            {
                string shaderPath = path.Replace(".mat", ".shader");
                Shader shader     = AssetDatabase.LoadAssetAtPath <Shader>(shaderPath);
                if (shader == null)
                {
                    shaderPath = AssetDatabase.GetAssetPath(bt.templateMaterial.shader);
                    shaderPath = shaderPath.Replace(".shader", "_TerrainObjectBlend.shader");
                    shader     = AssetDatabase.LoadAssetAtPath <Shader>(shaderPath);
                }
                if (shader != null)
                {
                    Material mat = new Material(shader);
                    AssetDatabase.CreateAsset(mat, path);
                    AssetDatabase.SaveAssets();
                    MicroSplatTerrain.SyncAll();
                }
            }
        }
        EditorUtility.SetDirty(bt);
        EditorUtility.SetDirty(bt.terrain);
    }
    //static GUIContent AdvDetailControl = new GUIContent("Advanced Detail Control", "Control map for Advanced Details");

    public override void OnInspectorGUI()
    {
        MicroSplatTerrain t = target as MicroSplatTerrain;

        if (t == null)
        {
            EditorGUILayout.HelpBox("No Terrain Present, please put this component on a terrain", MessageType.Error);
            return;
        }
        EditorGUI.BeginChangeCheck();
        t.templateMaterial = EditorGUILayout.ObjectField(CTemplateMaterial, t.templateMaterial, typeof(Material), false) as Material;


        if (t.templateMaterial == null)
        {
            if (GUILayout.Button("Convert to MicroSplat"))
            {
                // get all terrains in selection, not just this one, and treat as one giant terrain
                var            objs     = Selection.gameObjects;
                List <Terrain> terrains = new List <Terrain>();
                for (int i = 0; i < objs.Length; ++i)
                {
                    Terrain ter = objs[i].GetComponent <Terrain>();
                    if (ter != null)
                    {
                        terrains.Add(ter);
                    }
                    Terrain[] trs = objs[i].GetComponentsInChildren <Terrain>();
                    for (int x = 0; x < trs.Length; ++x)
                    {
                        if (!terrains.Contains(trs[x]))
                        {
                            terrains.Add(trs[x]);
                        }
                    }
                }
                // setup this terrain
                Terrain terrain = t.GetComponent <Terrain>();
                t.templateMaterial = MicroSplatShaderGUI.NewShaderAndMaterial(terrain);
                var config = TextureArrayConfigEditor.CreateConfig(terrain);
                t.templateMaterial.SetTexture("_Diffuse", config.diffuseArray);
                t.templateMaterial.SetTexture("_NormalSAO", config.normalSAOArray);

                t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
                if (terrain.terrainData.splatPrototypes.Length > 0)
                {
                    var uvScale  = terrain.terrainData.splatPrototypes[0].tileSize;
                    var uvOffset = terrain.terrainData.splatPrototypes[0].tileOffset;

                    uvScale    = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                    uvOffset.x = uvScale.x / terrain.terrainData.size.x * 0.5f * uvOffset.x;
                    uvOffset.y = uvScale.y / terrain.terrainData.size.x * 0.5f * uvOffset.y;
                    Vector4 scaleOffset = new Vector4(uvScale.x, uvScale.y, uvOffset.x, uvOffset.y);
                    t.templateMaterial.SetVector("_UVScale", scaleOffset);
                }

                // now make sure others all have the same settings as well.
                for (int i = 0; i < terrains.Count; ++i)
                {
                    var nt  = terrains[i];
                    var mgr = nt.GetComponent <MicroSplatTerrain>();
                    if (mgr == null)
                    {
                        mgr = nt.gameObject.AddComponent <MicroSplatTerrain>();
                    }
                    mgr.templateMaterial = t.templateMaterial;

                    if (mgr.propData == null)
                    {
                        mgr.propData = MicroSplatShaderGUI.FindOrCreatePropTex(mgr.templateMaterial);
                    }
                }
                Selection.SetActiveObjectWithContext(config, config);
            }
            MicroSplatTerrain.SyncAll();
            return;
        }

        if (t.propData == null)
        {
            t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
        }

#if __MICROSPLAT_TERRAINBLEND__ || __MICROSPLAT_STREAMS__
        DoTerrainDescGUI();
#endif

        // could move this to some type of interfaced component created by the module if this becomes a thing,
        // but I think this will be most of the cases?

        MicroSplatUtilities.DrawTextureField(t, geoTexOverride, ref t.geoTextureOverride, "_GEOMAP");

        MicroSplatUtilities.DrawTextureField(t, geoTintOverride, ref t.tintMapOverride, "_GLOBALTINT");

        MicroSplatUtilities.DrawTextureField(t, geoNormalOverride, ref t.globalNormalOverride, "_GLOBALNORMALS");

#if __MICROSPLAT_ADVANCED_DETAIL__
        DrawAdvancedModuleDetailGUI(t);
#endif

        if (t.templateMaterial.IsKeywordEnabled("_VSGRASSMAP"))
        {
            EditorGUI.BeginChangeCheck();

            t.vsGrassMap = EditorGUILayout.ObjectField(CVSGrassMap, t.vsGrassMap, typeof(Texture2D), false) as Texture2D;

            if (EditorGUI.EndChangeCheck())
            {
                EditorUtility.SetDirty(t);
            }
        }

        if (t.templateMaterial.IsKeywordEnabled("_VSSHADOWMAP"))
        {
            EditorGUI.BeginChangeCheck();


            t.vsShadowMap = EditorGUILayout.ObjectField(CVSShadowMap, t.vsShadowMap, typeof(Texture2D), false) as Texture2D;

            if (EditorGUI.EndChangeCheck())
            {
                EditorUtility.SetDirty(t);
            }
        }


        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("Sync"))
        {
            var mgr = target as MicroSplatTerrain;
            mgr.Sync();
        }
        if (GUILayout.Button("Sync All"))
        {
            MicroSplatTerrain.SyncAll();
        }
        EditorGUILayout.EndHorizontal();

        BakingGUI(t);
        WeightLimitingGUI(t);

#if __MICROSPLAT_ADVANCED_DETAIL__
        DrawAdvancedModuleDetailTooset(t);
#endif

        if (MicroSplatUtilities.DrawRollup("Debug", false, true))
        {
            EditorGUI.indentLevel += 2;
            EditorGUILayout.HelpBox("These should not need to be edited unless something funky has happened. They are automatically managed by MicroSplat.", MessageType.Info);
            t.propData             = EditorGUILayout.ObjectField("Per Texture Data", t.propData, typeof(MicroSplatPropData), false) as MicroSplatPropData;
            t.blendMat             = EditorGUILayout.ObjectField(CBlendMat, t.blendMat, typeof(Material), false) as Material;
            t.terrainDesc          = EditorGUILayout.ObjectField("Terrain Descriptor", t.terrainDesc, typeof(Texture2D), false) as Texture2D;
            t.addPass              = EditorGUILayout.ObjectField("Add Pass", t.addPass, typeof(Shader), false) as Shader;
            EditorGUI.indentLevel -= 2;
        }
        if (EditorGUI.EndChangeCheck())
        {
            EditorUtility.SetDirty(t);
        }
    }
Exemple #12
0
    public override void OnInspectorGUI()
    {
        MicroSplatTerrain t = target as MicroSplatTerrain;

        if (t == null)
        {
            EditorGUILayout.HelpBox("No Terrain Present, please put this component on a terrain", MessageType.Error);
            return;
        }
        EditorGUI.BeginChangeCheck();
        t.templateMaterial = EditorGUILayout.ObjectField(CTemplateMaterial, t.templateMaterial, typeof(Material), false) as Material;


        if (t.templateMaterial == null)
        {
            if (GUILayout.Button("Convert to MicroSplat"))
            {
                // get all terrains in selection, not just this one, and treat as one giant terrain
                var            objs     = Selection.gameObjects;
                List <Terrain> terrains = new List <Terrain>();
                for (int i = 0; i < objs.Length; ++i)
                {
                    Terrain ter = objs[i].GetComponent <Terrain>();
                    if (ter != null)
                    {
                        terrains.Add(ter);
                    }
                    Terrain[] trs = objs[i].GetComponentsInChildren <Terrain>();
                    for (int x = 0; x < trs.Length; ++x)
                    {
                        if (!terrains.Contains(trs[x]))
                        {
                            terrains.Add(trs[x]);
                        }
                    }
                }
                // setup this terrain
                Terrain terrain = t.GetComponent <Terrain>();
                t.templateMaterial = MicroSplatShaderGUI.NewShaderAndMaterial(terrain);
                var config = TextureArrayConfigEditor.CreateConfig(terrain);
                t.templateMaterial.SetTexture("_Diffuse", config.diffuseArray);
                t.templateMaterial.SetTexture("_NormalSAO", config.normalSAOArray);

                t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
#if UNITY_2018_3_OR_NEWER
                if (terrain.terrainData.terrainLayers.Length > 0)
                {
                    var uvScale  = terrain.terrainData.terrainLayers[0].tileSize;
                    var uvOffset = terrain.terrainData.terrainLayers[0].tileOffset;

                    uvScale    = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                    uvOffset.x = uvScale.x / terrain.terrainData.size.x * 0.5f * uvOffset.x;
                    uvOffset.y = uvScale.y / terrain.terrainData.size.x * 0.5f * uvOffset.y;
                    Vector4 scaleOffset = new Vector4(uvScale.x, uvScale.y, uvOffset.x, uvOffset.y);
                    t.templateMaterial.SetVector("_UVScale", scaleOffset);
                }
#else
                if (terrain.terrainData.splatPrototypes.Length > 0)
                {
                    var uvScale  = terrain.terrainData.splatPrototypes[0].tileSize;
                    var uvOffset = terrain.terrainData.splatPrototypes[0].tileOffset;

                    uvScale    = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                    uvOffset.x = uvScale.x / terrain.terrainData.size.x * 0.5f * uvOffset.x;
                    uvOffset.y = uvScale.y / terrain.terrainData.size.x * 0.5f * uvOffset.y;
                    Vector4 scaleOffset = new Vector4(uvScale.x, uvScale.y, uvOffset.x, uvOffset.y);
                    t.templateMaterial.SetVector("_UVScale", scaleOffset);
                }
#endif

                // now make sure others all have the same settings as well.
                for (int i = 0; i < terrains.Count; ++i)
                {
                    var nt  = terrains[i];
                    var mgr = nt.GetComponent <MicroSplatTerrain>();
                    if (mgr == null)
                    {
                        mgr = nt.gameObject.AddComponent <MicroSplatTerrain>();
                    }
                    mgr.templateMaterial = t.templateMaterial;

                    if (mgr.propData == null)
                    {
                        mgr.propData = MicroSplatShaderGUI.FindOrCreatePropTex(mgr.templateMaterial);
                    }
                }
                Selection.SetActiveObjectWithContext(config, config);
            }
            MicroSplatTerrain.SyncAll();
            return;
        }

        if (t.propData == null)
        {
            t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
            EditorUtility.SetDirty(t);
        }

        if (t.keywordSO == null)
        {
            t.keywordSO = MicroSplatUtilities.FindOrCreateKeywords(t.templateMaterial);
            EditorUtility.SetDirty(t);
        }

        EditorGUI.BeginChangeCheck();

#if __MICROSPLAT_PROCTEX__
        if (t.keywordSO.IsKeywordEnabled("_PROCEDURALTEXTURE") || t.keywordSO.IsKeywordEnabled("_PCHEIGHTGRADIENT") || t.keywordSO.IsKeywordEnabled("_PCHEIGHTHSV"))
        {
            var old = t.procTexCfg;
            t.procTexCfg = MicroSplatProceduralTexture.FindOrCreateProceduralConfig(t.templateMaterial);
            if (old != t.procTexCfg)
            {
                EditorUtility.SetDirty(t);
            }
        }
#endif

#if __MICROSPLAT_TERRAINBLEND__ || __MICROSPLAT_STREAMS__
        DoTerrainDescGUI();
#endif

        DoPerPixelNormalGUI();

#if __MICROSPLAT_PROCTEX__
        if (t.keywordSO.IsKeywordEnabled(MicroSplatProceduralTexture.GetFeatureName(MicroSplatProceduralTexture.DefineFeature._PCCAVITY)) ||
            t.keywordSO.IsKeywordEnabled(MicroSplatProceduralTexture.GetFeatureName(MicroSplatProceduralTexture.DefineFeature._PCFLOW)))
        {
            DoCavityMapGUI();
        }
#endif
        // could move this to some type of interfaced component created by the module if this becomes a thing,
        // but I think this will be most of the cases?

        MicroSplatUtilities.DrawTextureField(t, CCustomSplat0, ref t.customControl0, "_CUSTOMSPLATTEXTURES");
        MicroSplatUtilities.DrawTextureField(t, CCustomSplat1, ref t.customControl1, "_CUSTOMSPLATTEXTURES");
        MicroSplatUtilities.DrawTextureField(t, CCustomSplat2, ref t.customControl2, "_CUSTOMSPLATTEXTURES");
        MicroSplatUtilities.DrawTextureField(t, CCustomSplat3, ref t.customControl3, "_CUSTOMSPLATTEXTURES");
        MicroSplatUtilities.DrawTextureField(t, CCustomSplat4, ref t.customControl4, "_CUSTOMSPLATTEXTURES");
        MicroSplatUtilities.DrawTextureField(t, CCustomSplat5, ref t.customControl5, "_CUSTOMSPLATTEXTURES");
        MicroSplatUtilities.DrawTextureField(t, CCustomSplat6, ref t.customControl6, "_CUSTOMSPLATTEXTURES");
        MicroSplatUtilities.DrawTextureField(t, CCustomSplat7, ref t.customControl7, "_CUSTOMSPLATTEXTURES");

        // perpixel normal
        MicroSplatUtilities.DrawTextureField(t, perPixelNormal, ref t.perPixelNormal, "_PERPIXELNORMAL");

        // global texture overrides
#if __MICROSPLAT_GLOBALTEXTURE__
        MicroSplatUtilities.DrawTextureField(t, geoTexOverride, ref t.geoTextureOverride, "_GEOMAP");
        MicroSplatUtilities.DrawTextureField(t, geoTintOverride, ref t.tintMapOverride, "_GLOBALTINT");
        MicroSplatUtilities.DrawTextureField(t, geoNormalOverride, ref t.globalNormalOverride, "_GLOBALNORMALS");
        MicroSplatUtilities.DrawTextureField(t, geoSAOMOverride, ref t.globalSAOMOverride, "_GLOBALSMOOTHAOMETAL");
        MicroSplatUtilities.DrawTextureField(t, geoEmisOverride, ref t.globalEmisOverride, "_GLOBALEMIS");
#endif

#if __MICROSPLAT_ALPHAHOLE__
        // alpha hole override
        MicroSplatUtilities.DrawTextureField(t, clipMapOverride, ref t.clipMap, "_ALPHAHOLETEXTURE");
#endif

#if (VEGETATION_STUDIO || VEGETATION_STUDIO_PRO)
        // vsstudio overrides
        MicroSplatUtilities.DrawTextureField(t, CVSGrassMap, ref t.vsGrassMap, "_VSGRASSMAP");
        MicroSplatUtilities.DrawTextureField(t, CVSShadowMap, ref t.vsShadowMap, "_VSSHADOWMAP");
#endif


#if __MICROSPLAT_PROCTEX__
        MicroSplatUtilities.DrawTextureField(t, biomeOverride, ref t.procBiomeMask, "_PROCEDURALTEXTURE");
#endif

#if __MICROSPLAT_ADVANCED_DETAIL__
        DrawAdvancedModuleDetailGUI(t);
#endif


        if (t.propData == null && t.templateMaterial != null)
        {
            t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
            if (t.propData == null)
            {
                // this should really never happen, but users seem to have issues with unassigned propData's a lot. I think
                // this is from external tools like MapMagic not creating it, but the above call should create it.
                EditorGUILayout.HelpBox("PropData is null, please assign", MessageType.Error);
                t.propData = EditorGUILayout.ObjectField("Per Texture Data", t.propData, typeof(MicroSplatPropData), false) as MicroSplatPropData;
            }
        }

        if (EditorGUI.EndChangeCheck())
        {
            MicroSplatTerrain.SyncAll();
        }


        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("Sync"))
        {
            var mgr = target as MicroSplatTerrain;
            mgr.Sync();
        }
        if (GUILayout.Button("Sync All"))
        {
            MicroSplatTerrain.SyncAll();
        }
        EditorGUILayout.EndHorizontal();

        BakingGUI(t);
        WeightLimitingGUI(t);
        ImportExportGUI();

#if __MICROSPLAT_ADVANCED_DETAIL__
        DrawAdvancedModuleDetailTooset(t);
#endif

        if (MicroSplatUtilities.DrawRollup("Debug", false, true))
        {
            EditorGUI.indentLevel += 2;
            EditorGUILayout.HelpBox("These should not need to be edited unless something funky has happened. They are automatically managed by MicroSplat.", MessageType.Info);
            t.propData = EditorGUILayout.ObjectField("Per Texture Data", t.propData, typeof(MicroSplatPropData), false) as MicroSplatPropData;
#if __MICROSPLAT_PROCTEX__
            t.procTexCfg = EditorGUILayout.ObjectField("Procedural Config", t.procTexCfg, typeof(MicroSplatProceduralTextureConfig), false) as MicroSplatProceduralTextureConfig;
#endif
            t.keywordSO            = EditorGUILayout.ObjectField("Keywords", t.keywordSO, typeof(MicroSplatKeywords), false) as MicroSplatKeywords;
            t.blendMat             = EditorGUILayout.ObjectField(CBlendMat, t.blendMat, typeof(Material), false) as Material;
            t.terrainDesc          = EditorGUILayout.ObjectField("Terrain Descriptor", t.terrainDesc, typeof(Texture2D), false) as Texture2D;
            t.perPixelNormal       = EditorGUILayout.ObjectField("Normal Data", t.perPixelNormal, typeof(Texture2D), false) as Texture2D;
            t.addPass              = EditorGUILayout.ObjectField("Add Pass", t.addPass, typeof(Shader), false) as Shader;
            EditorGUI.indentLevel -= 2;
        }
        if (EditorGUI.EndChangeCheck())
        {
            EditorUtility.SetDirty(t);
        }
    }
Exemple #13
0
    bool DoConvertGUI(MicroSplatTerrain t)
    {
        if (t.templateMaterial == null)
        {
            InitConvertConfigs();
            using (new GUILayout.VerticalScope(GUI.skin.box))
            {
                EditorGUILayout.LabelField("Select a Template:");

                EditorGUILayout.BeginHorizontal();
                for (int i = 0; i < convertConfigs.Count; ++i)
                {
                    var c = convertConfigs [i];
                    if (DrawConvertButton(c, i == selectedConvertConfig))
                    {
                        selectedConvertConfig = i;
                    }
                }
                EditorGUILayout.EndHorizontal();

                var selectedConfig = convertConfigs [selectedConvertConfig];
                if (selectedConfig.missingModules.Count > 0)
                {
                    EditorGUILayout.HelpBox("You are missing some MicroSplat modules needed by this template. The preset may still be used but some features will not be enabled. Missing modules are listed below:", MessageType.Warning);
                    for (int i = 0; i < selectedConfig.missingModules.Count; ++i)
                    {
                        var m = selectedConfig.missingModules [i];
                        DrawMissingModule(m);
                    }
                }

                EditorGUILayout.LabelField("Select any integrations you want to add:");
                // integrations
                for (int i = 0; i < integrationConfigs.Count; ++i)
                {
                    var ic = integrationConfigs [i];
                    if (!ic.assetInstalled)
                    {
                        EditorGUILayout.BeginHorizontal();
                        EditorGUILayout.LabelField(ic.name, GUILayout.Width(120));
                        EditorGUILayout.LabelField("Not Installed", GUILayout.Width(120));
                        if (GUILayout.Button("Link", GUILayout.Width(120)))
                        {
                            Application.OpenURL(ic.assetLink);
                        }
                        EditorGUILayout.EndHorizontal();
                    }
                    else
                    {
                        EditorGUILayout.BeginHorizontal();
                        ic.include = EditorGUILayout.Toggle(ic.include, GUILayout.Width(20));
                        EditorGUILayout.LabelField(ic.name);
                        EditorGUILayout.EndHorizontal();
                        if (ic.include && ic.missingModules.Count > 0)
                        {
                            using (new GUILayout.VerticalScope(GUI.skin.box))
                            {
                                EditorGUILayout.HelpBox("Some MicroSplat modules requested by this module are not installed. Some or all features of the integration will not be active.", MessageType.Warning);
                                for (int j = 0; j < ic.missingModules.Count; ++j)
                                {
                                    var m = ic.missingModules [j];
                                    DrawMissingModule(m);
                                }
                            }
                        }
                    }
                }

                if (GUILayout.Button("Convert to MicroSplat"))
                {
                    // get all terrains in selection, not just this one, and treat as one giant terrain
                    var            objs     = Selection.gameObjects;
                    List <Terrain> terrains = new List <Terrain> ();
                    for (int i = 0; i < objs.Length; ++i)
                    {
                        Terrain ter = objs [i].GetComponent <Terrain> ();
                        if (ter != null)
                        {
                            terrains.Add(ter);
                        }
                        Terrain [] trs = objs [i].GetComponentsInChildren <Terrain> ();
                        for (int x = 0; x < trs.Length; ++x)
                        {
                            if (!terrains.Contains(trs [x]))
                            {
                                terrains.Add(trs [x]);
                            }
                        }
                    }

                    Terrain terrain  = t.GetComponent <Terrain> ();
                    int     texcount = 16;
#if UNITY_2018_3_OR_NEWER
                    texcount = terrain.terrainData.terrainLayers.Length;
#else
                    texcount = terrain.terrainData.splatPrototypes.Length;
#endif
                    List <string> keywords = new List <string> (selectedConfig.keywords);
                    if (texcount <= 4)
                    {
                        keywords.Add("_MAX4TEXTURES");
                    }
                    else if (texcount <= 8)
                    {
                        keywords.Add("_MAX8TEXTURES");
                    }
                    else if (texcount <= 12)
                    {
                        keywords.Add("_MAX12TEXTURES");
                    }
                    else if (texcount <= 20)
                    {
                        keywords.Add("_MAX20TEXTURES");
                    }
                    else if (texcount <= 24)
                    {
                        keywords.Add("_MAX24TEXTURES");
                    }
                    else if (texcount <= 28)
                    {
                        keywords.Add("_MAX28TEXTURES");
                    }
                    else if (texcount > 28)
                    {
                        keywords.Add("_MAX32TEXTURES");
                    }

                    for (int i = 0; i < integrationConfigs.Count; ++i)
                    {
                        var ic = integrationConfigs [i];
                        if (ic.include)
                        {
                            keywords.AddRange(ic.keywords);
                        }
                    }

                    // setup this terrain
                    t.templateMaterial = MicroSplatShaderGUI.NewShaderAndMaterial(terrain, keywords.ToArray());

                    var config = TextureArrayConfigEditor.CreateConfig(terrain);
                    t.templateMaterial.SetTexture("_Diffuse", config.diffuseArray);
                    t.templateMaterial.SetTexture("_NormalSAO", config.normalSAOArray);

                    t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
#if UNITY_2018_3_OR_NEWER
                    if (terrain.terrainData.terrainLayers.Length > 0)
                    {
                        var uvScale  = terrain.terrainData.terrainLayers[0].tileSize;
                        var uvOffset = terrain.terrainData.terrainLayers[0].tileOffset;

                        uvScale    = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                        uvOffset.x = uvScale.x / terrain.terrainData.size.x * 0.5f * uvOffset.x;
                        uvOffset.y = uvScale.y / terrain.terrainData.size.x * 0.5f * uvOffset.y;
                        Vector4 scaleOffset = new Vector4(uvScale.x, uvScale.y, uvOffset.x, uvOffset.y);
                        t.templateMaterial.SetVector("_UVScale", scaleOffset);
                    }
#else
                    if (terrain.terrainData.splatPrototypes.Length > 0)
                    {
                        var uvScale  = terrain.terrainData.splatPrototypes [0].tileSize;
                        var uvOffset = terrain.terrainData.splatPrototypes [0].tileOffset;

                        uvScale    = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                        uvOffset.x = uvScale.x / terrain.terrainData.size.x * 0.5f * uvOffset.x;
                        uvOffset.y = uvScale.y / terrain.terrainData.size.x * 0.5f * uvOffset.y;
                        Vector4 scaleOffset = new Vector4(uvScale.x, uvScale.y, uvOffset.x, uvOffset.y);
                        t.templateMaterial.SetVector("_UVScale", scaleOffset);
                    }
#endif
                    // we need to set a few things on the material if certain features are enabled.
                    // Test for property existence as module might not be installed and feature was culled.
                    if (System.Array.Exists(selectedConfig.keywords, x => x == "_TRIPLANAR"))
                    {
                        if (t.templateMaterial.HasProperty("_TriplanarUVScale"))
                        {
                            t.templateMaterial.SetVector("_TriplanarUVScale", new Vector4(0.25f, 0.25f, 0, 0));
                        }
                    }

                    if (System.Array.Exists(selectedConfig.keywords, x => x == "_NORMALNOISE"))
                    {
                        if (t.templateMaterial.HasProperty("_NormalNoise"))
                        {
                            t.templateMaterial.SetTexture("_NormalNoise", MicroSplatUtilities.GetAutoTexture("microsplat_def_detail_normal_01"));
                        }
                    }

                    // now make sure others all have the same settings as well.
                    for (int i = 0; i < terrains.Count; ++i)
                    {
                        var nt  = terrains [i];
                        var mgr = nt.GetComponent <MicroSplatTerrain> ();
                        if (mgr == null)
                        {
                            mgr = nt.gameObject.AddComponent <MicroSplatTerrain> ();
                        }
                        mgr.templateMaterial = t.templateMaterial;

                        if (mgr.propData == null)
                        {
                            mgr.propData = MicroSplatShaderGUI.FindOrCreatePropTex(mgr.templateMaterial);
                        }
                    }


                    Selection.SetActiveObjectWithContext(config, config);
                    t.keywordSO = MicroSplatUtilities.FindOrCreateKeywords(t.templateMaterial);

                    t.keywordSO.keywords.Clear();
                    t.keywordSO.keywords = new List <string> (keywords);

                    // force recompile, so that basemap shader name gets reset correctly..
                    MicroSplatShaderGUI.MicroSplatCompiler comp = new MicroSplatShaderGUI.MicroSplatCompiler();
                    comp.Compile(t.templateMaterial);

                    MicroSplatTerrain.SyncAll();

                    // trun on draw instanced if enabled and tessellation is disabled, unless render loop is LWRP/URP in which case it does work..
#if UNITY_2018_3_OR_NEWER
                    if (t.keywordSO != null && (!t.keywordSO.IsKeywordEnabled("_TESSDISTANCE") || t.keywordSO.IsKeywordEnabled("_MSRENDERLOOP_UNITYLD")))
                    {
                        for (int i = 0; i < terrains.Count; ++i)
                        {
                            var nt  = terrains [i];
                            var mgr = nt.GetComponent <MicroSplatTerrain> ();
                            if (mgr != null && mgr.keywordSO != null && !mgr.keywordSO.IsKeywordEnabled("_MSRENDERLOOP_UNITYLD"))
                            {
                                nt.drawInstanced = true;
                            }
                        }
                    }
#endif
                    return(true);
                }
            }
        }
        return(false);
    }
Exemple #14
0
    public override void OnInspectorGUI()
    {
        MicroSplatTerrain t = target as MicroSplatTerrain;

        if (t == null)
        {
            EditorGUILayout.HelpBox("No Terrain Present, please put this component on a terrain", MessageType.Error);
            return;
        }
        EditorGUI.BeginChangeCheck();
        t.templateMaterial = EditorGUILayout.ObjectField(CTemplateMaterial, t.templateMaterial, typeof(Material), false) as Material;
        t.propData         = EditorGUILayout.ObjectField("Per Texture Data", t.propData, typeof(MicroSplatPropData), false) as MicroSplatPropData;
        if (EditorGUI.EndChangeCheck())
        {
            EditorUtility.SetDirty(t);
        }
        if (t.templateMaterial == null)
        {
            if (GUILayout.Button("Convert to MicroSplat"))
            {
                // get all terrains in selection, not just this one, and treat as one giant terrain
                var            objs     = Selection.gameObjects;
                List <Terrain> terrains = new List <Terrain>();
                for (int i = 0; i < objs.Length; ++i)
                {
                    Terrain ter = objs[i].GetComponent <Terrain>();
                    if (ter != null)
                    {
                        terrains.Add(ter);
                    }
                    Terrain[] trs = objs[i].GetComponentsInChildren <Terrain>();
                    for (int x = 0; x < trs.Length; ++x)
                    {
                        if (!terrains.Contains(trs[x]))
                        {
                            terrains.Add(trs[x]);
                        }
                    }
                }
                // setup this terrain
                Terrain terrain = t.GetComponent <Terrain>();
                t.templateMaterial = MicroSplatShaderGUI.NewShaderAndMaterial(terrain);
                var config = TextureArrayConfigEditor.CreateConfig(terrain);
                t.templateMaterial.SetTexture("_Diffuse", config.diffuseArray);
                t.templateMaterial.SetTexture("_NormalSAO", config.normalSAOArray);

                t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
                bool perTexScaleOffset = false;
                if (terrain.terrainData.splatPrototypes.Length > 0)
                {
                    var uvScale  = terrain.terrainData.splatPrototypes[0].tileSize;
                    var uvOffset = terrain.terrainData.splatPrototypes[0].tileOffset;
                    for (int i = 1; i < terrain.terrainData.splatPrototypes.Length; ++i)
                    {
                        if (uvScale != terrain.terrainData.splatPrototypes[0].tileSize ||
                            uvOffset != terrain.terrainData.splatPrototypes[0].tileOffset)
                        {
                            perTexScaleOffset = true;
                        }
                    }
                    if (!perTexScaleOffset)
                    {
                        uvScale    = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                        uvOffset.x = uvScale.x / terrain.terrainData.size.x * 0.5f * uvOffset.x;
                        uvOffset.y = uvScale.y / terrain.terrainData.size.x * 0.5f * uvOffset.y;
                        Vector4 scaleOffset = new Vector4(uvScale.x, uvScale.y, uvOffset.x, uvOffset.y);
                        t.templateMaterial.SetVector("_UVScale", scaleOffset);
                    }
                }

                if (perTexScaleOffset)
                {
                    t.templateMaterial.SetVector("_UVScale", new Vector4(1, 1, 0, 0));
                    t.templateMaterial.EnableKeyword("_PERTEXUVSCALE");
                    t.templateMaterial.EnableKeyword("_PERTEXUVOFFSET");
                    var propTex = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
                    // set per tex props for each texture
                    for (int i = 0; i < terrain.terrainData.splatPrototypes.Length; ++i)
                    {
                        var uvScale  = terrain.terrainData.splatPrototypes[i].tileSize;
                        var uvOffset = terrain.terrainData.splatPrototypes[i].tileOffset;
                        uvScale    = MicroSplatRuntimeUtil.UnityUVScaleToUVScale(uvScale, terrain);
                        uvOffset.x = uvScale.x / terrain.terrainData.size.x * 0.5f * uvOffset.x;
                        uvOffset.y = uvScale.y / terrain.terrainData.size.x * 0.5f * uvOffset.y;
                        Color c = new Color(uvScale.x, uvScale.y, uvOffset.x, uvOffset.y);
                        propTex.SetValue(i, 0, c);
                    }
                }

                // now make sure others all have the same settings as well.
                for (int i = 0; i < terrains.Count; ++i)
                {
                    var nt  = terrains[i];
                    var mgr = nt.GetComponent <MicroSplatTerrain>();
                    if (mgr == null)
                    {
                        mgr = nt.gameObject.AddComponent <MicroSplatTerrain>();
                    }
                    mgr.templateMaterial = t.templateMaterial;

                    if (mgr.propData == null)
                    {
                        mgr.propData = MicroSplatShaderGUI.FindOrCreatePropTex(mgr.templateMaterial);
                    }
                }
                Selection.SetActiveObjectWithContext(config, config);
            }
            MicroSplatTerrain.SyncAll();
            return;
        }

        if (t.propData == null)
        {
            t.propData = MicroSplatShaderGUI.FindOrCreatePropTex(t.templateMaterial);
        }

#if __MICROSPLAT_TERRAINBLEND__ || __MICROSPLAT_STREAMS__
        DoTerrainDescGUI();
#endif

        // could move this to some type of interfaced component created by the module if this becomes a thing,
        // but I think this will be most of the cases?

        MicroSplatUtilities.DrawTextureField(t, geoTexOverride, ref t.geoTextureOverride, "_GEOMAP");

        MicroSplatUtilities.DrawTextureField(t, geoTintOverride, ref t.tintMapOverride, "_GLOBALTINT");

        MicroSplatUtilities.DrawTextureField(t, geoNormalOverride, ref t.globalNormalOverride, "_GLOBALNORMALS");

        MicroSplatUtilities.DrawTextureField(t, AdvDetailControl, ref t.advDetailControl, "_ADVANCED_DETAIL");


        if (t.templateMaterial.IsKeywordEnabled("_VSGRASSMAP"))
        {
            EditorGUI.BeginChangeCheck();

            t.vsGrassMap = EditorGUILayout.ObjectField(CVSGrassMap, t.vsGrassMap, typeof(Texture2D), false) as Texture2D;

            if (EditorGUI.EndChangeCheck())
            {
                EditorUtility.SetDirty(t);
            }
        }

        if (t.templateMaterial.IsKeywordEnabled("_VSSHADOWMAP"))
        {
            EditorGUI.BeginChangeCheck();


            t.vsShadowMap = EditorGUILayout.ObjectField(CVSShadowMap, t.vsShadowMap, typeof(Texture2D), false) as Texture2D;

            if (EditorGUI.EndChangeCheck())
            {
                EditorUtility.SetDirty(t);
            }
        }


        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("Sync"))
        {
            var mgr = target as MicroSplatTerrain;
            mgr.Sync();
        }
        if (GUILayout.Button("Sync All"))
        {
            MicroSplatTerrain.SyncAll();
        }
        EditorGUILayout.EndHorizontal();

        BakingGUI(t);
        WeightLimitingGUI(t);
    }