public void FindProperties(MaterialProperty[] props)
 {
     this.blendMode                 = ShaderGUI.FindProperty("_Mode", props);
     this.albedoMap                 = ShaderGUI.FindProperty("_MainTex", props);
     this.albedoColor               = ShaderGUI.FindProperty("_Color", props);
     this.alphaCutoff               = ShaderGUI.FindProperty("_Cutoff", props);
     this.specularMap               = ShaderGUI.FindProperty("_SpecGlossMap", props, false);
     this.specularColor             = ShaderGUI.FindProperty("_SpecColor", props, false);
     this.metallicMap               = ShaderGUI.FindProperty("_MetallicGlossMap", props, false);
     this.metallic                  = ShaderGUI.FindProperty("_Metallic", props, false);
     this.m_WorkflowMode            = this.specularMap == null || this.specularColor == null ? (this.metallicMap == null || this.metallic == null ? StandardShaderGUI.WorkflowMode.Dielectric : StandardShaderGUI.WorkflowMode.Metallic) : StandardShaderGUI.WorkflowMode.Specular;
     this.smoothness                = ShaderGUI.FindProperty("_Glossiness", props);
     this.bumpScale                 = ShaderGUI.FindProperty("_BumpScale", props);
     this.bumpMap                   = ShaderGUI.FindProperty("_BumpMap", props);
     this.heigtMapScale             = ShaderGUI.FindProperty("_Parallax", props);
     this.heightMap                 = ShaderGUI.FindProperty("_ParallaxMap", props);
     this.occlusionStrength         = ShaderGUI.FindProperty("_OcclusionStrength", props);
     this.occlusionMap              = ShaderGUI.FindProperty("_OcclusionMap", props);
     this.emissionColorForRendering = ShaderGUI.FindProperty("_EmissionColor", props);
     this.emissionMap               = ShaderGUI.FindProperty("_EmissionMap", props);
     this.detailMask                = ShaderGUI.FindProperty("_DetailMask", props);
     this.detailAlbedoMap           = ShaderGUI.FindProperty("_DetailAlbedoMap", props);
     this.detailNormalMapScale      = ShaderGUI.FindProperty("_DetailNormalMapScale", props);
     this.detailNormalMap           = ShaderGUI.FindProperty("_DetailNormalMap", props);
     this.uvSetSecondary            = ShaderGUI.FindProperty("_UVSec", props);
 }
        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
            }
            else if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
            {
                StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
            bool flag = StandardShaderGUI.ShouldEmissionBeEnabled(material, material.GetColor("_EmissionColor"));

            StandardShaderGUI.SetKeyword(material, "_EMISSION", flag);
            if (material.HasProperty("_SmoothnessTextureChannel"))
            {
                StandardShaderGUI.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", StandardShaderGUI.GetSmoothnessMapChannel(material) == StandardShaderGUI.SmoothnessMapChannel.AlbedoAlpha);
            }
            MaterialGlobalIlluminationFlags materialGlobalIlluminationFlags = material.globalIlluminationFlags;

            if ((materialGlobalIlluminationFlags & (MaterialGlobalIlluminationFlags.RealtimeEmissive | MaterialGlobalIlluminationFlags.BakedEmissive)) != MaterialGlobalIlluminationFlags.None)
            {
                materialGlobalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                if (!flag)
                {
                    materialGlobalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                }
                material.globalIlluminationFlags = materialGlobalIlluminationFlags;
            }
        }
        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", (bool)((UnityEngine.Object)material.GetTexture("_BumpMap")) || (bool)((UnityEngine.Object)material.GetTexture("_DetailNormalMap")));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", (bool)((UnityEngine.Object)material.GetTexture("_SpecGlossMap")));
            }
            else if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
            {
                StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", (bool)((UnityEngine.Object)material.GetTexture("_MetallicGlossMap")));
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", (bool)((UnityEngine.Object)material.GetTexture("_ParallaxMap")));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", (bool)((UnityEngine.Object)material.GetTexture("_DetailAlbedoMap")) || (bool)((UnityEngine.Object)material.GetTexture("_DetailNormalMap")));
            bool state = StandardShaderGUI.ShouldEmissionBeEnabled(material.GetColor("_EmissionColor"));

            StandardShaderGUI.SetKeyword(material, "_EMISSION", state);
            MaterialGlobalIlluminationFlags illuminationFlags1 = material.globalIlluminationFlags;

            if ((illuminationFlags1 & (MaterialGlobalIlluminationFlags.RealtimeEmissive | MaterialGlobalIlluminationFlags.BakedEmissive)) == MaterialGlobalIlluminationFlags.None)
            {
                return;
            }
            MaterialGlobalIlluminationFlags illuminationFlags2 = illuminationFlags1 & ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;

            if (!state)
            {
                illuminationFlags2 |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
            }
            material.globalIlluminationFlags = illuminationFlags2;
        }
 public void FindProperties(MaterialProperty[] props)
 {
   this.blendMode = ShaderGUI.FindProperty("_Mode", props);
   this.albedoMap = ShaderGUI.FindProperty("_MainTex", props);
   this.albedoColor = ShaderGUI.FindProperty("_Color", props);
   this.alphaCutoff = ShaderGUI.FindProperty("_Cutoff", props);
   this.specularMap = ShaderGUI.FindProperty("_SpecGlossMap", props, false);
   this.specularColor = ShaderGUI.FindProperty("_SpecColor", props, false);
   this.metallicMap = ShaderGUI.FindProperty("_MetallicGlossMap", props, false);
   this.metallic = ShaderGUI.FindProperty("_Metallic", props, false);
   this.m_WorkflowMode = this.specularMap == null || this.specularColor == null ? (this.metallicMap == null || this.metallic == null ? StandardShaderGUI.WorkflowMode.Dielectric : StandardShaderGUI.WorkflowMode.Metallic) : StandardShaderGUI.WorkflowMode.Specular;
   this.smoothness = ShaderGUI.FindProperty("_Glossiness", props);
   this.bumpScale = ShaderGUI.FindProperty("_BumpScale", props);
   this.bumpMap = ShaderGUI.FindProperty("_BumpMap", props);
   this.heigtMapScale = ShaderGUI.FindProperty("_Parallax", props);
   this.heightMap = ShaderGUI.FindProperty("_ParallaxMap", props);
   this.occlusionStrength = ShaderGUI.FindProperty("_OcclusionStrength", props);
   this.occlusionMap = ShaderGUI.FindProperty("_OcclusionMap", props);
   this.emissionColorForRendering = ShaderGUI.FindProperty("_EmissionColor", props);
   this.emissionMap = ShaderGUI.FindProperty("_EmissionMap", props);
   this.detailMask = ShaderGUI.FindProperty("_DetailMask", props);
   this.detailAlbedoMap = ShaderGUI.FindProperty("_DetailAlbedoMap", props);
   this.detailNormalMapScale = ShaderGUI.FindProperty("_DetailNormalMapScale", props);
   this.detailNormalMap = ShaderGUI.FindProperty("_DetailNormalMap", props);
   this.uvSetSecondary = ShaderGUI.FindProperty("_UVSec", props);
 }
        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
            }
            else
            {
                if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
                {
                    StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
                }
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
            bool flag = StandardShaderGUI.ShouldEmissionBeEnabled(material.GetColor("_EmissionColor"));

            StandardShaderGUI.SetKeyword(material, "_EMISSION", flag);
            MaterialGlobalIlluminationFlags materialGlobalIlluminationFlags = material.globalIlluminationFlags;

            if ((materialGlobalIlluminationFlags & (MaterialGlobalIlluminationFlags.RealtimeEmissive | MaterialGlobalIlluminationFlags.BakedEmissive)) != MaterialGlobalIlluminationFlags.None)
            {
                materialGlobalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                if (!flag)
                {
                    materialGlobalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                }
                material.globalIlluminationFlags = materialGlobalIlluminationFlags;
            }
        }
        private static void MaterialChanged(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            if (material.GetFloat("_EmissionScaleUI") < 0f)
            {
                material.SetFloat("_EmissionScaleUI", 0f);
            }
            Color color = StandardShaderGUI.EvalFinalEmissionColor(material);

            material.SetColor("_EmissionColor", color);
            StandardShaderGUI.SetupMaterialWithBlendMode(material, (StandardShaderGUI.BlendMode)material.GetFloat("_Mode"));
            StandardShaderGUI.SetMaterialKeywords(material, workflowMode);
        }
Esempio n. 7
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 internal void DetermineWorkflow(MaterialProperty[] props)
 {
     if (ShaderGUI.FindProperty("_SpecGlossMap", props, false) != null && ShaderGUI.FindProperty("_SpecColor", props, false) != null)
     {
         this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Specular;
     }
     else if (ShaderGUI.FindProperty("_MetallicGlossMap", props, false) != null && ShaderGUI.FindProperty("_Metallic", props, false) != null)
     {
         this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Metallic;
     }
     else
     {
         this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Dielectric;
     }
 }
Esempio n. 8
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 public void FindProperties(MaterialProperty[] props)
 {
     this.blendMode     = ShaderGUI.FindProperty("_Mode", props);
     this.albedoMap     = ShaderGUI.FindProperty("_MainTex", props);
     this.albedoColor   = ShaderGUI.FindProperty("_Color", props);
     this.alphaCutoff   = ShaderGUI.FindProperty("_Cutoff", props);
     this.specularMap   = ShaderGUI.FindProperty("_SpecGlossMap", props, false);
     this.specularColor = ShaderGUI.FindProperty("_SpecColor", props, false);
     this.metallicMap   = ShaderGUI.FindProperty("_MetallicGlossMap", props, false);
     this.metallic      = ShaderGUI.FindProperty("_Metallic", props, false);
     if (this.specularMap != null && this.specularColor != null)
     {
         this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Specular;
     }
     else if (this.metallicMap != null && this.metallic != null)
     {
         this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Metallic;
     }
     else
     {
         this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Dielectric;
     }
     this.smoothness           = ShaderGUI.FindProperty("_Glossiness", props);
     this.smoothnessScale      = ShaderGUI.FindProperty("_GlossMapScale", props, false);
     this.smoothnessMapChannel = ShaderGUI.FindProperty("_SmoothnessTextureChannel", props, false);
     this.highlights           = ShaderGUI.FindProperty("_SpecularHighlights", props, false);
     this.reflections          = ShaderGUI.FindProperty("_GlossyReflections", props, false);
     this.bumpScale            = ShaderGUI.FindProperty("_BumpScale", props);
     this.bumpMap                   = ShaderGUI.FindProperty("_BumpMap", props);
     this.heigtMapScale             = ShaderGUI.FindProperty("_Parallax", props);
     this.heightMap                 = ShaderGUI.FindProperty("_ParallaxMap", props);
     this.occlusionStrength         = ShaderGUI.FindProperty("_OcclusionStrength", props);
     this.occlusionMap              = ShaderGUI.FindProperty("_OcclusionMap", props);
     this.emissionColorForRendering = ShaderGUI.FindProperty("_EmissionColor", props);
     this.emissionMap               = ShaderGUI.FindProperty("_EmissionMap", props);
     this.detailMask                = ShaderGUI.FindProperty("_DetailMask", props);
     this.detailAlbedoMap           = ShaderGUI.FindProperty("_DetailAlbedoMap", props);
     this.detailNormalMapScale      = ShaderGUI.FindProperty("_DetailNormalMapScale", props);
     this.detailNormalMap           = ShaderGUI.FindProperty("_DetailNormalMap", props);
     this.uvSetSecondary            = ShaderGUI.FindProperty("_UVSec", props);
 }
Esempio n. 9
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        private static void SetMaterialKeywords(Material material, StandardShaderGUI.WorkflowMode workflowMode)
        {
            StandardShaderGUI.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
            if (workflowMode == StandardShaderGUI.WorkflowMode.Specular)
            {
                StandardShaderGUI.SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
            }
            else if (workflowMode == StandardShaderGUI.WorkflowMode.Metallic)
            {
                StandardShaderGUI.SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
            }
            StandardShaderGUI.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
            StandardShaderGUI.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
            MaterialEditor.FixupEmissiveFlag(material);
            bool state = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == MaterialGlobalIlluminationFlags.None;

            StandardShaderGUI.SetKeyword(material, "_EMISSION", state);
            if (material.HasProperty("_SmoothnessTextureChannel"))
            {
                StandardShaderGUI.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", StandardShaderGUI.GetSmoothnessMapChannel(material) == StandardShaderGUI.SmoothnessMapChannel.AlbedoAlpha);
            }
        }
Esempio n. 10
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 private static void MaterialChanged(Material material, StandardShaderGUI.WorkflowMode workflowMode)
 {
     StandardShaderGUI.SetupMaterialWithBlendMode(material, (StandardShaderGUI.BlendMode)material.GetFloat("_Mode"));
     StandardShaderGUI.SetMaterialKeywords(material, workflowMode);
 }
 internal void DetermineWorkflow(MaterialProperty[] props)
 {
   if (ShaderGUI.FindProperty("_SpecGlossMap", props, false) != null && ShaderGUI.FindProperty("_SpecColor", props, false) != null)
     this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Specular;
   else if (ShaderGUI.FindProperty("_MetallicGlossMap", props, false) != null && ShaderGUI.FindProperty("_Metallic", props, false) != null)
     this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Metallic;
   else
     this.m_WorkflowMode = StandardShaderGUI.WorkflowMode.Dielectric;
 }