Esempio n. 1
0
        protected virtual void SetMaterialAutoPropertiesAndKeywords(Material mat)
        {
            ShaderGUIUtils.SetKeyword(mat, "_USEMAINTEX_ON", mat.GetTexture("_MainTex"));
            ShaderGUIUtils.SetKeyword(mat, "_USEOCCLUSIONMAP_ON", mat.GetTexture("_OcclusionMap"));

            bool usesBumpMap     = mat.GetTexture("_BumpMap");
            bool usesSpecMap     = mat.GetTexture("_SpecularMap");
            bool usesGlossMap    = mat.GetTexture("_GlossMap");
            bool usesEmissionMap = mat.GetTexture("_EmissionMap");

            ShaderGUIUtils.SetKeyword(mat, "_USEBUMPMAP_ON", usesBumpMap);
            ShaderGUIUtils.SetKeyword(mat, "_USESPECULARMAP_ON", usesSpecMap);
            ShaderGUIUtils.SetKeyword(mat, "_USEGLOSSMAP_ON", usesGlossMap);

            ShaderGUIUtils.SetKeyword(mat, "_USEEMISSIONMAP_ON", usesEmissionMap);

            if (usesBumpMap || usesSpecMap || usesGlossMap || usesEmissionMap)
            {
                mat.SetFloat("_ForcePerPixel", 1.0f);
            }

            var  texScaleOffset = mat.GetVector("_TextureScaleOffset");
            bool usesScale      = texScaleOffset.x != 1.0f || texScaleOffset.y != 1.0f;
            bool usesOffset     = texScaleOffset.z != 0.0f || texScaleOffset.w != 0.0f;

            ShaderGUIUtils.SetKeyword(mat, "_MainTex_SCALE_ON", usesScale);
            ShaderGUIUtils.SetKeyword(mat, "_MainTex_OFFSET_ON", usesOffset);
        }
Esempio n. 2
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        public override void AssignNewShaderToMaterial(Material mat, Shader oldShader, Shader newShader)
        {
            // _Emission property is lost after assigning, transfer it before assigning the new shader
            if (mat.HasProperty("_Emission"))
            {
                mat.SetColor("_EmissionColor", mat.GetColor("_Emission"));
            }

            base.AssignNewShaderToMaterial(mat, oldShader, newShader);

            if (oldShader == null)
            {
                return;
            }

            BlendMode blendMode = BlendMode.Opaque;

            bool standard = oldShader.name.Contains("Standard");
            bool legacy   = oldShader.name.Contains("Legacy Shaders/");
            bool mobile   = oldShader.name.Contains("Mobile/");

            bool transparent          = oldShader.name.Contains("Transparent/");
            bool cutout               = oldShader.name.Contains("Transparent/Cutout/");
            bool unlit                = oldShader.name.Contains("Unlit");
            bool directionalLightOnly = oldShader.name.Contains("DirectionalLight");
            bool vertexLit            = oldShader.name.Contains("VertexLit");
            bool spec = !oldShader.name.Contains("Diffuse");

            if (standard)
            {
                SetMaterialLighting(mat, true, true, ShaderGUIUtils.TryGetToggle(mat, "_SpecularHighlights", true), true, true);
            }
            else if (mobile || legacy)
            {
                if (cutout)
                {
                    blendMode = BlendMode.Cutout;
                }
                else if (transparent)
                {
                    blendMode = BlendMode.Transparent;
                }

                if (unlit)
                {
                    SetMaterialLighting(mat, false, false, false, false, false);
                }
                else
                {
                    //TODO: need to handle way more cases
                    SetMaterialLighting(mat, true, true, spec, !directionalLightOnly, vertexLit);
                }

                SetMaterialBlendMode(mat, blendMode);
            }
        }
 protected override void ShowOutputConfigurationGUI(MaterialEditor matEditor)
 {
     ShaderGUIUtils.BeginHeader("Output Configuration");
     {
         matEditor.ShaderProperty(zTest, Styles.zTest);
         matEditor.ShaderProperty(zWrite, Styles.zWrite);
         matEditor.ShaderProperty(colorWriteMask, Styles.colorWriteMask);
         matEditor.RenderQueueField();
     }
     ShaderGUIUtils.EndHeader();
 }
Esempio n. 4
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        protected virtual void ShowOutputConfigurationGUI(MaterialEditor matEditor)
        {
            var mode = (BlendMode)blendMode.floatValue;

            if (mode == BlendMode.Advanced)
            {
                ShaderGUIUtils.BeginHeader("Output Configuration");
                {
                    matEditor.ShaderProperty(cullMode, Styles.cullMode);
                    matEditor.ShaderProperty(zTest, Styles.zTest);
                    matEditor.ShaderProperty(zWrite, Styles.zWrite);
                    matEditor.ShaderProperty(colorWriteMask, Styles.colorWriteMask);
                }
                ShaderGUIUtils.EndHeader();
            }
        }
Esempio n. 5
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        public static void SetScaleOffsetKeywords
        (
            MaterialEditor matEditor,
            MaterialProperty textureProp,
            MaterialProperty scaleOffsetProp
        )
        {
            var  texScaleOffset = scaleOffsetProp.vectorValue;
            bool usesScale      = texScaleOffset.x != 1.0f || texScaleOffset.y != 1.0f;
            bool usesOffset     = texScaleOffset.z != 0.0f || texScaleOffset.w != 0.0f;

            var mat = matEditor.target as Material;

            var scaleKeyword  = textureProp.name + "_SCALE_ON";
            var offsetKeyword = textureProp.name + "_OFFSET_ON";

            ShaderGUIUtils.SetKeyword(mat, scaleKeyword, usesScale);
            ShaderGUIUtils.SetKeyword(mat, offsetKeyword, usesOffset);
        }
Esempio n. 6
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        protected virtual void SetMaterialBlendMode(Material mat, BlendMode blendMode)
        {
            switch (blendMode)
            {
            case BlendMode.Opaque:
                mat.SetOverrideTag("RenderType", "");
                mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
                mat.SetInt("_ZWrite", 1);
                ShaderGUIUtils.SetKeyword(mat, "_ALPHATEST_ON", false);
                mat.renderQueue = -1;
                break;

            case BlendMode.Cutout:
                mat.SetOverrideTag("RenderType", "TransparentCutout");
                mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
                mat.SetInt("_ZWrite", 1);
                ShaderGUIUtils.SetKeyword(mat, "_ALPHATEST_ON", true);
                mat.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
                break;

            case BlendMode.Transparent:
                mat.SetOverrideTag("RenderType", "Transparent");
                //non pre-multiplied alpha
                mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
                mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
                mat.SetInt("_ZWrite", 1);
                ShaderGUIUtils.SetKeyword(mat, "_ALPHATEST_ON", false);
                mat.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
                break;

            case BlendMode.Advanced:
                //user configured
                break;
            }
        }
Esempio n. 7
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        protected virtual void ShowMainGUI(MaterialEditor matEditor)
        {
            ShowBlendModeGUI(matEditor);

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

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

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

                matEditor.TexturePropertySingleLine(Styles.occlusionMap, occlusionMap);

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

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

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

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

                matEditor.TexturePropertySingleLine(Styles.normalMap, normalMap);

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

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

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

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

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