private static void UpdateMaterialSpecularSource(Material material)
        {
            SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource");

            if (specSource == SpecularSource.NoSpecular)
            {
                LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", false);
                LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP_BASE_ALPHA", false);
                LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", false);
            }
            else if (specSource == SpecularSource.SpecularTextureAndColor && material.GetTexture("_SpecGlossMap"))
            {
                GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource");
                if (glossSource == GlossinessSource.BaseAlpha)
                {
                    LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", false);
                    LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP_BASE_ALPHA", true);
                }
                else
                {
                    LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", true);
                    LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP_BASE_ALPHA", false);
                }

                LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", false);
            }
            else
            {
                LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", false);
                LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP_BASE_ALPHA", false);
                LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", true);
            }
        }
コード例 #2
0
 public static void UpdateStandardSpecularMaterialKeywords(Material material)
 {
     material.SetFloat("_WorkflowMode", 0.0f);
     LightweightShaderHelper.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
     LightweightShaderHelper.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
     LightweightShaderHelper.SetKeyword(material, "_SPECULAR_SETUP", true);
 }
 public static void UpdateMaterialKeywords(Material material)
 {
     LightweightShaderHelper.SetMaterialBlendMode(material);
     UpdateMaterialSpecularSource(material);
     UpdateMaterialReflectionSource(material);
     LightweightShaderHelper.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap"));
     LightweightShaderHelper.SetKeyword(material, "_CUBEMAP_REFLECTION", material.GetTexture("_Cube"));
     LightweightShaderHelper.SetKeyword(material, "_EMISSION", material.GetTexture("_EmissionMap"));
 }
コード例 #4
0
        public static void UpdateMaterialKeywords(Material material)
        {
            material.shaderKeywords = null;
            LightweightShaderHelper.SetMaterialBlendMode(material);
            UpdateMaterialSpecularSource(material);
            LightweightShaderHelper.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap"));

            // A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
            // or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
            // The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
            MaterialEditor.FixupEmissiveFlag(material);
            bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;

            LightweightShaderHelper.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
        }
        private static void UpdateMaterialReflectionSource(Material material)
        {
            LightweightShaderHelper.SetKeyword(material, "_REFLECTION_CUBEMAP", false);
            LightweightShaderHelper.SetKeyword(material, "_REFLECTION_PROBE", false);

            ReflectionSource reflectionSource = (ReflectionSource)material.GetFloat("_ReflectionSource");

            if (reflectionSource == ReflectionSource.Cubemap && material.GetTexture("_Cube"))
            {
                LightweightShaderHelper.SetKeyword(material, "_REFLECTION_CUBEMAP", true);
            }
            else if (reflectionSource == ReflectionSource.ReflectionProbe)
            {
                LightweightShaderHelper.SetKeyword(material, "_REFLECTION_PROBE", true);
            }
        }
コード例 #6
0
        private static void UpdateMaterialSpecularSource(Material material)
        {
            SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource");

            if (specSource == SpecularSource.NoSpecular)
            {
                LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", false);
                LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", false);
                LightweightShaderHelper.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
            }
            else
            {
                GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource");
                bool             hasGlossMap = material.GetTexture("_SpecGlossMap");
                LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap);
                LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap);
                LightweightShaderHelper.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == GlossinessSource.BaseAlpha);
            }
        }
コード例 #7
0
 public static void UpdateStandardMaterialKeywords(Material material)
 {
     material.SetFloat("_WorkflowMode", 1.0f);
     LightweightShaderHelper.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
     LightweightShaderHelper.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
 }