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); }
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(); }
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(); } }
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); }
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; } }
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(); } }