private void DrawNormalSettings(MaterialEditor materialEditor) { showNormalMapSettings = XSStyles.ShurikenFoldout("Normal Maps", showNormalMapSettings); if (showNormalMapSettings) { materialEditor.ShaderProperty(_NormalMapMode, new GUIContent("Normal Map Source", "How to alter the normals of the mesh, using which source?")); if (_NormalMapMode.floatValue == 0) { materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map", "Normal Map"), _BumpMap); materialEditor.ShaderProperty(_BumpScale, new GUIContent("Normal Strength", "Strength of the main Normal Map"), 2); materialEditor.ShaderProperty(_UVSetNormal, new GUIContent("UV Set", "The UV set to use for the Normal Map"), 2); materialEditor.TextureScaleOffsetProperty(_BumpMap); XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Detail Normal Map", "Detail Normal Map"), _DetailNormalMap); materialEditor.ShaderProperty(_DetailNormalMapScale, new GUIContent("Detail Normal Strength", "Strength of the detail Normal Map"), 2); materialEditor.ShaderProperty(_UVSetDetNormal, new GUIContent("UV Set", "The UV set to use for the Detail Normal Map"), 2); materialEditor.TextureScaleOffsetProperty(_DetailNormalMap); XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Detail Mask", "Mask for Detail Maps"), _DetailMask); materialEditor.ShaderProperty(_UVSetDetMask, new GUIContent("UV Set", "The UV set to use for the Detail Mask"), 2); materialEditor.TextureScaleOffsetProperty(_DetailMask); } } }
private void DrawPatreonSettings(MaterialEditor materialEditor) { //Plugins for Patreon releases if (isPatreonShader) { if (isEyeTracking) { showEyeTracking = XSStyles.ShurikenFoldout("Eye Tracking Settings", showEyeTracking); if (showEyeTracking) { materialEditor.ShaderProperty(_LeftRightPan, new GUIContent("Left Right Adj.", "Adjusts the eyes manually left or right.")); materialEditor.ShaderProperty(_UpDownPan, new GUIContent("Up Down Adj.", "Adjusts the eyes manually up or down.")); XSStyles.SeparatorThin(); materialEditor.ShaderProperty(_AttentionSpan, new GUIContent("Attention Span", "How often should the eyes look at the target; 0 = never, 1 = always, 0.5 = half of the time.")); materialEditor.ShaderProperty(_FollowPower, new GUIContent("Follow Power", "The influence the target has on the eye")); materialEditor.ShaderProperty(_LookSpeed, new GUIContent("Look Speed", "How fast the eye transitions to looking at the target")); materialEditor.ShaderProperty(_Twitchyness, new GUIContent("Refocus Frequency", "How much should the eyes look around near the target?")); XSStyles.SeparatorThin(); materialEditor.ShaderProperty(_IrisSize, new GUIContent("Iris Size", "Size of the iris")); materialEditor.ShaderProperty(_FollowLimit, new GUIContent("Follow Limit", "Limits the angle from the front of the face on how far the eyes can track/rotate.")); materialEditor.ShaderProperty(_EyeOffsetLimit, new GUIContent("Offset Limit", "Limit for how far the eyes can turn")); } } } // }
private void DrawMainSettings(MaterialEditor materialEditor) { showMainSettings = XSStyles.ShurikenFoldout("Main Settings", showMainSettings); if (showMainSettings) { materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "The main Albedo texture."), _MainTex, _Color); if (isCutout) { materialEditor.ShaderProperty(_Cutoff, new GUIContent("Cutoff", "The Cutoff Amount"), 2); } materialEditor.ShaderProperty(_UVSetAlbedo, new GUIContent("UV Set", "The UV set to use for the Albedo Texture."), 2); materialEditor.TextureScaleOffsetProperty(_MainTex); materialEditor.TexturePropertySingleLine(new GUIContent("HSV Mask", "RGB Mask: R = Hue, G = Saturation, B = Brightness"), _HSVMask); materialEditor.ShaderProperty(_Hue, new GUIContent("Hue", "Controls Hue of the final output from the shader.")); materialEditor.ShaderProperty(_Saturation, new GUIContent("Saturation", "Controls saturation of the final output from the shader.")); materialEditor.ShaderProperty(_Value, new GUIContent("Brightness", "Controls value of the final output from the shader.")); if (isDithered) { XSStyles.SeparatorThin(); materialEditor.ShaderProperty(_FadeDither, new GUIContent("Distance Fading", "Make the shader dither out based on the distance to the camera.")); materialEditor.ShaderProperty(_FadeDitherDistance, new GUIContent("Fade Threshold", "The distance at which the fading starts happening.")); } } }
private void DrawSpecularSettings(MaterialEditor materialEditor) { showSpecular = XSStyles.ShurikenFoldout("Specular", showSpecular); if (showSpecular) { materialEditor.ShaderProperty(_SpecMode, new GUIContent("Specular Mode", "Specular Mode.")); materialEditor.ShaderProperty(_SpecularStyle, new GUIContent("Specular Style", "Specular Style.")); XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Specular Map(R,G,B)", "Specular Map. Red channel controls Intensity, Green controls how much specular is tinted by Albedo, and Blue controls Smoothness (Only for Blinn-Phong, and GGX)."), _SpecularMap); materialEditor.TextureScaleOffsetProperty(_SpecularMap); materialEditor.ShaderProperty(_UVSetSpecular, new GUIContent("UV Set", "The UV set to use for the Specular Map"), 2); materialEditor.ShaderProperty(_SpecularIntensity, new GUIContent("Specular Intensity", "Specular Intensity."), 2); materialEditor.ShaderProperty(_SpecularAlbedoTint, new GUIContent("Specular Albedo Tint", "How much the specular highlight should derive color from the albedo of the object."), 2); if (_SpecMode.floatValue == 0 || _SpecMode.floatValue == 2) { materialEditor.ShaderProperty(_SpecularArea, new GUIContent("Specular Area", "Specular Area."), 2); } else { materialEditor.ShaderProperty(_AnisotropicAX, new GUIContent("Anisotropic Width", "Anisotropic Width, makes anistropic relfections more horizontal"), 2); materialEditor.ShaderProperty(_AnisotropicAY, new GUIContent("Anisotropic Height", "Anisotropic Height, makes anistropic relfections more vertical"), 2); } } }
private void DrawAdvancedSettings(MaterialEditor materialEditor) { if (_AdvMode.floatValue == 1) { showAdvanced = XSStyles.ShurikenFoldout("Advanced Settings", showAdvanced); if (showAdvanced) { materialEditor.ShaderProperty(_VertexColorAlbedo, new GUIContent("Vertex Color Albedo", "Multiplies the vertex color of the mesh by the Albedo texture to derive the final Albedo color.")); if (isDithered || isCutout) { materialEditor.ShaderProperty(_UseClipsForDissolve, new GUIContent("Control Dissolve With Clip")); materialEditor.TexturePropertySingleLine(new GUIContent("Clip Map (RGBA)", "Used to control clipping in an advanced manner, read tooltip for Clip Mask Vectors below."), _ClipMap); materialEditor.TextureScaleOffsetProperty(_ClipMap); materialEditor.ShaderProperty(_UVSetClipMap, new GUIContent("UV Set", "The UV set to use for the Clip Map"), 2); materialEditor.ShaderProperty(_ClipAgainstVertexColorGreaterZeroFive, new GUIContent("Clip Mask > 0.5 Opacity", "Uses the Clip Map RGBA channels as a multiplier for clipping.")); _ClipAgainstVertexColorGreaterZeroFive.vectorValue = ClampVec4(_ClipAgainstVertexColorGreaterZeroFive.vectorValue); materialEditor.ShaderProperty(_ClipAgainstVertexColorLessZeroFive, new GUIContent("Clip Mask Color < 0.5 Opacity", "Uses the Clip Map RGBA channels as a multiplier for clipping.")); _ClipAgainstVertexColorLessZeroFive.vectorValue = ClampVec4(_ClipAgainstVertexColorLessZeroFive.vectorValue); } materialEditor.ShaderProperty(_WireColor, new GUIContent("Wire Color On UV2", "This will only work with a specific second uv channel setup.")); materialEditor.ShaderProperty(_WireWidth, new GUIContent("Wire Width", "Controls the above wire width.")); materialEditor.ShaderProperty(_Stencil, _Stencil.displayName); materialEditor.ShaderProperty(_StencilComp, _StencilComp.displayName); materialEditor.ShaderProperty(_StencilOp, _StencilOp.displayName); materialEditor.RenderQueueField(); } } }
private void DrawMainSettings(MaterialEditor materialEditor) { showMainSettings = XSStyles.ShurikenFoldout("Main Settings", showMainSettings); if (showMainSettings) { materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "The main Albedo texture."), _MainTex, _Color); if (isCutout) { materialEditor.ShaderProperty(_Cutoff, new GUIContent("Cutoff", "The Cutoff Amount"), 2); } if (isCutoutMasked) { materialEditor.TexturePropertySingleLine(new GUIContent("Dissolve Mask", "Black and white cutout mask"), _CutoutMask); materialEditor.ShaderProperty(_Cutoff, new GUIContent("Dissolve Progress", "The Cutoff Amount"), 2); } materialEditor.ShaderProperty(_UVSetAlbedo, new GUIContent("UV Set", "The UV set to use for the Albedo Texture."), 2); materialEditor.TextureScaleOffsetProperty(_MainTex); materialEditor.ShaderProperty(_Saturation, new GUIContent("Saturation", "Controls saturation of the final output from the shader.")); if (isDithered) { //Dither Fading materialEditor.TexturePropertySingleLine(new GUIContent("Dissolve Mask", "Black and white mask to control dithering."), _CutoutMask); materialEditor.ShaderProperty(_FadeDither, new GUIContent("Use Distance Fading", "Make the shader dither out based on the distance to the camera."), 2); materialEditor.ShaderProperty(_FadeDitherDistance, new GUIContent("Fade Distance", "The distance at which the fading starts happening."), 2); } } }
private void DrawRefractionSettings(MaterialEditor materialEditor) { if (isRefractive) { showRefractionSettings = XSStyles.ShurikenFoldout("Refraction", showRefractionSettings); if (showRefractionSettings) { materialEditor.ShaderProperty(_RefractionModel, new GUIContent("Refraction Model", "Refraction technique")); materialEditor.ShaderProperty(_IOR, new GUIContent("Index of Refraction", "The index of refraction of the material. Glass: 1.5, Crystal: 2.0, Ice: 1.309, Water: 1.325")); } } }
void drawHelpText() { XSStyles.Separator(); dHelpText = XSStyles.ShurikenFoldout("Information", dHelpText); if (dHelpText) { scrollPos = EditorGUILayout.BeginScrollView(scrollPos); XSStyles.HelpBox("You can use this to create a custom shadow ramp in realtime. \nIf you do not save, the ramp will be reverted back to what it was previously. \n\n - Click the Gradient box. \n - Choose resolution of the texture. \n - Save.", MessageType.Info); XSStyles.HelpBox("Ramp textures support up to 5 ramps in one texture. That means you can have up to 5 ramps on a single material. You will need to author a ramp mask to choose which ramp to sample from. \n\nA texture that is fully black would sample from the bottom ramp, a texture that is fully white would sample from the top ramp, and a texture that is half gray would sample from the middle ramp. \n\n A quick tip would be that you can sample from each of the 5 ramps with 0, 0.25, 0.5, 0.75, and 1 on the texture. \n\nThe order of the gradients on the UI is the order that they will be on the texture.", MessageType.Info); EditorGUILayout.EndScrollView(); } }
private void DrawTransmissionSettings(MaterialEditor materialEditor) { showSubsurface = XSStyles.ShurikenFoldout("Transmission", showSubsurface); if (showSubsurface) { materialEditor.TexturePropertySingleLine(new GUIContent("Thickness Map", "Thickness Map, used to mask areas where transmission can happen"), _ThicknessMap); materialEditor.TextureScaleOffsetProperty(_ThicknessMap); materialEditor.ShaderProperty(_UVSetThickness, new GUIContent("UV Set", "The UV set to use for the Thickness Map"), 2); XSStyles.constrainedShaderProperty(materialEditor, _SSColor, new GUIContent("Transmission Color", "Transmission Color"), 2); materialEditor.ShaderProperty(_SSDistortion, new GUIContent("Transmission Distortion", "How much the Transmission should follow the normals of the mesh and/or normal map."), 2); materialEditor.ShaderProperty(_SSPower, new GUIContent("Transmission Power", "Subsurface Power"), 2); materialEditor.ShaderProperty(_SSScale, new GUIContent("Transmission Scale", "Subsurface Scale"), 2); } }
private void DrawOutlineSettings(MaterialEditor materialEditor) { if (isOutlined) { showOutlines = XSStyles.ShurikenFoldout("Outlines", showOutlines); if (showOutlines) { materialEditor.ShaderProperty(_OutlineLighting, new GUIContent("Outline Lighting", "Makes outlines respect the lighting, or be emissive.")); materialEditor.ShaderProperty(_OutlineAlbedoTint, new GUIContent("Outline Albedo Tint", "Includes the color of the Albedo Texture in the calculation for the color of the outline.")); materialEditor.TexturePropertySingleLine(new GUIContent("Outline Mask", "Outline width mask, black will make the outline minimum width."), _OutlineMask); materialEditor.ShaderProperty(_OutlineWidth, new GUIContent("Outline Width", "Width of the Outlines")); XSStyles.constrainedShaderProperty(materialEditor, _OutlineColor, new GUIContent("Outline Color", "Color of the outlines"), 0); } } }
private void DrawRimlightSettings(MaterialEditor materialEditor) { showRimlight = XSStyles.ShurikenFoldout("Rimlight", showRimlight); if (showRimlight) { materialEditor.ShaderProperty(_RimColor, new GUIContent("Rimlight Tint", "The Tint of the Rimlight.")); materialEditor.ShaderProperty(_RimAlbedoTint, new GUIContent("Rim Albedo Tint", "How much the Albedo texture should effect the rimlight color.")); materialEditor.ShaderProperty(_RimCubemapTint, new GUIContent("Rim Environment Tint", "How much the Environment cubemap should effect the rimlight color.")); materialEditor.ShaderProperty(_RimAttenEffect, new GUIContent("Rim Attenuation Effect", "How much should realtime shadows mask out the rimlight?")); materialEditor.ShaderProperty(_RimIntensity, new GUIContent("Rimlight Intensity", "Strength of the Rimlight.")); materialEditor.ShaderProperty(_RimRange, new GUIContent("Range", "Range of the Rim"), 2); materialEditor.ShaderProperty(_RimThreshold, new GUIContent("Threshold", "Threshold of the Rim"), 2); materialEditor.ShaderProperty(_RimSharpness, new GUIContent("Sharpness", "Sharpness of the Rim"), 2); } }
private void DrawAdvancedSettings(MaterialEditor materialEditor) { if (_AdvMode.floatValue == 1) { showAdvanced = XSStyles.ShurikenFoldout("Advanced Settings", showAdvanced); if (showAdvanced) { materialEditor.ShaderProperty(_VertexColorAlbedo, new GUIContent("Vertex Color Albedo", "Multiplies the vertex color of the mesh by the Albedo texture to derive the final Albedo color.")); materialEditor.ShaderProperty(_Stencil, _Stencil.displayName); materialEditor.ShaderProperty(_StencilComp, _StencilComp.displayName); materialEditor.ShaderProperty(_StencilOp, _StencilOp.displayName); materialEditor.RenderQueueField(); } } }
private void DrawSpecularSettings(MaterialEditor materialEditor) { showSpecular = XSStyles.ShurikenFoldout("Specular", showSpecular); if (showSpecular) { XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Specular Map(R,G,B)", "Specular Map. Red channel controls Intensity, Green controls how much specular is tinted by Albedo, and Blue controls Smoothness (Only for Blinn-Phong, and GGX)."), _SpecularMap); materialEditor.TextureScaleOffsetProperty(_SpecularMap); materialEditor.ShaderProperty(_UVSetSpecular, new GUIContent("UV Set", "The UV set to use for the Specular Map"), 2); materialEditor.ShaderProperty(_SpecularIntensity, new GUIContent("Intensity", "Specular Intensity."), 2); materialEditor.ShaderProperty(_SpecularArea, new GUIContent("Roughness", "Roughness"), 2); materialEditor.ShaderProperty(_SpecularAlbedoTint, new GUIContent("Albedo Tint", "How much the specular highlight should derive color from the albedo of the object."), 2); materialEditor.ShaderProperty(_SpecularSharpness, new GUIContent("Sharpness", "How hard of and edge transitions should the specular have?"), 2); materialEditor.ShaderProperty(_AnisotropicSpecular, new GUIContent("Anisotropy", "The amount of anisotropy the surface has - this will stretch the reflection along an axis (think bottom of a frying pan)"), 2); } }
private void DrawDissolveSettings(MaterialEditor materialEditor) { if (isCutout || isDithered) { showDissolveSettings = XSStyles.ShurikenFoldout("Dissolve", showDissolveSettings); if (showDissolveSettings) { materialEditor.ShaderProperty(_DissolveCoordinates, new GUIContent("Dissolve Coordinates", "Should Dissolve happen in world space, texture space, or vertically?")); materialEditor.TexturePropertySingleLine(new GUIContent("Dissolve Texture", "Noise texture used to control up dissolve pattern"), _DissolveTexture, _DissolveColor); materialEditor.TextureScaleOffsetProperty(_DissolveTexture); materialEditor.ShaderProperty(_UVSetDissolve, new GUIContent("UV Set", "The UV set to use for the Dissolve Texture."), 2); materialEditor.ShaderProperty(_DissolveStrength, new GUIContent("Dissolve Sharpness", "Sharpness of the dissolve texture.")); materialEditor.ShaderProperty(_DissolveProgress, new GUIContent("Dissolve Progress", "Progress of the dissolve effect.")); } } }
private void DrawEmissionSettings(MaterialEditor materialEditor) { showEmission = XSStyles.ShurikenFoldout("Emission", showEmission); if (showEmission) { materialEditor.TexturePropertySingleLine(new GUIContent("Emission Map", "Emissive map. White to black, unless you want multiple colors."), _EmissionMap, _EmissionColor); materialEditor.TextureScaleOffsetProperty(_EmissionMap); materialEditor.ShaderProperty(_UVSetEmission, new GUIContent("UV Set", "The UV set to use for the Emission Map"), 2); materialEditor.ShaderProperty(_EmissionToDiffuse, new GUIContent("Tint To Diffuse", "Tints the emission to the Diffuse Color"), 2); XSStyles.SeparatorThin(); materialEditor.ShaderProperty(_ScaleWithLight, new GUIContent("Scale w/ Light", "Scales the emission intensity based on how dark or bright the environment is.")); if (_ScaleWithLight.floatValue == 0) { materialEditor.ShaderProperty(_ScaleWithLightSensitivity, new GUIContent("Scaling Sensitivity", "How agressively the emission should scale with the light.")); } } }
private void DrawShadowSettings(MaterialEditor materialEditor, Material material) { showShadows = XSStyles.ShurikenFoldout("Shadows", showShadows); if (showShadows) { materialEditor.TexturePropertySingleLine(new GUIContent("Ramp Selection Mask", "A black to white mask that determins how far up on the multi ramp to sample. 0 for bottom, 1 for top, 0.5 for middle, 0.25, and 0.75 for mid bottom and mid top respectively."), _RampSelectionMask); XSStyles.SeparatorThin(); if (_RampSelectionMask.textureValue != null) { string rampMaskPath = AssetDatabase.GetAssetPath(_RampSelectionMask.textureValue); TextureImporter ti = (TextureImporter)TextureImporter.GetAtPath(rampMaskPath); if (ti.sRGBTexture) { if (XSStyles.HelpBoxWithButton(new GUIContent("This texture is not marked as Linear.", "This is recommended for the mask"), new GUIContent("Fix Now"))) { ti.sRGBTexture = false; AssetDatabase.ImportAsset(rampMaskPath, ImportAssetOptions.ForceUpdate); AssetDatabase.Refresh(); } } } materialEditor.TexturePropertySingleLine(new GUIContent("Shadow Ramp", "Shadow Ramp, Dark to Light should be Left to Right"), _Ramp); materialEditor.ShaderProperty(_ShadowSharpness, new GUIContent("Shadow Sharpness", "Controls the sharpness of recieved shadows, as well as the sharpness of 'shadows' from Vertex Lighting.")); XSStyles.SeparatorThin(); materialEditor.ShaderProperty(_OcclusionMode, new GUIContent("Occlusion Mode", "How to calculate the occlusion map contribution")); materialEditor.TexturePropertySingleLine(new GUIContent("Occlusion Map", "Occlusion Map, used to darken areas on the model artifically."), _OcclusionMap); materialEditor.ShaderProperty(_OcclusionIntensity, new GUIContent("Intensity", "Occlusion intensity"), 2); materialEditor.ShaderProperty(_UVSetOcclusion, new GUIContent("UV Set", "The UV set to use for the Occlusion Texture"), 2); materialEditor.TextureScaleOffsetProperty(_OcclusionMap); XSStyles.SeparatorThin(); XSStyles.constrainedShaderProperty(materialEditor, _ShadowRim, new GUIContent("Shadow Rim", "Shadow Rim Color. Set to white to disable."), 0); materialEditor.ShaderProperty(_ShadowRimAlbedoTint, new GUIContent("Shadow Rim Albedo Tint", "How much the Albedo texture should effect the Shadow Rim color.")); materialEditor.ShaderProperty(_ShadowRimRange, new GUIContent("Range", "Range of the Shadow Rim"), 2); materialEditor.ShaderProperty(_ShadowRimThreshold, new GUIContent("Threshold", "Threshold of the Shadow Rim"), 2); materialEditor.ShaderProperty(_ShadowRimSharpness, new GUIContent("Sharpness", "Sharpness of the Shadow Rim"), 2); XSStyles.callGradientEditor(material); } }
private void DrawHalfToneSettings(MaterialEditor materialEditor) { showHalftones = XSStyles.ShurikenFoldout("Halftones", showHalftones); if (showHalftones) { materialEditor.ShaderProperty(_HalftoneType, new GUIContent("Halftone Style", "Controls where halftone and stippling effects are drawn.")); if (_HalftoneType.floatValue == 1 || _HalftoneType.floatValue == 2) { materialEditor.ShaderProperty(_HalftoneDotSize, new GUIContent("Stippling Scale", "How large should the stippling pattern be?")); materialEditor.ShaderProperty(_HalftoneDotAmount, new GUIContent("Stippling Density", "How dense is the stippling effect?")); } if (_HalftoneType.floatValue == 0 || _HalftoneType.floatValue == 2) { materialEditor.ShaderProperty(_HalftoneLineAmount, new GUIContent("Halftone Line Count", "How many lines should the halftone shadows have?")); materialEditor.ShaderProperty(_HalftoneLineIntensity, new GUIContent("Halftone Line Intensity", "How dark should the halftone lines be?")); } } }
private void DrawOutlineSettings(MaterialEditor materialEditor) { if (isOutlined) { showOutlines = XSStyles.ShurikenFoldout("Outlines", showOutlines); if (showOutlines) { materialEditor.ShaderProperty(_OutlineNormalMode, new GUIContent("Outline Normal Mode", "How to calcuate the outline expand direction. Using mesh normals may result in split edges.")); if (_OutlineNormalMode.floatValue == 2) { materialEditor.ShaderProperty(_OutlineUVSelect, new GUIContent("Normals UV", "UV Channel to pull the modified normals from for outlines.")); } materialEditor.ShaderProperty(_OutlineLighting, new GUIContent("Outline Lighting", "Makes outlines respect the lighting, or be emissive.")); materialEditor.ShaderProperty(_OutlineAlbedoTint, new GUIContent("Outline Albedo Tint", "Includes the color of the Albedo Texture in the calculation for the color of the outline.")); materialEditor.TexturePropertySingleLine(new GUIContent("Outline Mask", "Outline width mask, black will make the outline minimum width."), _OutlineMask); materialEditor.ShaderProperty(_OutlineWidth, new GUIContent("Outline Width", "Width of the Outlines")); XSStyles.constrainedShaderProperty(materialEditor, _OutlineColor, new GUIContent("Outline Color", "Color of the outlines"), 0); } } }
private void DrawReflectionsSettings(MaterialEditor materialEditor, Material material) { showReflection = XSStyles.ShurikenFoldout("Reflections", showReflection); if (showReflection) { materialEditor.ShaderProperty(_ReflectionMode, new GUIContent("Reflection Mode", "Reflection Mode.")); if (_ReflectionMode.floatValue == 0) // PBR { materialEditor.ShaderProperty(_ReflectionBlendMode, new GUIContent("Reflection Blend Mode", "Blend mode for reflection. Additive is Color + reflection, Multiply is Color * reflection, and subtractive is Color - reflection")); materialEditor.ShaderProperty(_ClearCoat, new GUIContent("Clearcoat", "Clearcoat")); XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Fallback Cubemap", " Used as fallback in 'Unity' reflection mode if reflection probe is black."), _BakedCubemap); XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Metallic Map", "Metallic Map, Metallic on Red Channel, Smoothness on Alpha Channel. \nIf Clearcoat is enabled, Clearcoat Smoothness on Green Channel, Clearcoat Reflectivity on Blue Channel."), _MetallicGlossMap); materialEditor.TextureScaleOffsetProperty(_MetallicGlossMap); materialEditor.ShaderProperty(_UVSetMetallic, new GUIContent("UV Set", "The UV set to use for the Metallic Smoothness Map"), 2); materialEditor.ShaderProperty(_AnisotropicReflection, new GUIContent("Anisotropy", "The amount of anisotropy the surface has - this will stretch the reflection along an axis (think bottom of a frying pan)"), 2); materialEditor.ShaderProperty(_Metallic, new GUIContent("Metallic", "Metallic, set to 1 if using metallic map"), 2); materialEditor.ShaderProperty(_Glossiness, new GUIContent("Smoothness", "Smoothness, set to 1 if using metallic map"), 2); materialEditor.ShaderProperty(_ClearcoatSmoothness, new GUIContent("Clearcoat Smoothness", "Smoothness of the clearcoat."), 2); materialEditor.ShaderProperty(_ClearcoatStrength, new GUIContent("Clearcoat Reflectivity", "The strength of the clearcoat reflection."), 2); } else if (_ReflectionMode.floatValue == 1) //Baked cube { materialEditor.ShaderProperty(_ReflectionBlendMode, new GUIContent("Reflection Blend Mode", "Blend mode for reflection. Additive is Color + reflection, Multiply is Color * reflection, and subtractive is Color - reflection")); materialEditor.ShaderProperty(_ClearCoat, new GUIContent("Clearcoat", "Clearcoat")); XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Baked Cubemap", "Baked cubemap."), _BakedCubemap); XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Metallic Map", "Metallic Map, Metallic on Red Channel, Smoothness on Alpha Channel. \nIf Clearcoat is enabled, Clearcoat Smoothness on Green Channel, Clearcoat Reflectivity on Blue Channel."), _MetallicGlossMap); materialEditor.TextureScaleOffsetProperty(_MetallicGlossMap); materialEditor.ShaderProperty(_UVSetMetallic, new GUIContent("UV Set", "The UV set to use for the MetallicSmoothness Map"), 2); materialEditor.ShaderProperty(_AnisotropicReflection, new GUIContent("Anisotropic", "Anisotropic, stretches reflection in an axis."), 2); materialEditor.ShaderProperty(_Metallic, new GUIContent("Metallic", "Metallic, set to 1 if using metallic map"), 2); materialEditor.ShaderProperty(_Glossiness, new GUIContent("Smoothness", "Smoothness, set to 1 if using metallic map"), 2); materialEditor.ShaderProperty(_ClearcoatSmoothness, new GUIContent("Clearcoat Smoothness", "Smoothness of the clearcoat."), 2); materialEditor.ShaderProperty(_ClearcoatStrength, new GUIContent("Clearcoat Reflectivity", "The strength of the clearcoat reflection."), 2); } else if (_ReflectionMode.floatValue == 2) //Matcap { materialEditor.ShaderProperty(_ReflectionBlendMode, new GUIContent("Reflection Blend Mode", "Blend mode for reflection. Additive is Color + reflection, Multiply is Color * reflection, and subtractive is Color - reflection")); XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Matcap", "Matcap Texture"), _Matcap, _MatcapTint); materialEditor.ShaderProperty(_Glossiness, new GUIContent("Matcap Blur", "Matcap blur, blurs the Matcap, set to 1 for full clarity"), 2); materialEditor.ShaderProperty(_MatcapTintToDiffuse, new GUIContent("Tint To Diffuse", "Tints matcap to diffuse color."), 2); material.SetFloat("_Metallic", 0); material.SetFloat("_ClearCoat", 0); material.SetTexture("_MetallicGlossMap", null); } if (_ReflectionMode.floatValue != 3) { XSStyles.SeparatorThin(); materialEditor.TexturePropertySingleLine(new GUIContent("Reflectivity Mask", "Mask for reflections."), _ReflectivityMask); materialEditor.TextureScaleOffsetProperty(_ReflectivityMask); materialEditor.ShaderProperty(_UVSetReflectivity, new GUIContent("UV Set", "The UV set to use for the Reflectivity Mask"), 2); materialEditor.ShaderProperty(_Reflectivity, new GUIContent("Reflectivity", "The strength of the reflections."), 2); } if (_ReflectionMode.floatValue == 3) { material.SetFloat("_Metallic", 0); material.SetFloat("_ReflectionBlendMode", 0); material.SetFloat("_ClearCoat", 0); } } }