Пример #1
0
        static public void SetupDisplacement(Material material, int layerCount = 1)
        {
            DisplacementMode displacementMode = GetFilteredDisplacementMode(material);

            for (int i = 0; i < layerCount; i++)
            {
                var heightAmplitude = layerCount > 1 ? kHeightAmplitude + i : kHeightAmplitude;
                var heightCenter    = layerCount > 1 ? kHeightCenter + i : kHeightCenter;
                if (material.HasProperty(heightAmplitude) && material.HasProperty(heightCenter))
                {
                    var heightPoMAmplitude    = layerCount > 1 ? kHeightPoMAmplitude + i : kHeightPoMAmplitude;
                    var heightParametrization = layerCount > 1 ? kHeightParametrization + i : kHeightParametrization;
                    var heightTessAmplitude   = layerCount > 1 ? kHeightTessAmplitude + i : kHeightTessAmplitude;
                    var heightTessCenter      = layerCount > 1 ? kHeightTessCenter + i : kHeightTessCenter;
                    var heightOffset          = layerCount > 1 ? kHeightOffset + i : kHeightOffset;
                    var heightMin             = layerCount > 1 ? kHeightMin + i : kHeightMin;
                    var heightMax             = layerCount > 1 ? kHeightMax + i : kHeightMax;

                    if (displacementMode == DisplacementMode.Pixel)
                    {
                        material.SetFloat(heightAmplitude, material.GetFloat(heightPoMAmplitude) * 0.01f); // Convert centimeters to meters.
                        material.SetFloat(heightCenter, 1.0f);                                             // PoM is always inward so base (0 height) is mapped to 1 in the texture
                    }
                    else
                    {
                        var parametrization = (HeightmapParametrization)material.GetFloat(heightParametrization);
                        if (parametrization == HeightmapParametrization.MinMax)
                        {
                            float offset    = material.GetFloat(heightOffset);
                            float minHeight = material.GetFloat(heightMin);
                            float amplitude = material.GetFloat(heightMax) - minHeight;

                            material.SetFloat(heightAmplitude, amplitude * 0.01f); // Convert centimeters to meters.
                            material.SetFloat(heightCenter, -(minHeight + offset) / Mathf.Max(1e-6f, amplitude));
                        }
                        else
                        {
                            float offset    = material.GetFloat(heightOffset);
                            float center    = material.GetFloat(heightTessCenter);
                            float amplitude = material.GetFloat(heightTessAmplitude);

                            material.SetFloat(heightAmplitude, amplitude * 0.01f); // Convert centimeters to meters.
                            material.SetFloat(heightCenter, -offset / Mathf.Max(1e-6f, amplitude) + center);
                        }
                    }
                }
            }
        }
Пример #2
0
 static DisplacementMode GetFilteredDisplacementMode(Material material, DisplacementMode displacementMode)
 {
     if (material.HasProperty(kTessellationMode))
     {
         if (displacementMode == DisplacementMode.Pixel || displacementMode == DisplacementMode.Vertex)
         {
             return(DisplacementMode.None);
         }
     }
     else
     {
         if (displacementMode == DisplacementMode.Tessellation)
         {
             return(DisplacementMode.None);
         }
     }
     return(displacementMode);
 }
Пример #3
0
        public WaterSample(Water water, DisplacementMode displacementMode = DisplacementMode.Height, float precision = 1.0f)
        {
            if (water == null)
            {
                throw new System.ArgumentException("Argument 'water' is null.");
            }

            if (precision <= 0.0f || precision > 1.0f)
            {
                throw new System.ArgumentException("Precision has to be between 0.0 and 1.0.");
            }

            this.precision           = precision;
            this.horizontalThreshold = 0.045f / (precision * precision * precision);

            this.water            = water;
            this.displacementMode = displacementMode;
            this.previousResult.x = float.NaN;
        }
        void DrawSurfaceInputsGUI()
        {
            UVBaseMapping uvBaseMapping = (UVBaseMapping)UVBase[m_LayerIndex].floatValue;
            float X, Y, Z, W;

            materialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap[m_LayerIndex], baseColor[m_LayerIndex]);

            bool hasMetallic = materials.All(m =>
                m.GetMaterialId() == MaterialId.LitStandard ||
                m.GetMaterialId() == MaterialId.LitAniso ||
                m.GetMaterialId() == MaterialId.LitIridescence);

            if (maskMap[m_LayerIndex].textureValue == null)
            {
                if (hasMetallic)
                    materialEditor.ShaderProperty(metallic[m_LayerIndex], Styles.metallicText);
                materialEditor.ShaderProperty(smoothness[m_LayerIndex], Styles.smoothnessText);
            }
            else
            {
                if (hasMetallic)
                    materialEditor.MinMaxShaderProperty(metallicRemapMin[m_LayerIndex], metallicRemapMax[m_LayerIndex], 0.0f, 1.0f, Styles.metallicRemappingText);

                materialEditor.MinMaxShaderProperty(smoothnessRemapMin[m_LayerIndex], smoothnessRemapMax[m_LayerIndex], 0.0f, 1.0f, Styles.smoothnessRemappingText);
                materialEditor.MinMaxShaderProperty(aoRemapMin[m_LayerIndex], aoRemapMax[m_LayerIndex], 0.0f, 1.0f, Styles.aoRemappingText);
            }

            materialEditor.TexturePropertySingleLine((materials.All(m => m.GetMaterialId() == MaterialId.LitSpecular)) ? Styles.maskMapSpecularText : Styles.maskMapSText, maskMap[m_LayerIndex]);

            materialEditor.ShaderProperty(normalMapSpace[m_LayerIndex], Styles.normalMapSpaceText);

            // Triplanar only work with tangent space normal
            if ((NormalMapSpace)normalMapSpace[m_LayerIndex].floatValue == NormalMapSpace.ObjectSpace && ((UVBaseMapping)UVBase[m_LayerIndex].floatValue == UVBaseMapping.Triplanar))
            {
                EditorGUILayout.HelpBox(Styles.normalMapSpaceWarning.text, MessageType.Error);
            }

            // We have two different property for object space and tangent space normal map to allow
            // 1. to go back and forth
            // 2. to avoid the warning that ask to fix the object normal map texture (normalOS are just linear RGB texture
            if ((NormalMapSpace)normalMapSpace[m_LayerIndex].floatValue == NormalMapSpace.TangentSpace)
            {
                materialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap[m_LayerIndex], normalScale[m_LayerIndex]);
                materialEditor.TexturePropertySingleLine(Styles.bentNormalMapText, bentNormalMap[m_LayerIndex]);
            }
            else
            {
                // No scaling in object space
                materialEditor.TexturePropertySingleLine(Styles.normalMapOSText, normalMapOS[m_LayerIndex]);
                materialEditor.TexturePropertySingleLine(Styles.bentNormalMapOSText, bentNormalMapOS[m_LayerIndex]);
            }

            DisplacementMode displaceMode = (DisplacementMode)displacementMode.floatValue;
            if (displaceMode != DisplacementMode.None || (m_Features & Features.HeightMap) != 0)
            {
                EditorGUI.BeginChangeCheck();
                materialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap[m_LayerIndex]);
                if (!heightMap[m_LayerIndex].hasMixedValue && heightMap[m_LayerIndex].textureValue != null && !displacementMode.hasMixedValue)
                {
                    EditorGUI.indentLevel++;
                    if (displaceMode == DisplacementMode.Pixel)
                    {
                        materialEditor.ShaderProperty(heightPoMAmplitude[m_LayerIndex], Styles.heightMapAmplitudeText);
                    }
                    else
                    {
                        materialEditor.ShaderProperty(heightParametrization[m_LayerIndex], Styles.heightMapParametrization);
                        if (!heightParametrization[m_LayerIndex].hasMixedValue)
                        {
                            HeightmapParametrization parametrization = (HeightmapParametrization)heightParametrization[m_LayerIndex].floatValue;
                            if (parametrization == HeightmapParametrization.MinMax)
                            {
                                EditorGUI.BeginChangeCheck();
                                materialEditor.ShaderProperty(heightMin[m_LayerIndex], Styles.heightMapMinText);
                                if (EditorGUI.EndChangeCheck())
                                    heightMin[m_LayerIndex].floatValue = Mathf.Min(heightMin[m_LayerIndex].floatValue, heightMax[m_LayerIndex].floatValue);
                                EditorGUI.BeginChangeCheck();
                                materialEditor.ShaderProperty(heightMax[m_LayerIndex], Styles.heightMapMaxText);
                                if (EditorGUI.EndChangeCheck())
                                    heightMax[m_LayerIndex].floatValue = Mathf.Max(heightMin[m_LayerIndex].floatValue, heightMax[m_LayerIndex].floatValue);
                            }
                            else
                            {
                                EditorGUI.BeginChangeCheck();
                                materialEditor.ShaderProperty(heightTessAmplitude[m_LayerIndex], Styles.heightMapAmplitudeText);
                                if (EditorGUI.EndChangeCheck())
                                    heightTessAmplitude[m_LayerIndex].floatValue = Mathf.Max(0f, heightTessAmplitude[m_LayerIndex].floatValue);
                                materialEditor.ShaderProperty(heightTessCenter[m_LayerIndex], Styles.heightMapCenterText);
                            }

                            materialEditor.ShaderProperty(heightOffset[m_LayerIndex], Styles.heightMapOffsetText);
                        }
                    }
                    EditorGUI.indentLevel--;
                }

                // UI only updates intermediate values, this will update the values actually used by the shader.
                if (EditorGUI.EndChangeCheck())
                {
                    SurfaceOptionUIBlock    surfaceOption;

                    // Fetch the surface option block which contains the function to update the displacement datas
                    if (m_LayerCount == 1)
                        surfaceOption = parent.FetchUIBlock<SurfaceOptionUIBlock>();
                    else
                        surfaceOption = parent.parent.FetchUIBlock<SurfaceOptionUIBlock>();

                    surfaceOption.UpdateDisplacement(m_LayerIndex);
                }
            }

            if (materials.All(m => m.GetMaterialId() == materials[0].GetMaterialId()))
            {
                // We can use materials[0] because all the material IDs have the same value
                switch (materials[0].GetMaterialId())
                {
                    case MaterialId.LitSSS:
                    case MaterialId.LitTranslucent:
                        ShaderSSSAndTransmissionInputGUI();
                        break;
                    case MaterialId.LitStandard:
                        // Nothing
                        break;

                    // Following mode are not supported by layered lit and will not be call by it
                    // as the MaterialId enum don't define it
                    case MaterialId.LitAniso:
                        ShaderAnisoInputGUI();
                        break;
                    case MaterialId.LitSpecular:
                        ShaderSpecularColorInputGUI();
                        break;
                    case MaterialId.LitIridescence:
                        ShaderIridescenceInputGUI();
                        break;

                    default:
                        Debug.Assert(false, "Encountered an unsupported MaterialID.");
                        break;
                }
            }

            if (!isLayeredLit)
            {
                ShaderClearCoatInputGUI();
            }

            EditorGUILayout.Space();

            EditorGUI.BeginChangeCheck();
            materialEditor.ShaderProperty(UVBase[m_LayerIndex], Styles.UVBaseMappingText);
            uvBaseMapping = (UVBaseMapping)UVBase[m_LayerIndex].floatValue;

            X = (uvBaseMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
            Y = (uvBaseMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
            Z = (uvBaseMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
            W = (uvBaseMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;

            UVMappingMask[m_LayerIndex].colorValue = new Color(X, Y, Z, W);

            if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar))
            {
                materialEditor.ShaderProperty(TexWorldScale[m_LayerIndex], Styles.texWorldScaleText);
            }
            materialEditor.TextureScaleOffsetProperty(baseColorMap[m_LayerIndex]);
            if (EditorGUI.EndChangeCheck())
            {
                // Precompute.
                InvTilingScale[m_LayerIndex].floatValue = 2.0f / (Mathf.Abs(baseColorMap[m_LayerIndex].textureScaleAndOffset.x) + Mathf.Abs(baseColorMap[m_LayerIndex].textureScaleAndOffset.y));
                if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar))
                {
                    InvTilingScale[m_LayerIndex].floatValue = InvTilingScale[m_LayerIndex].floatValue / TexWorldScale[m_LayerIndex].floatValue;
                }
            }
        }