public static void Inputs(LitProperties properties, MaterialEditor materialEditor, Material material) { DoMetallicSpecularArea(properties, materialEditor, material); Fun_BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp, properties.bumpScaleProp); if (properties.occlusionMap != null) { materialEditor.TexturePropertySingleLine(Styles.occlusionText, properties.occlusionMap, properties.occlusionMap.textureValue != null ? properties.occlusionStrength : null); } DoLayerArea(properties, materialEditor, material); }
public static void DoMetallicSpecularArea(LitProperties properties, MaterialEditor materialEditor, Material material) { string[] smoothnessChannelNames; bool hasGlossMap = false; if (properties.workflowMode == null || (WorkflowMode)properties.workflowMode.floatValue == WorkflowMode.Metallic) { hasGlossMap = properties.metallicGlossMap.textureValue != null; smoothnessChannelNames = Styles.metallicSmoothnessChannelNames; materialEditor.TexturePropertySingleLine(Styles.metallicMapText, properties.metallicGlossMap, hasGlossMap ? null : properties.metallic); } else { hasGlossMap = properties.specGlossMap.textureValue != null; smoothnessChannelNames = Styles.specularSmoothnessChannelNames; Fun_BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap, hasGlossMap ? null : properties.specColor); } EditorGUI.indentLevel++; DoSmoothness(properties, material, smoothnessChannelNames); EditorGUI.indentLevel--; }
public LitProperties(MaterialProperty[] properties) { // Surface Option Props workflowMode = Fun_BaseShaderGUI.FindProperty("_WorkflowMode", properties, false); // Surface Input Props metallic = Fun_BaseShaderGUI.FindProperty("_Metallic", properties); specColor = Fun_BaseShaderGUI.FindProperty("_SpecColor", properties, false); metallicGlossMap = Fun_BaseShaderGUI.FindProperty("_MetallicGlossMap", properties); specGlossMap = Fun_BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false); smoothness = Fun_BaseShaderGUI.FindProperty("_Smoothness", properties, false); smoothnessMapChannel = Fun_BaseShaderGUI.FindProperty("_SmoothnessTextureChannel", properties, false); bumpMapProp = Fun_BaseShaderGUI.FindProperty("_BumpMap", properties, false); bumpScaleProp = Fun_BaseShaderGUI.FindProperty("_BumpScale", properties, false); occlusionStrength = Fun_BaseShaderGUI.FindProperty("_OcclusionStrength", properties, false); occlusionMap = Fun_BaseShaderGUI.FindProperty("_OcclusionMap", properties, false); // Advanced Props highlights = Fun_BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false); reflections = Fun_BaseShaderGUI.FindProperty("_EnvironmentReflections", properties, false); // Cloth Layer layer0Normal = Fun_BaseShaderGUI.FindProperty("_Layer0Normal", properties, false); layer0NormalScale = Fun_BaseShaderGUI.FindProperty("_Layer0NormalScale", properties, false); layer1Tex = Fun_BaseShaderGUI.FindProperty("_Layer1Tex", properties, false); layer1Mask = Fun_BaseShaderGUI.FindProperty("_Layer1Mask", properties, false); layer1UVSet = Fun_BaseShaderGUI.FindProperty("_Layer1UVSet", properties, false); layer1Normal = Fun_BaseShaderGUI.FindProperty("_Layer1Normal", properties, false); layer1NormalScale = Fun_BaseShaderGUI.FindProperty("_Layer1NormalScale", properties, false); layer1Color = Fun_BaseShaderGUI.FindProperty("_Layer1Color", properties, false); layer1Smoothness = Fun_BaseShaderGUI.FindProperty("_Layer1Smoothness", properties, false); layer1Metallic = Fun_BaseShaderGUI.FindProperty("_Layer1Metallic", properties, false); layer2Tex = Fun_BaseShaderGUI.FindProperty("_Layer2Tex", properties, false); layer2Mask = Fun_BaseShaderGUI.FindProperty("_Layer2Mask", properties, false); layer2UVSet = Fun_BaseShaderGUI.FindProperty("_Layer2UVSet", properties, false); layer2Normal = Fun_BaseShaderGUI.FindProperty("_Layer2Normal", properties, false); layer2NormalScale = Fun_BaseShaderGUI.FindProperty("_Layer2NormalScale", properties, false); layer2Color = Fun_BaseShaderGUI.FindProperty("_Layer2Color", properties, false); layer2Smoothness = Fun_BaseShaderGUI.FindProperty("_Layer2Smoothness", properties, false); layer2Metallic = Fun_BaseShaderGUI.FindProperty("_Layer2Metallic", properties, false); layer3Tex = Fun_BaseShaderGUI.FindProperty("_Layer3Tex", properties, false); layer3Mask = Fun_BaseShaderGUI.FindProperty("_Layer3Mask", properties, false); layer3UVSet = Fun_BaseShaderGUI.FindProperty("_Layer3UVSet", properties, false); layer3Normal = Fun_BaseShaderGUI.FindProperty("_Layer3Normal", properties, false); layer3NormalScale = Fun_BaseShaderGUI.FindProperty("_Layer3NormalScale", properties, false); layer3Color = Fun_BaseShaderGUI.FindProperty("_Layer3Color", properties, false); layer3Smoothness = Fun_BaseShaderGUI.FindProperty("_Layer3Smoothness", properties, false); layer3Metallic = Fun_BaseShaderGUI.FindProperty("_Layer3Metallic", properties, false); layer4Tex = Fun_BaseShaderGUI.FindProperty("_Layer4Tex", properties, false); layer4Mask = Fun_BaseShaderGUI.FindProperty("_Layer4Mask", properties, false); layer4UVSet = Fun_BaseShaderGUI.FindProperty("_Layer4UVSet", properties, false); layer4Normal = Fun_BaseShaderGUI.FindProperty("_Layer4Normal", properties, false); layer4NormalScale = Fun_BaseShaderGUI.FindProperty("_Layer4NormalScale", properties, false); layer4Color = Fun_BaseShaderGUI.FindProperty("_Layer4Color", properties, false); layer4Smoothness = Fun_BaseShaderGUI.FindProperty("_Layer4Smoothness", properties, false); layer4Metallic = Fun_BaseShaderGUI.FindProperty("_Layer4Metallic", properties, false); layer5Tex = Fun_BaseShaderGUI.FindProperty("_Layer5Tex", properties, false); layer5Mask = Fun_BaseShaderGUI.FindProperty("_Layer5Mask", properties, false); layer5UVSet = Fun_BaseShaderGUI.FindProperty("_Layer5UVSet", properties, false); layer5Normal = Fun_BaseShaderGUI.FindProperty("_Layer5Normal", properties, false); layer5NormalScale = Fun_BaseShaderGUI.FindProperty("_Layer5NormalScale", properties, false); layer5Color = Fun_BaseShaderGUI.FindProperty("_Layer5Color", properties, false); layer5Smoothness = Fun_BaseShaderGUI.FindProperty("_Layer5Smoothness", properties, false); layer5Metallic = Fun_BaseShaderGUI.FindProperty("_Layer5Metallic", properties, false); layer6Tex = Fun_BaseShaderGUI.FindProperty("_Layer6Tex", properties, false); layer6Mask = Fun_BaseShaderGUI.FindProperty("_Layer6Mask", properties, false); layer6UVSet = Fun_BaseShaderGUI.FindProperty("_Layer6UVSet", properties, false); layer6Normal = Fun_BaseShaderGUI.FindProperty("_Layer6Normal", properties, false); layer6NormalScale = Fun_BaseShaderGUI.FindProperty("_Layer6NormalScale", properties, false); layer6Color = Fun_BaseShaderGUI.FindProperty("_Layer6Color", properties, false); layer6Smoothness = Fun_BaseShaderGUI.FindProperty("_Layer6Smoothness", properties, false); layer6Metallic = Fun_BaseShaderGUI.FindProperty("_Layer6Metallic", properties, false); layer7Tex = Fun_BaseShaderGUI.FindProperty("_Layer7Tex", properties, false); layer7Mask = Fun_BaseShaderGUI.FindProperty("_Layer7Mask", properties, false); layer7UVSet = Fun_BaseShaderGUI.FindProperty("_Layer7UVSet", properties, false); layer7Normal = Fun_BaseShaderGUI.FindProperty("_Layer7Normal", properties, false); layer7NormalScale = Fun_BaseShaderGUI.FindProperty("_Layer7NormalScale", properties, false); layer7Color = Fun_BaseShaderGUI.FindProperty("_Layer7Color", properties, false); layer7Smoothness = Fun_BaseShaderGUI.FindProperty("_Layer7Smoothness", properties, false); layer7Metallic = Fun_BaseShaderGUI.FindProperty("_Layer7Metallic", properties, false); }