bool ITerrainLayerCustomUI.OnTerrainLayerGUI(TerrainLayer terrainLayer, Terrain terrain)
        {
            var terrainLayers = terrain.terrainData.terrainLayers;

            if (!DoesTerrainUseMaskMaps(terrainLayers))
            {
                return(false);
            }

            // Don't use the member field enableHeightBlend as ShaderGUI.OnGUI might not be called if the material UI is folded.
            bool heightBlend = terrain.materialTemplate.HasProperty(kEnableHeightBlend) && terrain.materialTemplate.GetFloat(kEnableHeightBlend) > 0;

            terrainLayer.diffuseTexture = EditorGUILayout.ObjectField(styles.diffuseTexture, terrainLayer.diffuseTexture, typeof(Texture2D), false) as Texture2D;
            TerrainLayerUtility.ValidateDiffuseTextureUI(terrainLayer.diffuseTexture);

            var diffuseRemapMin = terrainLayer.diffuseRemapMin;
            var diffuseRemapMax = terrainLayer.diffuseRemapMax;

            EditorGUI.BeginChangeCheck();

            bool enableDensity = false;

            if (terrainLayer.diffuseTexture != null)
            {
                var rect = GUILayoutUtility.GetLastRect();
                rect.y     += 16 + 4;
                rect.width  = EditorGUIUtility.labelWidth + 64;
                rect.height = 16;

                ++EditorGUI.indentLevel;

                var diffuseTint = new Color(diffuseRemapMax.x, diffuseRemapMax.y, diffuseRemapMax.z);
                diffuseTint       = EditorGUI.ColorField(rect, styles.colorTint, diffuseTint, true, false, false);
                diffuseRemapMax.x = diffuseTint.r;
                diffuseRemapMax.y = diffuseTint.g;
                diffuseRemapMax.z = diffuseTint.b;
                diffuseRemapMin.x = diffuseRemapMin.y = diffuseRemapMin.z = 0;

                if (!heightBlend)
                {
                    rect.y        = rect.yMax + 2;
                    enableDensity = EditorGUI.Toggle(rect, styles.opacityAsDensity, diffuseRemapMin.w > 0);
                }

                --EditorGUI.indentLevel;
            }
            diffuseRemapMax.w = 1;
            diffuseRemapMin.w = enableDensity ? 1 : 0;

            if (EditorGUI.EndChangeCheck())
            {
                terrainLayer.diffuseRemapMin = diffuseRemapMin;
                terrainLayer.diffuseRemapMax = diffuseRemapMax;
            }

            terrainLayer.normalMapTexture = EditorGUILayout.ObjectField(styles.normalMapTexture, terrainLayer.normalMapTexture, typeof(Texture2D), false) as Texture2D;
            TerrainLayerUtility.ValidateNormalMapTextureUI(terrainLayer.normalMapTexture, TerrainLayerUtility.CheckNormalMapTextureType(terrainLayer.normalMapTexture));

            if (terrainLayer.normalMapTexture != null)
            {
                var rect = GUILayoutUtility.GetLastRect();
                rect.y     += 16 + 4;
                rect.width  = EditorGUIUtility.labelWidth + 64;
                rect.height = 16;

                ++EditorGUI.indentLevel;
                terrainLayer.normalScale = EditorGUI.FloatField(rect, styles.normalScale, terrainLayer.normalScale);
                --EditorGUI.indentLevel;
            }

            terrainLayer.maskMapTexture = EditorGUILayout.ObjectField(heightBlend ? styles.maskMapTexture : styles.maskMapTextureWithoutHeight, terrainLayer.maskMapTexture, typeof(Texture2D), false) as Texture2D;
            TerrainLayerUtility.ValidateMaskMapTextureUI(terrainLayer.maskMapTexture);

            var maskMapRemapMin = terrainLayer.maskMapRemapMin;
            var maskMapRemapMax = terrainLayer.maskMapRemapMax;

            ++EditorGUI.indentLevel;
            EditorGUI.BeginChangeCheck();

            m_ShowChannelRemapping = EditorGUILayout.Foldout(m_ShowChannelRemapping, terrainLayer.maskMapTexture != null ? s_Styles.channelRemapping : s_Styles.defaultValues);
            if (m_ShowChannelRemapping)
            {
                if (terrainLayer.maskMapTexture != null)
                {
                    float min, max;
                    min = maskMapRemapMin.x; max = maskMapRemapMax.x;
                    EditorGUILayout.MinMaxSlider(s_Styles.metallic, ref min, ref max, 0, 1);
                    maskMapRemapMin.x = min; maskMapRemapMax.x = max;

                    min = maskMapRemapMin.y; max = maskMapRemapMax.y;
                    EditorGUILayout.MinMaxSlider(s_Styles.ao, ref min, ref max, 0, 1);
                    maskMapRemapMin.y = min; maskMapRemapMax.y = max;

                    if (heightBlend)
                    {
                        EditorGUILayout.LabelField(styles.height);
                        ++EditorGUI.indentLevel;
                        m_HeightParametrization = (HeightParametrization)EditorGUILayout.EnumPopup(styles.heightParametrization, m_HeightParametrization);
                        if (m_HeightParametrization == HeightParametrization.Amplitude)
                        {
                            // (height - heightBase) * amplitude
                            float amplitude  = Mathf.Max(maskMapRemapMax.z - maskMapRemapMin.z, Mathf.Epsilon); // to avoid divide by zero
                            float heightBase = -maskMapRemapMin.z / amplitude;
                            amplitude         = EditorGUILayout.FloatField(styles.heightAmplitude, amplitude * 100) / 100;
                            heightBase        = EditorGUILayout.FloatField(styles.heightBase, heightBase);
                            maskMapRemapMin.z = -heightBase * amplitude;
                            maskMapRemapMax.z = (1 - heightBase) * amplitude;
                        }
                        else
                        {
                            maskMapRemapMin.z = EditorGUILayout.FloatField(styles.heightMin, maskMapRemapMin.z * 100) / 100;
                            maskMapRemapMax.z = EditorGUILayout.FloatField(styles.heightMax, maskMapRemapMax.z * 100) / 100;
                        }
                        --EditorGUI.indentLevel;
                    }

                    min = maskMapRemapMin.w; max = maskMapRemapMax.w;
                    EditorGUILayout.MinMaxSlider(s_Styles.smoothness, ref min, ref max, 0, 1);
                    maskMapRemapMin.w = min; maskMapRemapMax.w = max;
                }
                else
                {
                    maskMapRemapMin.x = maskMapRemapMax.x = EditorGUILayout.Slider(s_Styles.metallic, maskMapRemapMin.x, 0, 1);
                    maskMapRemapMin.y = maskMapRemapMax.y = EditorGUILayout.Slider(s_Styles.ao, maskMapRemapMin.y, 0, 1);
                    if (heightBlend)
                    {
                        maskMapRemapMin.z = maskMapRemapMax.z = EditorGUILayout.FloatField(s_Styles.heightCm, maskMapRemapMin.z * 100) / 100;
                    }
                    maskMapRemapMin.w = maskMapRemapMax.w = EditorGUILayout.Slider(s_Styles.smoothness, maskMapRemapMin.w, 0, 1);
                }
            }

            if (EditorGUI.EndChangeCheck())
            {
                terrainLayer.maskMapRemapMin = maskMapRemapMin;
                terrainLayer.maskMapRemapMax = maskMapRemapMax;
            }
            --EditorGUI.indentLevel;

            EditorGUILayout.Space();
            TerrainLayerUtility.TilingSettingsUI(terrainLayer);

            return(true);
        }
Пример #2
0
        bool ITerrainLayerCustomUI.OnTerrainLayerGUI(TerrainLayer terrainLayer, Terrain terrain)
        {
            var terrainLayers = terrain.terrainData.terrainLayers;

            // Don't use the member field enableHeightBlend as ShaderGUI.OnGUI might not be called if the material UI is folded.
            // heightblend shouldn't be available if we are in multi-pass mode, because it is guaranteed to be broken.
            bool heightBlendAvailable = (terrainLayers.Length <= 4);
            bool heightBlend          = heightBlendAvailable && terrain.materialTemplate.HasProperty(kEnableHeightBlend) && (terrain.materialTemplate.GetFloat(kEnableHeightBlend) > 0);

            terrainLayer.diffuseTexture = EditorGUILayout.ObjectField(styles.diffuseTexture, terrainLayer.diffuseTexture, typeof(Texture2D), false) as Texture2D;
            TerrainLayerUtility.ValidateDiffuseTextureUI(terrainLayer.diffuseTexture);

            var diffuseRemapMin = terrainLayer.diffuseRemapMin;
            var diffuseRemapMax = terrainLayer.diffuseRemapMax;

            EditorGUI.BeginChangeCheck();

            bool enableDensity = false;

            if (terrainLayer.diffuseTexture != null)
            {
                var rect = GUILayoutUtility.GetLastRect();
                rect.y     += 16 + 4;
                rect.width  = EditorGUIUtility.labelWidth + 64;
                rect.height = 16;

                ++EditorGUI.indentLevel;

                var diffuseTint = new Color(diffuseRemapMax.x, diffuseRemapMax.y, diffuseRemapMax.z);
                diffuseTint       = EditorGUI.ColorField(rect, styles.colorTint, diffuseTint, true, false, false);
                diffuseRemapMax.x = diffuseTint.r;
                diffuseRemapMax.y = diffuseTint.g;
                diffuseRemapMax.z = diffuseTint.b;
                diffuseRemapMin.x = diffuseRemapMin.y = diffuseRemapMin.z = 0;

                if (!heightBlend)
                {
                    rect.y        = rect.yMax + 2;
                    enableDensity = EditorGUI.Toggle(rect, styles.opacityAsDensity, diffuseRemapMin.w > 0);
                }

                --EditorGUI.indentLevel;
            }
            diffuseRemapMax.w = 1;
            diffuseRemapMin.w = enableDensity ? 1 : 0;

            if (EditorGUI.EndChangeCheck())
            {
                terrainLayer.diffuseRemapMin = diffuseRemapMin;
                terrainLayer.diffuseRemapMax = diffuseRemapMax;
            }

            // Display normal map UI
            terrainLayer.normalMapTexture = EditorGUILayout.ObjectField(styles.normalMapTexture, terrainLayer.normalMapTexture, typeof(Texture2D), false) as Texture2D;
            TerrainLayerUtility.ValidateNormalMapTextureUI(terrainLayer.normalMapTexture, TerrainLayerUtility.CheckNormalMapTextureType(terrainLayer.normalMapTexture));

            if (terrainLayer.normalMapTexture != null)
            {
                var rect = GUILayoutUtility.GetLastRect();
                rect.y     += 16 + 4;
                rect.width  = EditorGUIUtility.labelWidth + 64;
                rect.height = 16;

                ++EditorGUI.indentLevel;
                terrainLayer.normalScale = EditorGUI.FloatField(rect, styles.normalScale, terrainLayer.normalScale);
                --EditorGUI.indentLevel;
            }

            // Display the mask map UI and the remap controls
            terrainLayer.maskMapTexture = EditorGUILayout.ObjectField(heightBlend ? styles.maskMapTexture : styles.maskMapTextureWithoutHeight, terrainLayer.maskMapTexture, typeof(Texture2D), false) as Texture2D;
            TerrainLayerUtility.ValidateMaskMapTextureUI(terrainLayer.maskMapTexture);

            var maskMapRemapMin = terrainLayer.maskMapRemapMin;
            var maskMapRemapMax = terrainLayer.maskMapRemapMax;
            var smoothness      = terrainLayer.smoothness;
            var metallic        = terrainLayer.metallic;

            ++EditorGUI.indentLevel;
            EditorGUI.BeginChangeCheck();

            m_ShowChannelRemapping = EditorGUILayout.Foldout(m_ShowChannelRemapping, terrainLayer.maskMapTexture != null ? s_Styles.channelRemapping : s_Styles.defaultValues);

            if (m_ShowChannelRemapping)
            {
                if (terrainLayer.maskMapTexture != null)
                {
                    float min, max;
                    min = maskMapRemapMin.x; max = maskMapRemapMax.x;
                    EditorGUILayout.MinMaxSlider(s_Styles.metallic, ref min, ref max, 0, 1);
                    maskMapRemapMin.x = min; maskMapRemapMax.x = max;

                    min = maskMapRemapMin.y; max = maskMapRemapMax.y;
                    EditorGUILayout.MinMaxSlider(s_Styles.ao, ref min, ref max, 0, 1);
                    maskMapRemapMin.y = min; maskMapRemapMax.y = max;

                    if (heightBlend)
                    {
                        EditorGUILayout.LabelField(styles.height);
                        ++EditorGUI.indentLevel;
                        m_HeightParametrization = (HeightParametrization)EditorGUILayout.EnumPopup(styles.heightParametrization, m_HeightParametrization);
                        if (m_HeightParametrization == HeightParametrization.Amplitude)
                        {
                            // (height - heightBase) * amplitude
                            float amplitude  = Mathf.Max(maskMapRemapMax.z - maskMapRemapMin.z, Mathf.Epsilon); // to avoid divide by zero
                            float heightBase = maskMapRemapMin.z / amplitude;
                            amplitude         = EditorGUILayout.FloatField(styles.heightAmplitude, amplitude * 100) / 100;
                            heightBase        = EditorGUILayout.FloatField(styles.heightBase, heightBase * 100) / 100;
                            maskMapRemapMin.z = heightBase * amplitude;
                            maskMapRemapMax.z = (1.0f - heightBase) * amplitude;
                        }
                        else
                        {
                            maskMapRemapMin.z = EditorGUILayout.FloatField(styles.heightMin, maskMapRemapMin.z * 100) / 100;
                            maskMapRemapMax.z = EditorGUILayout.FloatField(styles.heightMax, maskMapRemapMax.z * 100) / 100;
                        }
                        --EditorGUI.indentLevel;
                    }

                    min = maskMapRemapMin.w; max = maskMapRemapMax.w;
                    EditorGUILayout.MinMaxSlider(s_Styles.smoothness, ref min, ref max, 0, 1);
                    maskMapRemapMin.w = min; maskMapRemapMax.w = max;
                }
                else
                {
                    metallic = EditorGUILayout.Slider(s_Styles.metallic, metallic, 0, 1);
                    // AO and Height are still exclusively controlled via the maskRemap controls
                    // metallic and smoothness have their own values as fields within the LayerData.
                    maskMapRemapMax.y = EditorGUILayout.Slider(s_Styles.ao, maskMapRemapMax.y, 0, 1);
                    if (heightBlend)
                    {
                        maskMapRemapMax.z = EditorGUILayout.FloatField(s_Styles.heightCm, maskMapRemapMax.z * 100) / 100;
                    }

                    // There's a possibility that someone could slide max below the existing min value
                    // so we'll just protect against that by locking the min value down a little bit.
                    // In the case of height (Z), we are trying to set min to no lower than zero value unless
                    // max goes negative.  Zero is a good sensible value for the minimum.  For AO (Y), we
                    // don't need this extra protection step because the UI blocks us from going negative
                    // anyway.  In both cases, pushing the slider below the min value will lock them together,
                    // but min will be "left behind" if you go back up.
                    maskMapRemapMin.y = Mathf.Min(maskMapRemapMin.y, maskMapRemapMax.y);
                    maskMapRemapMin.z = Mathf.Min(Mathf.Max(0, maskMapRemapMin.z), maskMapRemapMax.z);

                    if (TextureHasAlpha(terrainLayer.diffuseTexture))
                    {
                        GUIStyle warnStyle = new GUIStyle(GUI.skin.label);
                        warnStyle.wordWrap = true;
                        GUILayout.Label("Smoothness is controlled by diffuse alpha channel", warnStyle);
                    }
                    else
                    {
                        smoothness = EditorGUILayout.Slider(s_Styles.smoothness, smoothness, 0, 1);
                    }
                }
            }

            if (EditorGUI.EndChangeCheck())
            {
                terrainLayer.maskMapRemapMin = maskMapRemapMin;
                terrainLayer.maskMapRemapMax = maskMapRemapMax;
                terrainLayer.smoothness      = smoothness;
                terrainLayer.metallic        = metallic;
            }
            --EditorGUI.indentLevel;

            EditorGUILayout.Space();
            TerrainLayerUtility.TilingSettingsUI(terrainLayer);

            return(true);
        }