// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes public static void ValidateMaterial(Material material) { BaseLitAPI.SetupBaseLitKeywords(material); BaseLitAPI.SetupBaseLitMaterialPass(material); bool receiveSSR = false; if (material.HasProperty(kSurfaceType) && (SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent) { receiveSSR = material.HasProperty(kReceivesSSRTransparent) ? material.GetFloat(kReceivesSSRTransparent) != 0 : false; } else { receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetFloat(kReceivesSSR) != 0 : false; } BaseLitAPI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); // TODO: planar/triplannar support //SetupLayersMappingKeywords(material); bool enableHeightBlend = material.HasProperty(kEnableHeightBlend) && material.GetFloat(kEnableHeightBlend) > 0; CoreUtils.SetKeyword(material, "_TERRAIN_BLEND_HEIGHT", enableHeightBlend); bool enableInstancedPerPixelNormal = material.HasProperty(kEnableInstancedPerPixelNormal) && material.GetFloat(kEnableInstancedPerPixelNormal) > 0.0f; CoreUtils.SetKeyword(material, "_TERRAIN_INSTANCED_PERPIXEL_NORMAL", enableInstancedPerPixelNormal); int specOcclusionMode = material.GetInt(kSpecularOcclusionMode); CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_NONE", specOcclusionMode == 0); }
// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes internal static void ValidateMaterial(Material material) { material.SetupBaseUnlitKeywords(); material.SetupBaseUnlitPass(); if (material.HasProperty(kEmissiveColorMap)) { CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); } if (material.HasProperty(kUseEmissiveIntensity) && material.GetFloat(kUseEmissiveIntensity) != 0) { material.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(); } // All the bits exclusively related to lit are ignored inside the BaseLitGUI function. BaseLitAPI.SetupStencil(material, receivesSSR: false, useSplitLighting: false); }
/// <summary> /// Sets up the keywords and passes for a Lit Shader Graph material. /// </summary> /// <param name="material">The target material.</param> public static void ValidateLightingMaterial(Material material) { SynchronizeShaderGraphProperties(material); BaseLitAPI.SetupBaseLitKeywords(material); BaseLitAPI.SetupBaseLitMaterialPass(material); bool receiveSSR = false; if (material.HasProperty(kSurfaceType) && (SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent) { receiveSSR = material.HasProperty(kReceivesSSRTransparent) ? material.GetFloat(kReceivesSSRTransparent) != 0 : false; } else { receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetFloat(kReceivesSSR) != 0 : false; } bool useSplitLighting = material.HasProperty(kUseSplitLighting) ? material.GetInt(kUseSplitLighting) != 0 : false; BaseLitAPI.SetupStencil(material, receiveSSR, useSplitLighting); }
// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes internal static void ValidateMaterial(Material material) { MaterialId materialId = material.GetMaterialId(); if (material.HasProperty(kMaterialID)) { if (materialId != MaterialId.LitStandard && materialId != MaterialId.LitSSS && materialId != MaterialId.LitTranslucent) { materialId = MaterialId.LitStandard; material.SetFloat(kMaterialID, (float)materialId); } } BaseLitAPI.SetupBaseLitKeywords(material); BaseLitAPI.SetupBaseLitMaterialPass(material); SetupLayersMappingKeywords(material); bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); BaseLitAPI.SetupStencil(material, receiveSSR, materialId == MaterialId.LitSSS); for (int i = 0; i < kMaxLayerCount; ++i) { NormalMapSpace normalMapSpace = ((NormalMapSpace)material.GetFloat(kNormalMapSpace + i)); CoreUtils.SetKeyword(material, "_NORMALMAP_TANGENT_SPACE" + i, normalMapSpace == NormalMapSpace.TangentSpace); if (normalMapSpace == NormalMapSpace.TangentSpace) { CoreUtils.SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i) || material.GetTexture(kDetailMap + i)); CoreUtils.SetKeyword(material, "_BENTNORMALMAP" + i, material.GetTexture(kBentNormalMap + i)); } else { CoreUtils.SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMapOS + i) || material.GetTexture(kDetailMap + i)); CoreUtils.SetKeyword(material, "_BENTNORMALMAP" + i, material.GetTexture(kBentNormalMapOS + i)); } CoreUtils.SetKeyword(material, "_MASKMAP" + i, material.GetTexture(kMaskMap + i)); CoreUtils.SetKeyword(material, "_DETAIL_MAP" + i, material.GetTexture(kDetailMap + i)); CoreUtils.SetKeyword(material, "_HEIGHTMAP" + i, material.GetTexture(kHeightMap + i)); CoreUtils.SetKeyword(material, "_SUBSURFACE_MASK_MAP" + i, material.GetTexture(kSubsurfaceMaskMap + i)); CoreUtils.SetKeyword(material, "_THICKNESSMAP" + i, material.GetTexture(kThicknessMap + i)); } CoreUtils.SetKeyword(material, "_INFLUENCEMASK_MAP", material.GetTexture(kLayerInfluenceMaskMap) && material.GetFloat(kkUseMainLayerInfluence) != 0.0f); CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Planar && material.GetTexture(kEmissiveColorMap)); CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Triplanar && material.GetTexture(kEmissiveColorMap)); CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_BASE", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.SameAsBase && material.GetTexture(kEmissiveColorMap)); CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); if (material.HasProperty(kUseEmissiveIntensity) && material.GetFloat(kUseEmissiveIntensity) != 0) { material.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(); } // For migration of specular occlusion to specular mode we remove previous keyword // _ENABLESPECULAROCCLUSION is deprecated CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", false); int specOcclusionMode = material.GetInt(kSpecularOcclusionMode); CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_NONE", specOcclusionMode == 0); CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP", specOcclusionMode == 2); CoreUtils.SetKeyword(material, "_MAIN_LAYER_INFLUENCE_MODE", material.GetFloat(kkUseMainLayerInfluence) != 0.0f); VertexColorMode VCMode = (VertexColorMode)material.GetFloat(kVertexColorMode); if (VCMode == VertexColorMode.Multiply) { CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", true); CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false); } else if (VCMode == VertexColorMode.Add) { CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false); CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", true); } else { CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false); CoreUtils.SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false); } bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f; CoreUtils.SetKeyword(material, "_HEIGHT_BASED_BLEND", useHeightBasedBlend); bool useDensityModeEnable = false; for (int i = 0; i < material.GetInt(kLayerCount); ++i) { useDensityModeEnable |= material.GetFloat(kOpacityAsDensity + i) != 0.0f; } CoreUtils.SetKeyword(material, "_DENSITY_MODE", useDensityModeEnable); CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING", materialId == MaterialId.LitSSS); CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_TRANSMISSION", materialId == MaterialId.LitTranslucent || (materialId == MaterialId.LitSSS && material.GetFloat(kTransmissionEnable) > 0.0f)); BaseLitAPI.SetupDisplacement(material, material.GetInt(kLayerCount)); }
// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes public static void ValidateMaterial(Material material) { material.SetupBaseUnlitKeywords(); material.SetupBaseUnlitPass(); AxfBrdfType BRDFType = (AxfBrdfType)material.GetFloat(kAxF_BRDFType); CoreUtils.SetKeyword(material, "_AXF_BRDF_TYPE_SVBRDF", BRDFType == AxfBrdfType.SVBRDF); CoreUtils.SetKeyword(material, "_AXF_BRDF_TYPE_CAR_PAINT", BRDFType == AxfBrdfType.CAR_PAINT); //unsupported for now: CoreUtils.SetKeyword(material, "_AXF_BRDF_TYPE_BTF", BRDFType == AxfBrdfType.BTF); // Mapping Modes: AxFMappingMode mappingMode = (AxFMappingMode)material.GetFloat(kMappingMode); // Make sure the mask is synched: material.SetVector(kMappingMask, AxFMappingModeToMask(mappingMode)); bool mappingIsPlanar = (mappingMode >= AxFMappingMode.PlanarXY) && (mappingMode < AxFMappingMode.Triplanar); bool planarIsLocal = (material.GetFloat(kPlanarSpace) > 0.0f); CoreUtils.SetKeyword(material, "_MAPPING_PLANAR", mappingIsPlanar); CoreUtils.SetKeyword(material, "_MAPPING_TRIPLANAR", mappingMode == AxFMappingMode.Triplanar); if (mappingIsPlanar || mappingMode == AxFMappingMode.Triplanar) { CoreUtils.SetKeyword(material, "_PLANAR_LOCAL", planarIsLocal); } // Note: for ShaderPass defines for vertmesh/varyingmesh setup, we still use the same // defines _REQUIRE_UV2 and _REQUIRE_UV3, and thus if eg _REQUIRE_UV3 is defined, _REQUIRE_UV2 will // be assumed to be needed. But here in the AxFData sampling code, we use these to indicate precisely // the single set used (if not using planar/triplanar) only and thus add _REQUIRE_UV1. // Extra UVs might be transfered but we only need and support a single set at a time for the whole material. CoreUtils.SetKeyword(material, "_REQUIRE_UV1", mappingMode == AxFMappingMode.UV1); CoreUtils.SetKeyword(material, "_REQUIRE_UV2", mappingMode == AxFMappingMode.UV2); CoreUtils.SetKeyword(material, "_REQUIRE_UV3", mappingMode == AxFMappingMode.UV3); // Keywords for opt-out of decals and SSR: bool decalsEnabled = material.HasProperty(kEnableDecals) && material.GetFloat(kEnableDecals) > 0.0f; CoreUtils.SetKeyword(material, "_DISABLE_DECALS", !decalsEnabled); bool ssrEnabled = false; if (material.GetSurfaceType() == SurfaceType.Transparent) { ssrEnabled = material.HasProperty(kReceivesSSRTransparent) ? material.GetFloat(kReceivesSSRTransparent) != 0 : false; } else { ssrEnabled = material.HasProperty(kReceivesSSR) ? material.GetFloat(kReceivesSSR) != 0 : false; } CoreUtils.SetKeyword(material, "_DISABLE_SSR", material.HasProperty(kReceivesSSR) && material.GetFloat(kReceivesSSR) == 0.0f); CoreUtils.SetKeyword(material, "_DISABLE_SSR_TRANSPARENT", material.HasProperty(kReceivesSSRTransparent) && material.GetFloat(kReceivesSSRTransparent) == 0.0); CoreUtils.SetKeyword(material, "_ENABLE_GEOMETRIC_SPECULAR_AA", material.HasProperty(kEnableGeometricSpecularAA) && material.GetFloat(kEnableGeometricSpecularAA) > 0.0f); CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_NONE", material.HasProperty(kSpecularOcclusionMode) && material.GetFloat(kSpecularOcclusionMode) == 0.0f); BaseLitAPI.SetupStencil(material, receivesSSR: ssrEnabled, useSplitLighting: false); // // Patch for raytracing for now: mirror int props as float explicitly // uint flags = (uint)material.GetFloat(kFlags); flags |= (uint)AxF.FeatureFlags.AxfDebugTest; // force bit 23 = 1 material.SetFloat(kFlagsB, flags); uint SVBRDFType = (uint)material.GetFloat(kSVBRDF_BRDFType); uint SVBRDFVariants = (uint)material.GetFloat(kSVBRDF_BRDFVariants); SvbrdfDiffuseType diffuseType = (SvbrdfDiffuseType)(SVBRDFType & 0x1); SvbrdfSpecularType specularType = (SvbrdfSpecularType)((SVBRDFType >> 1) & 0x7); SvbrdfFresnelVariant fresnelVariant = (SvbrdfFresnelVariant)(SVBRDFVariants & 0x3); SvbrdfSpecularVariantWard wardVariant = (SvbrdfSpecularVariantWard)((SVBRDFVariants >> 2) & 0x3); SvbrdfSpecularVariantBlinn blinnVariant = (SvbrdfSpecularVariantBlinn)((SVBRDFVariants >> 4) & 0x3); material.SetFloat(kSVBRDF_BRDFType_DiffuseType, (float)diffuseType); material.SetFloat(kSVBRDF_BRDFType_SpecularType, (float)specularType); material.SetFloat(kSVBRDF_BRDFVariants_FresnelType, (float)fresnelVariant); material.SetFloat(kSVBRDF_BRDFVariants_WardType, (float)wardVariant); material.SetFloat(kSVBRDF_BRDFVariants_BlinnType, (float)blinnVariant); material.SetFloat(kCarPaint2_FlakeMaxThetaI + kIntPropAsFloatSuffix, material.GetFloat(kCarPaint2_FlakeMaxThetaI)); material.SetFloat(kCarPaint2_FlakeNumThetaF + kIntPropAsFloatSuffix, material.GetFloat(kCarPaint2_FlakeNumThetaF)); material.SetFloat(kCarPaint2_FlakeNumThetaI + kIntPropAsFloatSuffix, material.GetFloat(kCarPaint2_FlakeNumThetaI)); }
// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes internal static void ValidateMaterial(Material material) { BaseLitAPI.SetupBaseLitKeywords(material); BaseLitAPI.SetupBaseLitMaterialPass(material); bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); BaseLitAPI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); BaseLitAPI.SetupDisplacement(material); if (material.HasProperty(kNormalMapSpace)) { NormalMapSpace normalMapSpace = (NormalMapSpace)material.GetFloat(kNormalMapSpace); // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation // (MaterialProperty value might come from renderer material property block) CoreUtils.SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar); CoreUtils.SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar); CoreUtils.SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace)); if (normalMapSpace == NormalMapSpace.TangentSpace) { // With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for it CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap)); CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap)); CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMap)); } else // Object space { CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS)); CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS)); CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS)); } } if (material.HasProperty(kMaskMap)) { CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap)); } if (material.HasProperty(kUVEmissive) && material.HasProperty(kEmissiveColorMap)) { CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Planar && material.GetTexture(kEmissiveColorMap)); CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Triplanar && material.GetTexture(kEmissiveColorMap)); CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_BASE", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.SameAsBase && material.GetTexture(kEmissiveColorMap)); CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); } if (material.HasProperty(kUseEmissiveIntensity) && material.GetFloat(kUseEmissiveIntensity) != 0) { material.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(); } if (material.HasProperty(kSpecularOcclusionMode)) { // For migration of specular occlusion to specular mode we remove previous keyword // _ENABLESPECULAROCCLUSION is deprecated CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", false); int specOcclusionMode = material.GetInt(kSpecularOcclusionMode); CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_NONE", specOcclusionMode == 0); CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP", specOcclusionMode == 2); } if (material.HasProperty(kHeightMap)) { CoreUtils.SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap)); } if (material.HasProperty(kAnisotropyMap)) { CoreUtils.SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap)); } if (material.HasProperty(kDetailMap)) { CoreUtils.SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap)); } if (material.HasProperty(kSubsurfaceMaskMap)) { CoreUtils.SetKeyword(material, "_SUBSURFACE_MASK_MAP", material.GetTexture(kSubsurfaceMaskMap)); } if (material.HasProperty(kThicknessMap)) { CoreUtils.SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap)); } if (material.HasProperty(kIridescenceThicknessMap)) { CoreUtils.SetKeyword(material, "_IRIDESCENCE_THICKNESSMAP", material.GetTexture(kIridescenceThicknessMap)); } if (material.HasProperty(kSpecularColorMap)) { CoreUtils.SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap)); } if (material.HasProperty(kUVDetail) || material.HasProperty(kUVBase)) { bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 || (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV2; bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 || (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV3; if (needUV3) { material.DisableKeyword("_REQUIRE_UV2"); material.EnableKeyword("_REQUIRE_UV3"); } else if (needUV2) { material.EnableKeyword("_REQUIRE_UV2"); material.DisableKeyword("_REQUIRE_UV3"); } else { material.DisableKeyword("_REQUIRE_UV2"); material.DisableKeyword("_REQUIRE_UV3"); } } if (material.HasProperty(kMaterialID)) { MaterialId materialId = material.GetMaterialId(); CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING", materialId == MaterialId.LitSSS); CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_TRANSMISSION", materialId == MaterialId.LitTranslucent || (materialId == MaterialId.LitSSS && material.GetFloat(kTransmissionEnable) > 0.0f)); CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_ANISOTROPY", materialId == MaterialId.LitAniso); // No material Id for clear coat, just test the attribute CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_CLEAR_COAT", material.GetFloat(kCoatMask) > 0.0 || material.GetTexture(kCoatMaskMap)); CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_IRIDESCENCE", materialId == MaterialId.LitIridescence); CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SPECULAR_COLOR", materialId == MaterialId.LitSpecular); } if (material.HasProperty(kRefractionModel)) { var canHaveRefraction = material.GetSurfaceType() == SurfaceType.Transparent && !HDRenderQueue.k_RenderQueue_PreRefraction.Contains(material.renderQueue); CoreUtils.SetKeyword(material, "_TRANSMITTANCECOLORMAP", material.GetTexture(kTransmittanceColorMap) && canHaveRefraction); } }