UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs

629 lines
28 KiB
C#
Raw Normal View History

2024-10-27 10:53:47 +03:00
using UnityEngine;
using UnityEditorInternal;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
/// <summary>
/// Editor script for the particle material inspector.
/// </summary>
public static class ParticleGUI
{
/// <summary>
/// The available color modes.
/// Controls how the Particle color and the Material color blend together.
/// </summary>
public enum ColorMode
{
/// <summary>
/// Use this to select multiply mode.
/// </summary>
Multiply,
/// <summary>
/// Use this to select additive mode.
/// </summary>
Additive,
/// <summary>
/// Use this to select subtractive mode.
/// </summary>
Subtractive,
/// <summary>
/// Use this to select overlay mode.
/// </summary>
Overlay,
/// <summary>
/// Use this to select color mode.
/// </summary>
Color,
/// <summary>
/// Use this to select difference mode.
/// </summary>
Difference
}
/// <summary>
/// Container for the text and tooltips used to display the shader.
/// </summary>
public static class Styles
{
/// <summary>
/// The text and tooltip color mode.
/// </summary>
public static GUIContent colorMode = EditorGUIUtility.TrTextContent("Color Mode",
"Controls how the Particle color and the Material color blend together.");
/// <summary>
/// The text and tooltip flip-book blending.
/// </summary>
public static GUIContent flipbookMode = EditorGUIUtility.TrTextContent("Flip-Book Blending",
"Blends the frames in a flip-book together in a smooth animation.");
/// <summary>
/// The text and tooltip soft particles.
/// </summary>
public static GUIContent softParticlesEnabled = EditorGUIUtility.TrTextContent("Soft Particles",
"Makes particles fade out when they get close to intersecting with the surface of other geometry in the depth buffer.");
/// <summary>
/// The text and tooltip soft particles surface fade.
/// </summary>
public static GUIContent softParticlesFadeText = EditorGUIUtility.TrTextContent("Surface Fade");
/// <summary>
/// The text and tooltip soft particles near fade distance.
/// </summary>
public static GUIContent softParticlesNearFadeDistanceText =
EditorGUIUtility.TrTextContent("Near",
"The distance from the other surface where the particle is completely transparent.");
/// <summary>
/// The text and tooltip soft particles far fade distance.
/// </summary>
public static GUIContent softParticlesFarFadeDistanceText =
EditorGUIUtility.TrTextContent("Far",
"The distance from the other surface where the particle is completely opaque.");
/// <summary>
/// The text and tooltip camera fading.
/// </summary>
public static GUIContent cameraFadingEnabled = EditorGUIUtility.TrTextContent("Camera Fading",
"Makes particles fade out when they get close to the camera.");
/// <summary>
/// The text and tooltip camera fading distance.
/// </summary>
public static GUIContent cameraFadingDistanceText = EditorGUIUtility.TrTextContent("Distance");
/// <summary>
/// The text and tooltip camera fading near distance.
/// </summary>
public static GUIContent cameraNearFadeDistanceText =
EditorGUIUtility.TrTextContent("Near",
"The distance from the camera where the particle is completely transparent.");
/// <summary>
/// The text and tooltip camera fading far distance.
/// </summary>
public static GUIContent cameraFarFadeDistanceText =
EditorGUIUtility.TrTextContent("Far", "The distance from the camera where the particle is completely opaque.");
/// <summary>
/// The text and tooltip distortion.
/// </summary>
public static GUIContent distortionEnabled = EditorGUIUtility.TrTextContent("Distortion",
"Creates a distortion effect by making particles perform refraction with the objects drawn before them.");
/// <summary>
/// The text and tooltip distortion strength.
/// </summary>
public static GUIContent distortionStrength = EditorGUIUtility.TrTextContent("Strength",
"Controls how much the Particle distorts the background. ");
/// <summary>
/// The text and tooltip distortion blend.
/// </summary>
public static GUIContent distortionBlend = EditorGUIUtility.TrTextContent("Blend",
"Controls how visible the distortion effect is. At 0, theres no visible distortion. At 1, only the distortion effect is visible, not the background.");
/// <summary>
/// The text and tooltip for vertex streams.
/// </summary>
public static GUIContent VertexStreams = EditorGUIUtility.TrTextContent("Vertex Streams",
"List detailing the expected layout of data sent to the shader from the particle system.");
/// <summary>
/// The string for position vertex stream.
/// </summary>
public static string streamPositionText = "Position (POSITION.xyz)";
/// <summary>
/// The string for normal vertex stream.
/// </summary>
public static string streamNormalText = "Normal (NORMAL.xyz)";
/// <summary>
/// The string for color vertex stream.
/// </summary>
public static string streamColorText = "Color (COLOR.xyzw)";
/// <summary>
/// The string for color instanced vertex stream.
/// </summary>
public static string streamColorInstancedText = "Color (INSTANCED0.xyzw)";
/// <summary>
/// The string for UV vertex stream.
/// </summary>
public static string streamUVText = "UV (TEXCOORD0.xy)";
/// <summary>
/// The string for UV2 vertex stream.
/// </summary>
public static string streamUV2Text = "UV2 (TEXCOORD0.zw)";
/// <summary>
/// The string for AnimBlend Texcoord1 vertex stream.
/// </summary>
public static string streamAnimBlendText = "AnimBlend (TEXCOORD1.x)";
/// <summary>
/// The string for AnimBlend Instanced1 vertex stream.
/// </summary>
public static string streamAnimFrameText = "AnimFrame (INSTANCED1.x)";
/// <summary>
/// The string for tangent vertex stream.
/// </summary>
public static string streamTangentText = "Tangent (TANGENT.xyzw)";
/// <summary>
/// The text and tooltip for the vertex stream fix now GUI.
/// </summary>
public static GUIContent streamApplyToAllSystemsText = EditorGUIUtility.TrTextContent("Fix Now",
"Apply the vertex stream layout to all Particle Systems using this material");
/// <summary>
/// The string for applying custom vertex streams from material.
/// </summary>
public static string undoApplyCustomVertexStreams = L10n.Tr("Apply custom vertex streams from material");
/// <summary>
/// The vertex stream icon.
/// </summary>
public static GUIStyle vertexStreamIcon = new GUIStyle();
}
private static ReorderableList vertexStreamList;
/// <summary>
/// Container for the properties used in the <c>ParticleGUI</c> editor script.
/// </summary>
public struct ParticleProperties
{
// Surface Option Props
/// <summary>
/// The MaterialProperty for color mode.
/// </summary>
public MaterialProperty colorMode;
// Advanced Props
/// <summary>
/// The MaterialProperty for flip-book blending.
/// </summary>
public MaterialProperty flipbookMode;
/// <summary>
/// The MaterialProperty for soft particles enabled.
/// </summary>
public MaterialProperty softParticlesEnabled;
/// <summary>
/// The MaterialProperty for camera fading.
/// </summary>
public MaterialProperty cameraFadingEnabled;
/// <summary>
/// The MaterialProperty for distortion enabled.
/// </summary>
public MaterialProperty distortionEnabled;
/// <summary>
/// The MaterialProperty for soft particles near fade distance.
/// </summary>
public MaterialProperty softParticlesNearFadeDistance;
/// <summary>
/// The MaterialProperty for soft particles far fade distance.
/// </summary>
public MaterialProperty softParticlesFarFadeDistance;
/// <summary>
/// The MaterialProperty for camera fading near distance.
/// </summary>
public MaterialProperty cameraNearFadeDistance;
/// <summary>
/// The MaterialProperty for camera fading far distance.
/// </summary>
public MaterialProperty cameraFarFadeDistance;
/// <summary>
/// The MaterialProperty for distortion blend.
/// </summary>
public MaterialProperty distortionBlend;
/// <summary>
/// The MaterialProperty for distortion strength.
/// </summary>
public MaterialProperty distortionStrength;
/// <summary>
/// Constructor for the <c>ParticleProperties</c> container struct.
/// </summary>
/// <param name="properties"></param>
public ParticleProperties(MaterialProperty[] properties)
{
// Surface Option Props
colorMode = BaseShaderGUI.FindProperty("_ColorMode", properties, false);
// Advanced Props
flipbookMode = BaseShaderGUI.FindProperty("_FlipbookBlending", properties);
softParticlesEnabled = BaseShaderGUI.FindProperty("_SoftParticlesEnabled", properties);
cameraFadingEnabled = BaseShaderGUI.FindProperty("_CameraFadingEnabled", properties);
distortionEnabled = BaseShaderGUI.FindProperty("_DistortionEnabled", properties, false);
softParticlesNearFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesNearFadeDistance", properties);
softParticlesFarFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesFarFadeDistance", properties);
cameraNearFadeDistance = BaseShaderGUI.FindProperty("_CameraNearFadeDistance", properties);
cameraFarFadeDistance = BaseShaderGUI.FindProperty("_CameraFarFadeDistance", properties);
distortionBlend = BaseShaderGUI.FindProperty("_DistortionBlend", properties, false);
distortionStrength = BaseShaderGUI.FindProperty("_DistortionStrength", properties, false);
}
}
/// <summary>
/// Sets up the material with correct keywords based on the color mode.
/// </summary>
/// <param name="material">The material to use.</param>
public static void SetupMaterialWithColorMode(Material material)
{
var colorMode = (ColorMode)material.GetFloat("_ColorMode");
switch (colorMode)
{
case ColorMode.Multiply:
material.DisableKeyword("_COLOROVERLAY_ON");
material.DisableKeyword("_COLORCOLOR_ON");
material.DisableKeyword("_COLORADDSUBDIFF_ON");
break;
case ColorMode.Overlay:
material.DisableKeyword("_COLORCOLOR_ON");
material.DisableKeyword("_COLORADDSUBDIFF_ON");
material.EnableKeyword("_COLOROVERLAY_ON");
break;
case ColorMode.Color:
material.DisableKeyword("_COLOROVERLAY_ON");
material.DisableKeyword("_COLORADDSUBDIFF_ON");
material.EnableKeyword("_COLORCOLOR_ON");
break;
case ColorMode.Difference:
material.DisableKeyword("_COLOROVERLAY_ON");
material.DisableKeyword("_COLORCOLOR_ON");
material.EnableKeyword("_COLORADDSUBDIFF_ON");
material.SetVector("_BaseColorAddSubDiff", new Vector4(-1.0f, 1.0f, 0.0f, 0.0f));
break;
case ColorMode.Additive:
material.DisableKeyword("_COLOROVERLAY_ON");
material.DisableKeyword("_COLORCOLOR_ON");
material.EnableKeyword("_COLORADDSUBDIFF_ON");
material.SetVector("_BaseColorAddSubDiff", new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
break;
case ColorMode.Subtractive:
material.DisableKeyword("_COLOROVERLAY_ON");
material.DisableKeyword("_COLORCOLOR_ON");
material.EnableKeyword("_COLORADDSUBDIFF_ON");
material.SetVector("_BaseColorAddSubDiff", new Vector4(-1.0f, 0.0f, 0.0f, 0.0f));
break;
}
}
/// <summary>
/// Draws the fading options GUI.
/// </summary>
/// <param name="material">The material to use.</param>
/// <param name="materialEditor">The material editor to use.</param>
/// <param name="properties">The particle properties to use.</param>
public static void FadingOptions(Material material, MaterialEditor materialEditor, ParticleProperties properties)
{
// Z write doesn't work with fading
bool hasZWrite = (material.GetFloat("_ZWrite") > 0.0f);
if (!hasZWrite)
{
// Soft Particles
{
materialEditor.ShaderProperty(properties.softParticlesEnabled, Styles.softParticlesEnabled);
if (properties.softParticlesEnabled.floatValue >= 0.5f)
{
UniversalRenderPipelineAsset urpAsset = UniversalRenderPipeline.asset;
if (urpAsset != null && !urpAsset.supportsCameraDepthTexture)
{
GUIStyle warnStyle = new GUIStyle(GUI.skin.label);
warnStyle.fontStyle = FontStyle.BoldAndItalic;
warnStyle.wordWrap = true;
EditorGUILayout.HelpBox("Soft Particles require depth texture. Please enable \"Depth Texture\" in the Universal Render Pipeline settings.", MessageType.Warning);
}
EditorGUI.indentLevel++;
BaseShaderGUI.TwoFloatSingleLine(Styles.softParticlesFadeText,
properties.softParticlesNearFadeDistance,
Styles.softParticlesNearFadeDistanceText,
properties.softParticlesFarFadeDistance,
Styles.softParticlesFarFadeDistanceText,
materialEditor);
EditorGUI.indentLevel--;
}
}
// Camera Fading
{
materialEditor.ShaderProperty(properties.cameraFadingEnabled, Styles.cameraFadingEnabled);
if (properties.cameraFadingEnabled.floatValue >= 0.5f)
{
EditorGUI.indentLevel++;
BaseShaderGUI.TwoFloatSingleLine(Styles.cameraFadingDistanceText,
properties.cameraNearFadeDistance,
Styles.cameraNearFadeDistanceText,
properties.cameraFarFadeDistance,
Styles.cameraFarFadeDistanceText,
materialEditor);
EditorGUI.indentLevel--;
}
}
// Distortion
if (properties.distortionEnabled != null)
{
materialEditor.ShaderProperty(properties.distortionEnabled, Styles.distortionEnabled);
if (properties.distortionEnabled.floatValue >= 0.5f)
{
EditorGUI.indentLevel++;
materialEditor.ShaderProperty(properties.distortionStrength, Styles.distortionStrength);
materialEditor.ShaderProperty(properties.distortionBlend, Styles.distortionBlend);
EditorGUI.indentLevel--;
}
}
EditorGUI.showMixedValue = false;
}
}
/// <summary>
/// Draws the vertex streams area.
/// </summary>
/// <param name="material">The material to use.</param>
/// <param name="renderers">List of particle system renderers.</param>
/// <param name="useLighting">Marks whether the renderers uses lighting or not.</param>
public static void DoVertexStreamsArea(Material material, List<ParticleSystemRenderer> renderers, bool useLighting = false)
{
EditorGUILayout.Space();
// Display list of streams required to make this shader work
bool useNormalMap = false;
bool useFlipbookBlending = (material.GetFloat("_FlipbookBlending") > 0.0f);
if (material.HasProperty("_BumpMap"))
useNormalMap = material.GetTexture("_BumpMap");
bool useGPUInstancing = ShaderUtil.HasProceduralInstancing(material.shader);
if (useGPUInstancing && renderers.Count > 0)
{
if (!renderers[0].enableGPUInstancing || renderers[0].renderMode != ParticleSystemRenderMode.Mesh)
useGPUInstancing = false;
}
// Build the list of expected vertex streams
List<ParticleSystemVertexStream> streams = new List<ParticleSystemVertexStream>();
List<string> streamList = new List<string>();
streams.Add(ParticleSystemVertexStream.Position);
streamList.Add(Styles.streamPositionText);
if (useLighting || useNormalMap)
{
streams.Add(ParticleSystemVertexStream.Normal);
streamList.Add(Styles.streamNormalText);
if (useNormalMap)
{
streams.Add(ParticleSystemVertexStream.Tangent);
streamList.Add(Styles.streamTangentText);
}
}
streams.Add(ParticleSystemVertexStream.Color);
streamList.Add(useGPUInstancing ? Styles.streamColorInstancedText : Styles.streamColorText);
streams.Add(ParticleSystemVertexStream.UV);
streamList.Add(Styles.streamUVText);
List<ParticleSystemVertexStream> instancedStreams = new List<ParticleSystemVertexStream>(streams);
if (useGPUInstancing)
{
instancedStreams.Add(ParticleSystemVertexStream.AnimFrame);
streamList.Add(Styles.streamAnimFrameText);
}
else if (useFlipbookBlending && !useGPUInstancing)
{
streams.Add(ParticleSystemVertexStream.UV2);
streamList.Add(Styles.streamUV2Text);
streams.Add(ParticleSystemVertexStream.AnimBlend);
streamList.Add(Styles.streamAnimBlendText);
}
vertexStreamList = new ReorderableList(streamList, typeof(string), false, true, false, false);
vertexStreamList.drawHeaderCallback = (Rect rect) =>
{
EditorGUI.LabelField(rect, Styles.VertexStreams);
};
vertexStreamList.DoLayoutList();
// Display a warning if any renderers have incorrect vertex streams
string Warnings = "";
List<ParticleSystemVertexStream> rendererStreams = new List<ParticleSystemVertexStream>();
foreach (ParticleSystemRenderer renderer in renderers)
{
renderer.GetActiveVertexStreams(rendererStreams);
bool streamsValid;
if (useGPUInstancing && renderer.renderMode == ParticleSystemRenderMode.Mesh && renderer.supportsMeshInstancing)
streamsValid = CompareVertexStreams(rendererStreams, instancedStreams);
else
streamsValid = CompareVertexStreams(rendererStreams, streams);
if (!streamsValid)
Warnings += "-" + renderer.name + "\n";
}
if (!string.IsNullOrEmpty(Warnings))
{
EditorGUILayout.HelpBox(
"The following Particle System Renderers are using this material with incorrect Vertex Streams:\n" +
Warnings, MessageType.Error, true);
// Set the streams on all systems using this material
if (GUILayout.Button(Styles.streamApplyToAllSystemsText, EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
{
Undo.RecordObjects(renderers.Where(r => r != null).ToArray(), Styles.undoApplyCustomVertexStreams);
foreach (ParticleSystemRenderer renderer in renderers)
{
if (useGPUInstancing && renderer.renderMode == ParticleSystemRenderMode.Mesh && renderer.supportsMeshInstancing)
renderer.SetActiveVertexStreams(instancedStreams);
else
renderer.SetActiveVertexStreams(streams);
}
}
}
}
private static bool CompareVertexStreams(IEnumerable<ParticleSystemVertexStream> a, IEnumerable<ParticleSystemVertexStream> b)
{
var differenceA = a.Except(b);
var differenceB = b.Except(a);
var difference = differenceA.Union(differenceB).Distinct();
if (!difference.Any())
return true;
// If normals are the only difference, ignore them, because the default particle streams include normals, to make it easy for users to switch between lit and unlit
if (difference.Count() == 1)
{
if (difference.First() == ParticleSystemVertexStream.Normal)
return true;
}
return false;
}
/// <summary>
/// Sets up the keywords for the material and shader.
/// </summary>
/// <param name="material">The material to use.</param>
public static void SetMaterialKeywords(Material material)
{
// Setup particle + material color blending
SetupMaterialWithColorMode(material);
// Is the material transparent, this is set in BaseShaderGUI
bool isTransparent = material.GetTag("RenderType", false) == "Transparent";
// Z write doesn't work with distortion/fading
bool hasZWrite = (material.GetFloat("_ZWrite") > 0.0f);
// Flipbook blending
if (material.HasProperty("_FlipbookBlending"))
{
var useFlipbookBlending = (material.GetFloat("_FlipbookBlending") > 0.0f);
CoreUtils.SetKeyword(material, "_FLIPBOOKBLENDING_ON", useFlipbookBlending);
}
// Soft particles
var useSoftParticles = false;
if (material.HasProperty("_SoftParticlesEnabled"))
{
useSoftParticles = (material.GetFloat("_SoftParticlesEnabled") > 0.0f && isTransparent);
if (useSoftParticles)
{
var softParticlesNearFadeDistance = material.GetFloat("_SoftParticlesNearFadeDistance");
var softParticlesFarFadeDistance = material.GetFloat("_SoftParticlesFarFadeDistance");
// clamp values
if (softParticlesNearFadeDistance < 0.0f)
{
softParticlesNearFadeDistance = 0.0f;
material.SetFloat("_SoftParticlesNearFadeDistance", 0.0f);
}
if (softParticlesFarFadeDistance < 0.0f)
{
softParticlesFarFadeDistance = 0.0f;
material.SetFloat("_SoftParticlesFarFadeDistance", 0.0f);
}
// set keywords
material.SetVector("_SoftParticleFadeParams",
new Vector4(softParticlesNearFadeDistance,
1.0f / (softParticlesFarFadeDistance - softParticlesNearFadeDistance), 0.0f, 0.0f));
}
else
{
material.SetVector("_SoftParticleFadeParams", new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
}
CoreUtils.SetKeyword(material, "_SOFTPARTICLES_ON", useSoftParticles);
}
// Camera fading
var useCameraFading = false;
if (material.HasProperty("_CameraFadingEnabled") && isTransparent)
{
useCameraFading = (material.GetFloat("_CameraFadingEnabled") > 0.0f);
if (useCameraFading)
{
var cameraNearFadeDistance = material.GetFloat("_CameraNearFadeDistance");
var cameraFarFadeDistance = material.GetFloat("_CameraFarFadeDistance");
// clamp values
if (cameraNearFadeDistance < 0.0f)
{
cameraNearFadeDistance = 0.0f;
material.SetFloat("_CameraNearFadeDistance", 0.0f);
}
if (cameraFarFadeDistance < 0.0f)
{
cameraFarFadeDistance = 0.0f;
material.SetFloat("_CameraFarFadeDistance", 0.0f);
}
// set keywords
material.SetVector("_CameraFadeParams",
new Vector4(cameraNearFadeDistance, 1.0f / (cameraFarFadeDistance - cameraNearFadeDistance),
0.0f, 0.0f));
}
else
{
material.SetVector("_CameraFadeParams", new Vector4(0.0f, Mathf.Infinity, 0.0f, 0.0f));
}
}
// Distortion
if (material.HasProperty("_DistortionEnabled"))
{
var useDistortion = (material.GetFloat("_DistortionEnabled") > 0.0f) && isTransparent;
CoreUtils.SetKeyword(material, "_DISTORTION_ON", useDistortion);
if (useDistortion)
material.SetFloat("_DistortionStrengthScaled", material.GetFloat("_DistortionStrength") * 0.1f);
}
var useFading = (useSoftParticles || useCameraFading) && !hasZWrite;
CoreUtils.SetKeyword(material, "_FADING_ON", useFading);
}
}
} // namespace UnityEditor