509 lines
22 KiB
C#
509 lines
22 KiB
C#
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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/// <summary>
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/// Editor script for the Lit material inspector.
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/// </summary>
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public static class LitGUI
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{
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/// <summary>
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/// Workflow modes for the shader.
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/// </summary>
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public enum WorkflowMode
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{
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/// <summary>
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/// Use this for specular workflow.
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/// </summary>
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Specular = 0,
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/// <summary>
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/// Use this for metallic workflow.
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/// </summary>
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Metallic
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}
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/// <summary>
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/// Options to select the texture channel where the smoothness value is stored.
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/// </summary>
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public enum SmoothnessMapChannel
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{
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/// <summary>
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/// Use this when smoothness is stored in the alpha channel of the Specular/Metallic Map.
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/// </summary>
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SpecularMetallicAlpha,
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/// <summary>
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/// Use this when smoothness is stored in the alpha channel of the Albedo Map.
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/// </summary>
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AlbedoAlpha,
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}
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/// <summary>
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/// Container for the text and tooltips used to display the shader.
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/// </summary>
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public static class Styles
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{
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/// <summary>
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/// The text and tooltip for the workflow Mode GUI.
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/// </summary>
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public static GUIContent workflowModeText = EditorGUIUtility.TrTextContent("Workflow Mode",
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"Select a workflow that fits your textures. Choose between Metallic or Specular.");
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/// <summary>
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/// The text and tooltip for the specular Map GUI.
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/// </summary>
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public static GUIContent specularMapText =
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EditorGUIUtility.TrTextContent("Specular Map", "Designates a Specular Map and specular color determining the apperance of reflections on this Material's surface.");
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/// <summary>
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/// The text and tooltip for the metallic Map GUI.
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/// </summary>
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public static GUIContent metallicMapText =
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EditorGUIUtility.TrTextContent("Metallic Map", "Sets and configures the map for the Metallic workflow.");
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/// <summary>
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/// The text and tooltip for the smoothness GUI.
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/// </summary>
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public static GUIContent smoothnessText = EditorGUIUtility.TrTextContent("Smoothness",
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"Controls the spread of highlights and reflections on the surface.");
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/// <summary>
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/// The text and tooltip for the smoothness source GUI.
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/// </summary>
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public static GUIContent smoothnessMapChannelText =
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EditorGUIUtility.TrTextContent("Source",
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"Specifies where to sample a smoothness map from. By default, uses the alpha channel for your map.");
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/// <summary>
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/// The text and tooltip for the specular Highlights GUI.
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/// </summary>
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public static GUIContent highlightsText = EditorGUIUtility.TrTextContent("Specular Highlights",
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"When enabled, the Material reflects the shine from direct lighting.");
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/// <summary>
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/// The text and tooltip for the environment Reflections GUI.
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/// </summary>
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public static GUIContent reflectionsText =
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EditorGUIUtility.TrTextContent("Environment Reflections",
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"When enabled, the Material samples reflections from the nearest Reflection Probes or Lighting Probe.");
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/// <summary>
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/// The text and tooltip for the height map GUI.
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/// </summary>
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public static GUIContent heightMapText = EditorGUIUtility.TrTextContent("Height Map",
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"Defines a Height Map that will drive a parallax effect in the shader making the surface seem displaced.");
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/// <summary>
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/// The text and tooltip for the occlusion map GUI.
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/// </summary>
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public static GUIContent occlusionText = EditorGUIUtility.TrTextContent("Occlusion Map",
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"Sets an occlusion map to simulate shadowing from ambient lighting.");
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/// <summary>
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/// The names for smoothness alpha options available for metallic workflow.
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/// </summary>
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public static readonly string[] metallicSmoothnessChannelNames = { "Metallic Alpha", "Albedo Alpha" };
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/// <summary>
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/// The names for smoothness alpha options available for specular workflow.
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/// </summary>
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public static readonly string[] specularSmoothnessChannelNames = { "Specular Alpha", "Albedo Alpha" };
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/// <summary>
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/// The text and tooltip for the enabling/disabling clear coat GUI.
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/// </summary>
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public static GUIContent clearCoatText = EditorGUIUtility.TrTextContent("Clear Coat",
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"A multi-layer material feature which simulates a thin layer of coating on top of the surface material." +
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"\nPerformance cost is considerable as the specular component is evaluated twice, once per layer.");
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/// <summary>
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/// The text and tooltip for the clear coat Mask GUI.
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/// </summary>
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public static GUIContent clearCoatMaskText = EditorGUIUtility.TrTextContent("Mask",
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"Specifies the amount of the coat blending." +
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"\nActs as a multiplier of the clear coat map mask value or as a direct mask value if no map is specified." +
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"\nThe map specifies clear coat mask in the red channel and clear coat smoothness in the green channel.");
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/// <summary>
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/// The text and tooltip for the clear coat smoothness GUI.
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/// </summary>
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public static GUIContent clearCoatSmoothnessText = EditorGUIUtility.TrTextContent("Smoothness",
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"Specifies the smoothness of the coating." +
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"\nActs as a multiplier of the clear coat map smoothness value or as a direct smoothness value if no map is specified.");
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}
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/// <summary>
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/// Container for the properties used in the <c>LitGUI</c> editor script.
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/// </summary>
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public struct LitProperties
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{
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// Surface Option Props
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/// <summary>
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/// The MaterialProperty for workflow mode.
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/// </summary>
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public MaterialProperty workflowMode;
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// Surface Input Props
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/// <summary>
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/// The MaterialProperty for metallic value.
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/// </summary>
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public MaterialProperty metallic;
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/// <summary>
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/// The MaterialProperty for specular color.
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/// </summary>
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public MaterialProperty specColor;
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/// <summary>
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/// The MaterialProperty for metallic Smoothness map.
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/// </summary>
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public MaterialProperty metallicGlossMap;
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/// <summary>
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/// The MaterialProperty for specular smoothness map.
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/// </summary>
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public MaterialProperty specGlossMap;
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/// <summary>
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/// The MaterialProperty for smoothness value.
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/// </summary>
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public MaterialProperty smoothness;
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/// <summary>
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/// The MaterialProperty for smoothness alpha channel.
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/// </summary>
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public MaterialProperty smoothnessMapChannel;
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/// <summary>
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/// The MaterialProperty for normal map.
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/// </summary>
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public MaterialProperty bumpMapProp;
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/// <summary>
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/// The MaterialProperty for normal map scale.
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/// </summary>
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public MaterialProperty bumpScaleProp;
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/// <summary>
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/// The MaterialProperty for height map.
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/// </summary>
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public MaterialProperty parallaxMapProp;
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/// <summary>
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/// The MaterialProperty for height map scale.
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/// </summary>
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public MaterialProperty parallaxScaleProp;
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/// <summary>
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/// The MaterialProperty for occlusion strength.
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/// </summary>
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public MaterialProperty occlusionStrength;
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/// <summary>
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/// The MaterialProperty for occlusion map.
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/// </summary>
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public MaterialProperty occlusionMap;
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// Advanced Props
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/// <summary>
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/// The MaterialProperty for specular highlights.
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/// </summary>
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public MaterialProperty highlights;
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/// <summary>
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/// The MaterialProperty for environment reflections.
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/// </summary>
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public MaterialProperty reflections;
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/// <summary>
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/// The MaterialProperty for enabling/disabling clear coat.
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/// </summary>
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public MaterialProperty clearCoat; // Enable/Disable dummy property
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/// <summary>
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/// The MaterialProperty for clear coat map.
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/// </summary>
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public MaterialProperty clearCoatMap;
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/// <summary>
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/// The MaterialProperty for clear coat mask.
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/// </summary>
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public MaterialProperty clearCoatMask;
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/// <summary>
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/// The MaterialProperty for clear coat smoothness.
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/// </summary>
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public MaterialProperty clearCoatSmoothness;
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/// <summary>
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/// Constructor for the <c>LitProperties</c> container struct.
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/// </summary>
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/// <param name="properties"></param>
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public LitProperties(MaterialProperty[] properties)
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{
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// Surface Option Props
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workflowMode = BaseShaderGUI.FindProperty("_WorkflowMode", properties, false);
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// Surface Input Props
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metallic = BaseShaderGUI.FindProperty("_Metallic", properties);
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specColor = BaseShaderGUI.FindProperty("_SpecColor", properties, false);
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metallicGlossMap = BaseShaderGUI.FindProperty("_MetallicGlossMap", properties);
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specGlossMap = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false);
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smoothness = BaseShaderGUI.FindProperty("_Smoothness", properties, false);
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smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessTextureChannel", properties, false);
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bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false);
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bumpScaleProp = BaseShaderGUI.FindProperty("_BumpScale", properties, false);
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parallaxMapProp = BaseShaderGUI.FindProperty("_ParallaxMap", properties, false);
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parallaxScaleProp = BaseShaderGUI.FindProperty("_Parallax", properties, false);
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occlusionStrength = BaseShaderGUI.FindProperty("_OcclusionStrength", properties, false);
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occlusionMap = BaseShaderGUI.FindProperty("_OcclusionMap", properties, false);
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// Advanced Props
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highlights = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false);
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reflections = BaseShaderGUI.FindProperty("_EnvironmentReflections", properties, false);
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clearCoat = BaseShaderGUI.FindProperty("_ClearCoat", properties, false);
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clearCoatMap = BaseShaderGUI.FindProperty("_ClearCoatMap", properties, false);
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clearCoatMask = BaseShaderGUI.FindProperty("_ClearCoatMask", properties, false);
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clearCoatSmoothness = BaseShaderGUI.FindProperty("_ClearCoatSmoothness", properties, false);
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}
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}
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/// <summary>
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/// Draws the surface inputs GUI.
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/// </summary>
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/// <param name="properties"></param>
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/// <param name="materialEditor"></param>
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/// <param name="material"></param>
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public static void Inputs(LitProperties properties, MaterialEditor materialEditor, Material material)
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{
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DoMetallicSpecularArea(properties, materialEditor, material);
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BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp, properties.bumpScaleProp);
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if (HeightmapAvailable(material))
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DoHeightmapArea(properties, materialEditor);
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if (properties.occlusionMap != null)
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{
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materialEditor.TexturePropertySingleLine(Styles.occlusionText, properties.occlusionMap,
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properties.occlusionMap.textureValue != null ? properties.occlusionStrength : null);
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}
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// Check that we have all the required properties for clear coat,
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// otherwise we will get null ref exception from MaterialEditor GUI helpers.
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if (ClearCoatAvailable(material))
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DoClearCoat(properties, materialEditor, material);
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}
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private static bool ClearCoatAvailable(Material material)
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{
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return material.HasProperty("_ClearCoat")
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&& material.HasProperty("_ClearCoatMap")
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&& material.HasProperty("_ClearCoatMask")
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&& material.HasProperty("_ClearCoatSmoothness");
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}
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private static bool HeightmapAvailable(Material material)
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{
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return material.HasProperty("_Parallax")
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&& material.HasProperty("_ParallaxMap");
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}
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private static void DoHeightmapArea(LitProperties properties, MaterialEditor materialEditor)
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{
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materialEditor.TexturePropertySingleLine(Styles.heightMapText, properties.parallaxMapProp,
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properties.parallaxMapProp.textureValue != null ? properties.parallaxScaleProp : null);
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}
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private static bool ClearCoatEnabled(Material material)
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{
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return material.HasProperty("_ClearCoat") && material.GetFloat("_ClearCoat") > 0.0;
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}
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/// <summary>
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/// Draws the clear coat GUI.
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/// </summary>
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/// <param name="properties"></param>
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/// <param name="materialEditor"></param>
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/// <param name="material"></param>
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public static void DoClearCoat(LitProperties properties, MaterialEditor materialEditor, Material material)
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{
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materialEditor.ShaderProperty(properties.clearCoat, Styles.clearCoatText);
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var coatEnabled = material.GetFloat("_ClearCoat") > 0.0;
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EditorGUI.BeginDisabledGroup(!coatEnabled);
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{
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EditorGUI.indentLevel += 2;
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materialEditor.TexturePropertySingleLine(Styles.clearCoatMaskText, properties.clearCoatMap, properties.clearCoatMask);
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// Texture and HDR color controls
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materialEditor.ShaderProperty(properties.clearCoatSmoothness, Styles.clearCoatSmoothnessText);
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EditorGUI.indentLevel -= 2;
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}
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EditorGUI.EndDisabledGroup();
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}
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/// <summary>
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/// Draws the metallic/specular area GUI.
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/// </summary>
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/// <param name="properties"></param>
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/// <param name="materialEditor"></param>
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/// <param name="material"></param>
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public static void DoMetallicSpecularArea(LitProperties properties, MaterialEditor materialEditor, Material material)
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{
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string[] smoothnessChannelNames;
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bool hasGlossMap = false;
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if (properties.workflowMode == null ||
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(WorkflowMode)properties.workflowMode.floatValue == WorkflowMode.Metallic)
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{
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hasGlossMap = properties.metallicGlossMap.textureValue != null;
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smoothnessChannelNames = Styles.metallicSmoothnessChannelNames;
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materialEditor.TexturePropertySingleLine(Styles.metallicMapText, properties.metallicGlossMap,
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hasGlossMap ? null : properties.metallic);
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}
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else
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{
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hasGlossMap = properties.specGlossMap.textureValue != null;
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smoothnessChannelNames = Styles.specularSmoothnessChannelNames;
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BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap,
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hasGlossMap ? null : properties.specColor);
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}
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DoSmoothness(materialEditor, material, properties.smoothness, properties.smoothnessMapChannel, smoothnessChannelNames);
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}
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internal static bool IsOpaque(Material material)
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{
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bool opaque = true;
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if (material.HasProperty(Property.SurfaceType))
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opaque = ((BaseShaderGUI.SurfaceType)material.GetFloat(Property.SurfaceType) == BaseShaderGUI.SurfaceType.Opaque);
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return opaque;
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}
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/// <summary>
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/// Draws the smoothness GUI.
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/// </summary>
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/// <param name="materialEditor"></param>
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/// <param name="material"></param>
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/// <param name="smoothness"></param>
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/// <param name="smoothnessMapChannel"></param>
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/// <param name="smoothnessChannelNames"></param>
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public static void DoSmoothness(MaterialEditor materialEditor, Material material, MaterialProperty smoothness, MaterialProperty smoothnessMapChannel, string[] smoothnessChannelNames)
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{
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EditorGUI.indentLevel += 2;
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materialEditor.ShaderProperty(smoothness, Styles.smoothnessText);
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if (smoothnessMapChannel != null) // smoothness channel
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{
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var opaque = IsOpaque(material);
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EditorGUI.indentLevel++;
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EditorGUI.showMixedValue = smoothnessMapChannel.hasMixedValue;
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if (opaque)
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{
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MaterialEditor.BeginProperty(smoothnessMapChannel);
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EditorGUI.BeginChangeCheck();
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var smoothnessSource = (int)smoothnessMapChannel.floatValue;
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smoothnessSource = EditorGUILayout.Popup(Styles.smoothnessMapChannelText, smoothnessSource, smoothnessChannelNames);
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if (EditorGUI.EndChangeCheck())
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smoothnessMapChannel.floatValue = smoothnessSource;
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MaterialEditor.EndProperty();
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}
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else
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.Popup(Styles.smoothnessMapChannelText, 0, smoothnessChannelNames);
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EditorGUI.EndDisabledGroup();
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}
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EditorGUI.showMixedValue = false;
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EditorGUI.indentLevel--;
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}
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EditorGUI.indentLevel -= 2;
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}
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/// <summary>
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/// Retrieves the alpha channel used for smoothness.
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/// </summary>
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/// <param name="material"></param>
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/// <returns>The Alpha channel used for Smoothness.</returns>
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public static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
|
||
|
{
|
||
|
int ch = (int)material.GetFloat("_SmoothnessTextureChannel");
|
||
|
if (ch == (int)SmoothnessMapChannel.AlbedoAlpha)
|
||
|
return SmoothnessMapChannel.AlbedoAlpha;
|
||
|
|
||
|
return SmoothnessMapChannel.SpecularMetallicAlpha;
|
||
|
}
|
||
|
|
||
|
// (shared by all lit shaders, including shadergraph Lit Target and Lit.shader)
|
||
|
internal static void SetupSpecularWorkflowKeyword(Material material, out bool isSpecularWorkflow)
|
||
|
{
|
||
|
isSpecularWorkflow = false; // default is metallic workflow
|
||
|
if (material.HasProperty(Property.SpecularWorkflowMode))
|
||
|
isSpecularWorkflow = ((WorkflowMode)material.GetFloat(Property.SpecularWorkflowMode)) == WorkflowMode.Specular;
|
||
|
CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", isSpecularWorkflow);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets up the keywords for the Lit shader and material.
|
||
|
/// </summary>
|
||
|
/// <param name="material"></param>
|
||
|
public static void SetMaterialKeywords(Material material)
|
||
|
{
|
||
|
SetupSpecularWorkflowKeyword(material, out bool isSpecularWorkFlow);
|
||
|
|
||
|
// 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)
|
||
|
var specularGlossMap = isSpecularWorkFlow ? "_SpecGlossMap" : "_MetallicGlossMap";
|
||
|
var hasGlossMap = material.GetTexture(specularGlossMap) != null;
|
||
|
|
||
|
CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", hasGlossMap);
|
||
|
|
||
|
if (material.HasProperty("_SpecularHighlights"))
|
||
|
CoreUtils.SetKeyword(material, "_SPECULARHIGHLIGHTS_OFF",
|
||
|
material.GetFloat("_SpecularHighlights") == 0.0f);
|
||
|
if (material.HasProperty("_EnvironmentReflections"))
|
||
|
CoreUtils.SetKeyword(material, "_ENVIRONMENTREFLECTIONS_OFF",
|
||
|
material.GetFloat("_EnvironmentReflections") == 0.0f);
|
||
|
if (material.HasProperty("_OcclusionMap"))
|
||
|
CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
|
||
|
|
||
|
if (material.HasProperty("_ParallaxMap"))
|
||
|
CoreUtils.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
|
||
|
|
||
|
if (material.HasProperty("_SmoothnessTextureChannel"))
|
||
|
{
|
||
|
var opaque = IsOpaque(material);
|
||
|
CoreUtils.SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A",
|
||
|
GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha && opaque);
|
||
|
}
|
||
|
|
||
|
// Clear coat keywords are independent to remove possibility of invalid combinations.
|
||
|
if (ClearCoatEnabled(material))
|
||
|
{
|
||
|
var hasMap = material.HasProperty("_ClearCoatMap") && material.GetTexture("_ClearCoatMap") != null;
|
||
|
if (hasMap)
|
||
|
{
|
||
|
CoreUtils.SetKeyword(material, "_CLEARCOAT", false);
|
||
|
CoreUtils.SetKeyword(material, "_CLEARCOATMAP", true);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CoreUtils.SetKeyword(material, "_CLEARCOAT", true);
|
||
|
CoreUtils.SetKeyword(material, "_CLEARCOATMAP", false);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CoreUtils.SetKeyword(material, "_CLEARCOAT", false);
|
||
|
CoreUtils.SetKeyword(material, "_CLEARCOATMAP", false);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|