UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/SimpleLitGUI.cs
2024-10-27 10:53:47 +03:00

200 lines
8.1 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
/// <summary>
/// Editor script for the SimpleLit material inspector.
/// </summary>
public static class SimpleLitGUI
{
/// <summary>
/// Options for specular source.
/// </summary>
public enum SpecularSource
{
/// <summary>
/// Use this to use specular texture and color.
/// </summary>
SpecularTextureAndColor,
/// <summary>
/// Use this when not using specular.
/// </summary>
NoSpecular
}
/// <summary>
/// Options to select the texture channel where the smoothness value is stored.
/// </summary>
public enum SmoothnessMapChannel
{
/// <summary>
/// Use this when smoothness is stored in the alpha channel of the Specular Map.
/// </summary>
SpecularAlpha,
/// <summary>
/// Use this when smoothness is stored in the alpha channel of the Albedo Map.
/// </summary>
AlbedoAlpha,
}
/// <summary>
/// Container for the text and tooltips used to display the shader.
/// </summary>
public static class Styles
{
/// <summary>
/// The text and tooltip for the specular map GUI.
/// </summary>
public static GUIContent specularMapText =
EditorGUIUtility.TrTextContent("Specular Map", "Designates a Specular Map and specular color determining the apperance of reflections on this Material's surface.");
}
/// <summary>
/// Container for the properties used in the <c>SimpleLitGUI</c> editor script.
/// </summary>
public struct SimpleLitProperties
{
// Surface Input Props
/// <summary>
/// The MaterialProperty for specular color.
/// </summary>
public MaterialProperty specColor;
/// <summary>
/// The MaterialProperty for specular smoothness map.
/// </summary>
public MaterialProperty specGlossMap;
/// <summary>
/// The MaterialProperty for specular highlights.
/// </summary>
public MaterialProperty specHighlights;
/// <summary>
/// The MaterialProperty for smoothness alpha channel.
/// </summary>
public MaterialProperty smoothnessMapChannel;
/// <summary>
/// The MaterialProperty for smoothness value.
/// </summary>
public MaterialProperty smoothness;
/// <summary>
/// The MaterialProperty for normal map.
/// </summary>
public MaterialProperty bumpMapProp;
/// <summary>
/// Constructor for the <c>SimpleLitProperties</c> container struct.
/// </summary>
/// <param name="properties"></param>
public SimpleLitProperties(MaterialProperty[] properties)
{
// Surface Input Props
specColor = BaseShaderGUI.FindProperty("_SpecColor", properties);
specGlossMap = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false);
specHighlights = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false);
smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessSource", properties, false);
smoothness = BaseShaderGUI.FindProperty("_Smoothness", properties, false);
bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false);
}
}
/// <summary>
/// Draws the surface inputs GUI.
/// </summary>
/// <param name="properties"></param>
/// <param name="materialEditor"></param>
/// <param name="material">The material to use.</param>
public static void Inputs(SimpleLitProperties properties, MaterialEditor materialEditor, Material material)
{
DoSpecularArea(properties, materialEditor, material);
BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp);
}
/// <summary>
/// Draws the advanced GUI.
/// </summary>
/// <param name="properties"></param>
public static void Advanced(SimpleLitProperties properties)
{
SpecularSource specularSource = (SpecularSource)properties.specHighlights.floatValue;
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = properties.specHighlights.hasMixedValue;
bool enabled = EditorGUILayout.Toggle(LitGUI.Styles.highlightsText, specularSource == SpecularSource.SpecularTextureAndColor);
if (EditorGUI.EndChangeCheck())
properties.specHighlights.floatValue = enabled ? (float)SpecularSource.SpecularTextureAndColor : (float)SpecularSource.NoSpecular;
EditorGUI.showMixedValue = false;
}
/// <summary>
/// Draws the specular area GUI.
/// </summary>
/// <param name="properties"></param>
/// <param name="materialEditor"></param>
/// <param name="material">The material to use.</param>
public static void DoSpecularArea(SimpleLitProperties properties, MaterialEditor materialEditor, Material material)
{
SpecularSource specSource = (SpecularSource)properties.specHighlights.floatValue;
EditorGUI.BeginDisabledGroup(specSource == SpecularSource.NoSpecular);
BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap, properties.specColor, true);
LitGUI.DoSmoothness(materialEditor, material, properties.smoothness, properties.smoothnessMapChannel, LitGUI.Styles.specularSmoothnessChannelNames);
EditorGUI.EndDisabledGroup();
}
/// <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)
{
UpdateMaterialSpecularSource(material);
}
private static void UpdateMaterialSpecularSource(Material material)
{
var opaque = ((BaseShaderGUI.SurfaceType)material.GetFloat("_Surface") ==
BaseShaderGUI.SurfaceType.Opaque);
SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecularHighlights");
if (specSource == SpecularSource.NoSpecular)
{
CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false);
CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false);
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
}
else
{
var smoothnessSource = (SmoothnessMapChannel)material.GetFloat("_SmoothnessSource");
bool hasMap = material.GetTexture("_SpecGlossMap");
CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasMap);
CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasMap);
if (opaque)
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", smoothnessSource == SmoothnessMapChannel.AlbedoAlpha);
else
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
string color;
if (smoothnessSource != SmoothnessMapChannel.AlbedoAlpha || !opaque)
color = "_SpecColor";
else
color = "_BaseColor";
var col = material.GetColor(color);
float smoothness = material.GetFloat("_Smoothness");
if (smoothness != col.a)
{
col.a = smoothness;
material.SetColor(color, col);
}
}
}
}
}