299 lines
18 KiB
C#
299 lines
18 KiB
C#
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
using RenderQueue = UnityEngine.Rendering.RenderQueue;
|
|
using UnityEditor.ShaderGraph.Drawing;
|
|
|
|
namespace UnityEditor.Rendering.Fullscreen.ShaderGraph
|
|
{
|
|
/// <summary>
|
|
/// The base class to implement the fullscreen Material GUI in a render pipeline.
|
|
/// </summary>
|
|
public class FullscreenShaderGUI : ShaderGUI
|
|
{
|
|
/// <summary>Enum used to store the expanded state of the drawer in the material GUI</summary>
|
|
[Flags]
|
|
protected enum Expandable
|
|
{
|
|
/// <summary>Surface Option key for the MaterialHeaderScopeList.RegisterHeaderScope call</summary>
|
|
SurfaceOptions = 1 << 0,
|
|
/// <summary>Surface Inputs key for the MaterialHeaderScopeList.RegisterHeaderScope call</summary>
|
|
SurfaceInputs = 1 << 1,
|
|
}
|
|
|
|
protected class Styles
|
|
{
|
|
// Categories
|
|
/// <summary>Surface Option header name</summary>
|
|
public static readonly GUIContent SurfaceOptions =
|
|
EditorGUIUtility.TrTextContent("Surface Options", "Controls the rendering states of the fullscreen material.");
|
|
/// <summary>Surface Inputs header name</summary>
|
|
public static readonly GUIContent SurfaceInputs = EditorGUIUtility.TrTextContent("Surface Inputs",
|
|
"These settings describe the look and feel of the surface itself.");
|
|
|
|
/// <summary>Name and tooltip for the blending mode property in the material GUI</summary>
|
|
public static readonly GUIContent blendingMode = EditorGUIUtility.TrTextContent("Blending Mode",
|
|
"Controls how the color of the Transparent surface blends with the Material color in the background.");
|
|
/// <summary>Name and tooltip for the source color blend mode property in the material GUI</summary>
|
|
public static readonly GUIContent srcColorBlendMode = EditorGUIUtility.TrTextContent("Src Color",
|
|
"Describes how the input color will be blended.");
|
|
/// <summary>Name and tooltip for the destination color blend mode property in the material GUI</summary>
|
|
public static readonly GUIContent dstColorBlendMode = EditorGUIUtility.TrTextContent("Dst Color",
|
|
"Describes how the destination color will be blended.");
|
|
/// <summary>Name and tooltip for the color blend operation property in the material GUI</summary>
|
|
public static readonly GUIContent colorBlendOperation = EditorGUIUtility.TrTextContent("Color Blend Op",
|
|
"Tell which operation to use when blending the colors. Default is Add.");
|
|
/// <summary>Name and tooltip for the source alpha blend mode property in the material GUI</summary>
|
|
public static readonly GUIContent srcAlphaBlendMode = EditorGUIUtility.TrTextContent("Src Alpha",
|
|
"Describes how the input alpha will be blended.");
|
|
/// <summary>Name and tooltip for the destination alpha blend mode property in the material GUI</summary>
|
|
public static readonly GUIContent dstAlphaBlendMode = EditorGUIUtility.TrTextContent("Dst Alpha",
|
|
"Describes how the input alpha will be blended.");
|
|
/// <summary>Name and tooltip for the alpha blend operation property in the material GUI</summary>
|
|
public static readonly GUIContent alphaBlendOperation = EditorGUIUtility.TrTextContent("Alpha Blend Op",
|
|
"Tell which operation to use when blending the alpha channel. Default is Add.");
|
|
/// <summary>Name and tooltip for the depth write property in the material GUI</summary>
|
|
public static readonly GUIContent depthWrite = EditorGUIUtility.TrTextContent("Depth Write",
|
|
"Controls whether the shader writes depth.");
|
|
/// <summary>Name and tooltip for the depth test property in the material GUI</summary>
|
|
public static readonly GUIContent depthTest = EditorGUIUtility.TrTextContent("Depth Test",
|
|
"Specifies the depth test mode. The default is Always.");
|
|
|
|
/// <summary>Name and tooltip for the stencil override property in the material GUI</summary>
|
|
public static readonly GUIContent stencil = EditorGUIUtility.TrTextContent("Stencil Override", "Enable the stencil block in the shader.");
|
|
/// <summary>Name and tooltip for the stencil reference property in the material GUI</summary>
|
|
public static readonly GUIContent stencilRef = EditorGUIUtility.TrTextContent("Reference", "Reference value use for comparison and operations.");
|
|
/// <summary>Name and tooltip for the stencil read mask property in the material GUI</summary>
|
|
public static readonly GUIContent stencilReadMask = EditorGUIUtility.TrTextContent("Read Mask", "Tells which bit are allowed to be read during the stencil test.");
|
|
/// <summary>Name and tooltip for the stencil write mask property in the material GUI</summary>
|
|
public static readonly GUIContent stencilWriteMask = EditorGUIUtility.TrTextContent("Write Mask", "Tells which bit are allowed to be written during the stencil test.");
|
|
/// <summary>Name and tooltip for the stencil comparison property in the material GUI</summary>
|
|
public static readonly GUIContent stencilComparison = EditorGUIUtility.TrTextContent("Comparison", "Tells which function to use when doing the stencil test.");
|
|
/// <summary>Name and tooltip for the stencil pass operation property in the material GUI</summary>
|
|
public static readonly GUIContent stencilPass = EditorGUIUtility.TrTextContent("Pass", "Tells what to do when the stencil test succeed.");
|
|
/// <summary>Name and tooltip for the stencil fail operation property in the material GUI</summary>
|
|
public static readonly GUIContent stencilFail = EditorGUIUtility.TrTextContent("Fail", "Tells what to do when the stencil test fails.");
|
|
/// <summary>Name and tooltip for the stencil depth fail operation property in the material GUI</summary>
|
|
public static readonly GUIContent stencilDepthFail = EditorGUIUtility.TrTextContent("Depth Fail", "Tells what to do when the depth test fails.");
|
|
}
|
|
|
|
bool m_FirstTimeApply = true;
|
|
|
|
// By default, everything is expanded
|
|
readonly MaterialHeaderScopeList m_MaterialScopeList = new MaterialHeaderScopeList(uint.MaxValue);
|
|
|
|
// These have to be stored due to how MaterialHeaderScopeList callbacks work (they don't provide this data in the callbacks)
|
|
MaterialEditor m_MaterialEditor;
|
|
MaterialProperty[] m_Properties;
|
|
|
|
private const int queueOffsetRange = 50;
|
|
|
|
/// <summary>
|
|
/// Unity calls this function when it displays the GUI. To implement your custom GUI, override this function..
|
|
/// </summary>
|
|
/// <param name="materialEditor">Material editor instance.</param>
|
|
/// <param name="properties">The list of properties in the inspected material(s).</param>
|
|
override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
|
{
|
|
m_MaterialEditor = materialEditor;
|
|
m_Properties = properties;
|
|
|
|
Material targetMat = materialEditor.target as Material;
|
|
|
|
if (m_FirstTimeApply)
|
|
{
|
|
OnOpenGUI(targetMat, materialEditor, properties);
|
|
m_FirstTimeApply = false;
|
|
}
|
|
|
|
ShaderPropertiesGUI(materialEditor, targetMat, properties);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unity calls this function when it displays the GUI. To implement your custom GUI, override this function..
|
|
/// </summary>
|
|
/// <param name="materialEditor">Material editor instance.</param>
|
|
/// <param name="properties">The list of properties in the inspected material(s).</param>
|
|
/// <param name="material">The target materials for this GUI.</param>
|
|
public virtual void OnOpenGUI(Material material, MaterialEditor materialEditor, MaterialProperty[] properties)
|
|
{
|
|
// Generate the foldouts
|
|
m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceOptions, (uint)Expandable.SurfaceOptions, DrawSurfaceOptions);
|
|
m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceInputs, (uint)Expandable.SurfaceInputs, DrawSurfaceInputs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assign a new FullscreenShader to the target material.
|
|
/// </summary>
|
|
/// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
|
|
/// <param name="oldShader"></param>
|
|
/// <param name="newShader"></param>
|
|
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
|
|
{
|
|
// Clear all keywords for fresh start
|
|
// Note: this will nuke user-selected custom keywords when they change shaders
|
|
material.shaderKeywords = null;
|
|
|
|
base.AssignNewShaderToMaterial(material, oldShader, newShader);
|
|
|
|
// Setup keywords based on the new shader
|
|
ValidateMaterial(material);
|
|
}
|
|
|
|
void ShaderPropertiesGUI(MaterialEditor materialEditor, Material material, MaterialProperty[] properties)
|
|
{
|
|
m_MaterialScopeList.DrawHeaders(materialEditor, material);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draw the Surface Options section of the fullscreen shader GUI.
|
|
/// </summary>
|
|
/// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
|
|
protected virtual void DrawSurfaceOptions(Material material)
|
|
{
|
|
var materialEditor = m_MaterialEditor;
|
|
var properties = m_Properties;
|
|
|
|
var blendMode = FindProperty(FullscreenUniforms.blendModeProperty, properties, false);
|
|
var srcColorBlend = FindProperty(FullscreenUniforms.srcColorBlendProperty, properties, false);
|
|
var dstColorBlend = FindProperty(FullscreenUniforms.dstColorBlendProperty, properties, false);
|
|
var srcAlphaBlend = FindProperty(FullscreenUniforms.srcAlphaBlendProperty, properties, false);
|
|
var dstAlphaBlend = FindProperty(FullscreenUniforms.dstAlphaBlendProperty, properties, false);
|
|
var colorBlendOp = FindProperty(FullscreenUniforms.colorBlendOperationProperty, properties, false);
|
|
var alphaBlendOp = FindProperty(FullscreenUniforms.alphaBlendOperationProperty, properties, false);
|
|
var depthWrite = FindProperty(FullscreenUniforms.depthWriteProperty, properties, false);
|
|
var depthTest = FindProperty(FullscreenUniforms.depthTestProperty, properties, false);
|
|
var stencilEnable = FindProperty(FullscreenUniforms.stencilEnableProperty, properties, false);
|
|
var stencilRef = FindProperty(FullscreenUniforms.stencilReferenceProperty, properties, false);
|
|
var stencilReadMask = FindProperty(FullscreenUniforms.stencilReadMaskProperty, properties, false);
|
|
var stencilWriteMask = FindProperty(FullscreenUniforms.stencilWriteMaskProperty, properties, false);
|
|
var stencilComp = FindProperty(FullscreenUniforms.stencilComparisonProperty, properties, false);
|
|
var stencilPass = FindProperty(FullscreenUniforms.stencilPassProperty, properties, false);
|
|
var stencilFail = FindProperty(FullscreenUniforms.stencilFailProperty, properties, false);
|
|
var stencilDepthFail = FindProperty(FullscreenUniforms.stencilDepthFailProperty, properties, false);
|
|
|
|
if (material.HasProperty(FullscreenUniforms.blendModeProperty))
|
|
{
|
|
EditorGUI.BeginChangeCheck();
|
|
m_MaterialEditor.ShaderProperty(blendMode, Styles.blendingMode);
|
|
FullscreenBlendMode blendModeValue = (FullscreenBlendMode)blendMode.floatValue;
|
|
if (EditorGUI.EndChangeCheck())
|
|
SetBlendMode(blendModeValue);
|
|
|
|
if (blendModeValue == FullscreenBlendMode.Custom)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(srcColorBlend, Styles.srcColorBlendMode, 1);
|
|
m_MaterialEditor.ShaderProperty(dstColorBlend, Styles.dstColorBlendMode, 1);
|
|
m_MaterialEditor.ShaderProperty(colorBlendOp, Styles.colorBlendOperation, 1);
|
|
m_MaterialEditor.ShaderProperty(srcAlphaBlend, Styles.srcAlphaBlendMode, 1);
|
|
m_MaterialEditor.ShaderProperty(dstAlphaBlend, Styles.dstAlphaBlendMode, 1);
|
|
m_MaterialEditor.ShaderProperty(alphaBlendOp, Styles.alphaBlendOperation, 1);
|
|
}
|
|
}
|
|
|
|
if (material.HasProperty(FullscreenUniforms.depthWriteProperty))
|
|
m_MaterialEditor.ShaderProperty(depthWrite, Styles.depthWrite);
|
|
if (material.HasProperty(FullscreenUniforms.depthTestProperty))
|
|
m_MaterialEditor.ShaderProperty(depthTest, Styles.depthTest);
|
|
|
|
if (material.HasProperty(FullscreenUniforms.stencilEnableProperty))
|
|
{
|
|
EditorGUI.BeginChangeCheck();
|
|
m_MaterialEditor.ShaderProperty(stencilEnable, Styles.stencil);
|
|
bool stencilEnableValue = stencilEnable.floatValue > 0.5f;
|
|
if (EditorGUI.EndChangeCheck())
|
|
SetStencilEnable(stencilEnableValue);
|
|
if (stencilEnableValue)
|
|
{
|
|
m_MaterialEditor.ShaderProperty(stencilRef, Styles.stencilRef, 1);
|
|
m_MaterialEditor.ShaderProperty(stencilReadMask, Styles.stencilReadMask, 1);
|
|
m_MaterialEditor.ShaderProperty(stencilWriteMask, Styles.stencilWriteMask, 1);
|
|
m_MaterialEditor.ShaderProperty(stencilComp, Styles.stencilComparison, 1);
|
|
m_MaterialEditor.ShaderProperty(stencilPass, Styles.stencilPass, 1);
|
|
m_MaterialEditor.ShaderProperty(stencilFail, Styles.stencilFail, 1);
|
|
m_MaterialEditor.ShaderProperty(stencilDepthFail, Styles.stencilDepthFail, 1);
|
|
}
|
|
}
|
|
|
|
void SetStencilEnable(bool enabled)
|
|
{
|
|
if (!enabled)
|
|
{
|
|
stencilComp.floatValue = (float)CompareFunction.Always;
|
|
stencilPass.floatValue = (float)StencilOp.Keep;
|
|
stencilFail.floatValue = (float)StencilOp.Keep;
|
|
stencilDepthFail.floatValue = (float)StencilOp.Keep;
|
|
}
|
|
}
|
|
|
|
void SetBlendMode(FullscreenBlendMode blendMode)
|
|
{
|
|
// Note that we can't disable the blend mode from here
|
|
if (blendMode == FullscreenBlendMode.Alpha || blendMode == FullscreenBlendMode.Disabled)
|
|
{
|
|
srcColorBlend.floatValue = (float)BlendMode.SrcAlpha;
|
|
dstColorBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
|
|
srcAlphaBlend.floatValue = (float)BlendMode.One;
|
|
dstAlphaBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
|
|
}
|
|
else if (blendMode == FullscreenBlendMode.Premultiply)
|
|
{
|
|
srcColorBlend.floatValue = (float)BlendMode.One;
|
|
dstColorBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
|
|
srcAlphaBlend.floatValue = (float)BlendMode.One;
|
|
dstAlphaBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
|
|
}
|
|
else if (blendMode == FullscreenBlendMode.Additive)
|
|
{
|
|
srcColorBlend.floatValue = (float)BlendMode.SrcAlpha;
|
|
dstColorBlend.floatValue = (float)BlendMode.One;
|
|
srcAlphaBlend.floatValue = (float)BlendMode.One;
|
|
dstAlphaBlend.floatValue = (float)BlendMode.One;
|
|
}
|
|
else if (blendMode == FullscreenBlendMode.Multiply)
|
|
{
|
|
srcColorBlend.floatValue = (float)BlendMode.DstColor;
|
|
dstColorBlend.floatValue = (float)BlendMode.Zero;
|
|
srcAlphaBlend.floatValue = (float)BlendMode.One;
|
|
dstAlphaBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
|
|
}
|
|
|
|
colorBlendOp.floatValue = (float)BlendOp.Add;
|
|
alphaBlendOp.floatValue = (float)BlendOp.Add;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draw the Surface Inputs section of the fullscreen shader GUI.
|
|
/// </summary>
|
|
/// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
|
|
protected virtual void DrawSurfaceInputs(Material material)
|
|
{
|
|
DrawShaderGraphProperties(m_MaterialEditor, material, m_Properties);
|
|
}
|
|
|
|
static void DrawShaderGraphProperties(MaterialEditor materialEditor, Material material, MaterialProperty[] properties)
|
|
{
|
|
if (properties == null)
|
|
return;
|
|
|
|
ShaderGraphPropertyDrawers.DrawShaderGraphGUI(materialEditor, properties);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the material is correctly setup.
|
|
/// </summary>
|
|
/// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
|
|
public override void ValidateMaterial(Material material) => SetupSurface(material);
|
|
|
|
/// <summary>
|
|
/// Setup the fullscreen shader keywords from the material properties.
|
|
/// </summary>
|
|
/// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
|
|
public static void SetupSurface(Material material)
|
|
{
|
|
// For now there is no keyword in FullScreenShader.
|
|
}
|
|
}
|
|
}
|