TaiZhouCangChu_VRanime/Assets/FGC/Volund-Morph3D/Shared/Editor/VolundMultiStandardShaderGU...

508 lines
21 KiB
C#

using System;
using UnityEngine;
namespace UnityEditor
{
class VolundMultiStandardShaderGUI : ShaderGUI
{
private enum WorkflowMode
{
Specular,
Metallic,
Dielectric
}
public enum BlendMode
{
Opaque,
Cutout,
Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency
Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply
}
private static class Styles
{
public static GUIStyle optionsButton = "PaneOptions";
public static GUIContent uvSetLabel = new GUIContent("UV Set");
public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") };
public static string emptyTootip = "";
public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) - no Transparency-");
public static GUIContent alphaText = new GUIContent("Alpha", "Transparency (A) in B&W");
public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)");
public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)");
public static GUIContent smoothnessText = new GUIContent("Smoothness", "");
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map");
public static GUIContent orthoNormalizeText = new GUIContent("Orthonormalize", "Orthonormalize tangent base");
public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)");
public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)");
public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)");
public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)");
public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2");
public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map");
public static GUIContent smoothnessInAlbedoText = new GUIContent("Smoothness in Albedo", "Smoothness is stored in Albedo (A); Specular is a single color.");
public static string whiteSpaceString = " ";
public static string primaryMapsText = "Main Maps";
public static string secondaryMapsText = "Secondary Maps";
public static string renderingMode = "Rendering Mode";
public static string cullingMode = "Culling Mode";
public static GUIContent emissiveWarning = new GUIContent ("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive.");
public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect.");
public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode));
public static readonly string[] cullingNames = Enum.GetNames (typeof (UnityEngine.Rendering.CullMode));
}
MaterialProperty blendMode = null;
MaterialProperty cullMode = null;
MaterialProperty albedoMap = null;
MaterialProperty alphaMap = null;
MaterialProperty albedoColor = null;
MaterialProperty alphaCutoff = null;
MaterialProperty specularMap = null;
MaterialProperty specularColor = null;
MaterialProperty metallicMap = null;
MaterialProperty metallic = null;
MaterialProperty smoothness = null;
MaterialProperty smoothnessTweak1 = null;
MaterialProperty smoothnessTweak2 = null;
MaterialProperty smoothnessTweaks = null;
MaterialProperty specularMapColorTweak = null;
MaterialProperty bumpScale = null;
MaterialProperty bumpMap = null;
MaterialProperty orthoNormalize = null;
MaterialProperty occlusionStrength = null;
MaterialProperty occlusionMap = null;
MaterialProperty heigtMapScale = null;
MaterialProperty heightMap = null;
MaterialProperty emissionColorForRendering = null;
MaterialProperty emissionMap = null;
MaterialProperty detailMask = null;
MaterialProperty detailAlbedoMap = null;
MaterialProperty detailNormalMapScale = null;
MaterialProperty detailNormalMap = null;
MaterialProperty uvSetSecondary = null;
MaterialProperty smoothnessInAlbedo = null;
MaterialEditor m_MaterialEditor;
WorkflowMode m_WorkflowMode = WorkflowMode.Specular;
ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f);
bool m_FirstTimeApply = true;
public void FindProperties (MaterialProperty[] props)
{
blendMode = FindProperty ("_Mode", props);
cullMode = FindProperty ("_CullMode", props, false);
albedoMap = FindProperty ("_MainTex", props);
alphaMap = FindProperty ("_AlphaTex", props);
albedoColor = FindProperty ("_Color", props);
alphaCutoff = FindProperty ("_Cutoff", props);
specularMap = FindProperty ("_SpecGlossMap", props, false);
specularColor = FindProperty ("_SpecColor", props, false);
metallicMap = FindProperty ("_MetallicGlossMap", props, false);
metallic = FindProperty ("_Metallic", props, false);
if (specularMap != null && specularColor != null)
m_WorkflowMode = WorkflowMode.Specular;
else if (metallicMap != null && metallic != null)
m_WorkflowMode = WorkflowMode.Metallic;
else
m_WorkflowMode = WorkflowMode.Dielectric;
smoothness = FindProperty ("_Glossiness", props);
smoothnessTweak1 = FindProperty ("_SmoothnessTweak1", props, false);
smoothnessTweak2 = FindProperty ("_SmoothnessTweak2", props, false);
smoothnessTweaks = FindProperty ("_SmoothnessTweaks", props, false);
specularMapColorTweak = FindProperty ("_SpecularMapColorTweak", props, false);
bumpScale = FindProperty ("_BumpScale", props);
bumpMap = FindProperty ("_BumpMap", props);
orthoNormalize = FindProperty ("_Orthonormalize", props, false);
heigtMapScale = FindProperty ("_Parallax", props);
heightMap = FindProperty("_ParallaxMap", props);
occlusionStrength = FindProperty ("_OcclusionStrength", props);
occlusionMap = FindProperty ("_OcclusionMap", props);
emissionColorForRendering = FindProperty ("_EmissionColor", props);
emissionMap = FindProperty ("_EmissionMap", props);
detailMask = FindProperty ("_DetailMask", props);
detailAlbedoMap = FindProperty ("_DetailAlbedoMap", props);
detailNormalMapScale = FindProperty ("_DetailNormalMapScale", props);
detailNormalMap = FindProperty ("_DetailNormalMap", props);
uvSetSecondary = FindProperty ("_UVSec", props);
smoothnessInAlbedo = FindProperty ("_SmoothnessInAlbedo", props, false);
}
public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader)
{
base.AssignNewShaderToMaterial(material, oldShader, newShader);
// Re-run this in case the new shader needs custom setup.
m_FirstTimeApply = true;
}
public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props)
{
FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
m_MaterialEditor = materialEditor;
Material material = materialEditor.target as Material;
ShaderPropertiesGUI (material);
DoImmediateHair(materialEditor, props);
// Make sure that needed keywords are set up if we're switching some existing
// material to a standard shader.
if (m_FirstTimeApply)
{
// Make sure we've updated this packed vector
if(smoothnessTweak1 != null && smoothnessTweak2 != null && smoothnessTweaks != null) {
var w = new Vector4(smoothnessTweak1.floatValue, smoothnessTweak2.floatValue);
if(smoothnessTweaks.vectorValue != w)
smoothnessTweaks.vectorValue = w;
}
SetMaterialKeywords (material, m_WorkflowMode);
m_FirstTimeApply = false;
// Repaint all in case we modified how things render
SceneView.RepaintAll();
}
}
public void ShaderPropertiesGUI (Material material)
{
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
// Detect any changes to the material
EditorGUI.BeginChangeCheck();
{
CullModePopup();
BlendModePopup();
OrthoNormalizeToggle();
// Primary properties
GUILayout.Label (Styles.primaryMapsText, EditorStyles.boldLabel);
DoAlbedoArea(material);
DoSpecularMetallicArea();
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null);
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null);
m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null);
DoEmissionArea(material);
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
EditorGUI.BeginChangeCheck();
m_MaterialEditor.TextureScaleOffsetProperty(albedoMap);
if (EditorGUI.EndChangeCheck())
emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
EditorGUILayout.Space();
// Secondary properties
GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale);
m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap);
m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text);
}
if (EditorGUI.EndChangeCheck())
{
foreach (var obj in blendMode.targets)
MaterialChanged((Material)obj, m_WorkflowMode);
}
}
void DoImmediateHair(MaterialEditor materialEditor, MaterialProperty[] props)
{
if (FindProperty("_KKFlowMap", props, false) != null)
{
GUILayout.Label("Hair settings", EditorStyles.boldLabel);
ImmediateProperty("_KKFlowMap", materialEditor, props);
ImmediateProperty("_KKReflectionSmoothness", materialEditor, props);
ImmediateProperty("_KKReflectionGrayScale", materialEditor, props);
ImmediateProperty("_KKPrimarySpecularColor", materialEditor, props);
ImmediateProperty("_KKPrimarySpecularExponent", materialEditor, props);
ImmediateProperty("_KKPrimaryRootShift", materialEditor, props);
ImmediateProperty("_KKSecondarySpecularColor", materialEditor, props);
ImmediateProperty("_KKSecondarySpecularExponent", materialEditor, props);
ImmediateProperty("_KKSecondaryRootShift", materialEditor, props);
ImmediateProperty("_KKSpecularMixDirectFactors", materialEditor, props);
ImmediateProperty("_KKSpecularMixIndirectFactors", materialEditor, props);
}
}
void ImmediateProperty(string name, MaterialEditor materialEditor, MaterialProperty[] props)
{
var p = FindProperty(name, props);
if (p.type == MaterialProperty.PropType.Texture)
materialEditor.TexturePropertySingleLine(new GUIContent(p.displayName), p);
else
materialEditor.ShaderProperty(p, p.displayName);
}
void CullModePopup()
{
if(cullMode == null)
return;
EditorGUI.showMixedValue = cullMode.hasMixedValue;
var mode = (UnityEngine.Rendering.CullMode)Mathf.RoundToInt(cullMode.floatValue);
EditorGUI.BeginChangeCheck();
mode = (UnityEngine.Rendering.CullMode)EditorGUILayout.Popup(Styles.cullingMode, (int)mode, Styles.cullingNames);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Culling Mode");
cullMode.floatValue = (float)mode;
}
EditorGUI.showMixedValue = false;
}
void OrthoNormalizeToggle()
{
if(orthoNormalize == null)
return;
EditorGUI.showMixedValue = orthoNormalize.hasMixedValue;
var on = Mathf.RoundToInt(orthoNormalize.floatValue);
EditorGUI.BeginChangeCheck();
on = EditorGUILayout.Toggle(Styles.orthoNormalizeText, on == 1) ? 1 : 0;
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Orthonormalize");
orthoNormalize.floatValue = (float)on;
}
EditorGUI.showMixedValue = false;
}
bool SmoothnessInAlbedoToggle()
{
if(smoothnessInAlbedo == null)
return false;
EditorGUI.showMixedValue = smoothnessInAlbedo.hasMixedValue;
var on = Mathf.RoundToInt(smoothnessInAlbedo.floatValue);
EditorGUI.BeginChangeCheck();
on = EditorGUILayout.Toggle(Styles.smoothnessInAlbedoText, on == 1) ? 1 : 0;
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("SmoothnessInAlbedo");
smoothnessInAlbedo.floatValue = (float)on;
}
EditorGUI.showMixedValue = false;
return (on == 1);
}
void BlendModePopup()
{
EditorGUI.showMixedValue = blendMode.hasMixedValue;
var mode = (BlendMode)blendMode.floatValue;
EditorGUI.BeginChangeCheck();
mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode");
blendMode.floatValue = (float)mode;
}
EditorGUI.showMixedValue = false;
}
void DoAlbedoArea(Material material)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor);
m_MaterialEditor.TexturePropertySingleLine(Styles.alphaText, alphaMap);
if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout))
{
m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel+1);
}
}
void DoEmissionArea(Material material)
{
float brightness = emissionColorForRendering.colorValue.maxColorComponent;
bool showHelpBox = !HasValidEmissiveKeyword(material);
bool showEmissionColorAndGIControls = brightness > 0.0f;
bool hadEmissionTexture = emissionMap.textureValue != null;
// Texture and HDR color controls
m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false);
// If texture was assigned and color was black set color to white
if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
emissionColorForRendering.colorValue = Color.white;
// Dynamic Lightmapping mode
if (showEmissionColorAndGIControls)
{
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(emissionColorForRendering.colorValue);
EditorGUI.BeginDisabledGroup(!shouldEmissionBeEnabled);
m_MaterialEditor.LightmapEmissionProperty (MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.EndDisabledGroup();
}
if (showHelpBox)
{
EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning);
}
}
void DoSpecularMetallicArea()
{
if (m_WorkflowMode == WorkflowMode.Specular)
{
if (specularMap.textureValue == null) {
if(smoothnessInAlbedo == null) {
m_MaterialEditor.TexturePropertyTwoLines(Styles.specularMapText, specularMap, specularColor, Styles.smoothnessText, smoothness);
} else {
m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, specularColor);
int indent = 3;
EditorGUI.indentLevel += indent;
if (!SmoothnessInAlbedoToggle())
m_MaterialEditor.ShaderProperty(smoothness, Styles.smoothnessText.text);
EditorGUI.indentLevel -= indent;
}
} else {
m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap);
if(specularMapColorTweak != null)
m_MaterialEditor.ColorProperty(specularMapColorTweak, specularMapColorTweak.displayName);
if(smoothnessTweak1 != null && smoothnessTweak2 != null) {
m_MaterialEditor.ShaderProperty(smoothnessTweak1, smoothnessTweak1.displayName);
m_MaterialEditor.ShaderProperty(smoothnessTweak2, smoothnessTweak2.displayName);
if(GUI.changed && smoothnessTweaks != null)
smoothnessTweaks.vectorValue = new Vector4(smoothnessTweak1.floatValue, smoothnessTweak2.floatValue);
}
}
}
else if (m_WorkflowMode == WorkflowMode.Metallic)
{
if (metallicMap.textureValue == null)
m_MaterialEditor.TexturePropertyTwoLines(Styles.metallicMapText, metallicMap, metallic, Styles.smoothnessText, smoothness);
else
m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap);
}
}
public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
{
switch (blendMode)
{
case BlendMode.Opaque:
material.SetOverrideTag("RenderType", "");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = -1;
break;
case BlendMode.Cutout:
material.SetOverrideTag("RenderType", "TransparentCutout");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.EnableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 2450;
break;
case BlendMode.Fade:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 3000;
break;
case BlendMode.Transparent:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = 3000;
break;
}
}
static bool ShouldEmissionBeEnabled (Color color)
{
return color.maxColorComponent > (0.1f / 255.0f);
}
static void SetMaterialKeywords(Material material, WorkflowMode workflowMode)
{
// 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)
SetKeyword (material, "_NORMALMAP", material.GetTexture ("_BumpMap") || material.GetTexture ("_DetailNormalMap"));
SetKeyword (material, "ORTHONORMALIZE_TANGENT_BASE", material.HasProperty("__orthonormalize") && material.GetFloat("__orthonormalize") > 0.5f);
SetKeyword (material, "SMOOTHNESS_IN_ALBEDO", material.HasProperty("__smoothnessinalbedo") && material.GetFloat("__smoothnessinalbedo") > 0.5f && !material.GetTexture ("_SpecGlossMap"));
if (workflowMode == WorkflowMode.Specular)
SetKeyword (material, "_SPECGLOSSMAP", material.GetTexture ("_SpecGlossMap"));
else if (workflowMode == WorkflowMode.Metallic)
SetKeyword (material, "_METALLICGLOSSMAP", material.GetTexture ("_MetallicGlossMap"));
SetKeyword (material, "_PARALLAXMAP", material.GetTexture ("_ParallaxMap"));
SetKeyword (material, "_DETAIL_MULX2", material.GetTexture ("_DetailAlbedoMap") || material.GetTexture ("_DetailNormalMap"));
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled (material.GetColor("_EmissionColor"));
SetKeyword (material, "_EMISSION", shouldEmissionBeEnabled);
// Setup lightmap emissive flags
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
if (!shouldEmissionBeEnabled)
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
}
bool HasValidEmissiveKeyword (Material material)
{
// Material animation might be out of sync with the material keyword.
// So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning.
// (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering))
bool hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION");
if (!hasEmissionKeyword && ShouldEmissionBeEnabled (emissionColorForRendering.colorValue))
return false;
else
return true;
}
static void MaterialChanged(Material material, WorkflowMode workflowMode)
{
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
SetMaterialKeywords(material, workflowMode);
}
static void SetKeyword(Material m, string keyword, bool state)
{
if (state)
m.EnableKeyword (keyword);
else
m.DisableKeyword (keyword);
}
}
} // namespace UnityEditor