testss
This commit is contained in:
@@ -0,0 +1,107 @@
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using System;
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using UnityEngine;
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using UnityEditor.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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internal class BakedLitShader : BaseShaderGUI
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{
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// Properties
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private BakedLitGUI.BakedLitProperties shadingModelProperties;
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// collect properties from the material properties
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public override void FindProperties(MaterialProperty[] properties)
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{
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base.FindProperties(properties);
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shadingModelProperties = new BakedLitGUI.BakedLitProperties(properties);
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}
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// material changed check
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public override void MaterialChanged(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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SetMaterialKeywords(material);
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}
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// material main surface options
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public override void DrawSurfaceOptions(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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// Use default labelWidth
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EditorGUIUtility.labelWidth = 0f;
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EditorGUI.BeginChangeCheck();
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{
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base.DrawSurfaceOptions(material);
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}
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var obj in blendModeProp.targets)
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MaterialChanged((Material)obj);
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}
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}
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// material main surface inputs
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public override void DrawSurfaceInputs(Material material)
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{
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base.DrawSurfaceInputs(material);
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BakedLitGUI.Inputs(shadingModelProperties, materialEditor);
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DrawTileOffset(materialEditor, baseMapProp);
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}
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public override void DrawAdvancedOptions(Material material)
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{
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EditorGUI.BeginChangeCheck();
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base.DrawAdvancedOptions(material);
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var obj in blendModeProp.targets)
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MaterialChanged((Material)obj);
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}
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}
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public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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// _Emission property is lost after assigning Standard shader to the material
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// thus transfer it before assigning the new shader
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if (material.HasProperty("_Emission"))
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{
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material.SetColor("_EmissionColor", material.GetColor("_Emission"));
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}
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base.AssignNewShaderToMaterial(material, oldShader, newShader);
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if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
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{
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SetupMaterialBlendMode(material);
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return;
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}
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SurfaceType surfaceType = SurfaceType.Opaque;
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BlendMode blendMode = BlendMode.Alpha;
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if (oldShader.name.Contains("/Transparent/Cutout/"))
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{
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surfaceType = SurfaceType.Opaque;
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material.SetFloat("_AlphaClip", 1);
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}
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else if (oldShader.name.Contains("/Transparent/"))
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{
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// NOTE: legacy shaders did not provide physically based transparency
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// therefore Fade mode
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surfaceType = SurfaceType.Transparent;
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blendMode = BlendMode.Alpha;
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}
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material.SetFloat("_Surface", (float)surfaceType);
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material.SetFloat("_Blend", (float)blendMode);
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MaterialChanged(material);
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}
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}
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}
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@@ -0,0 +1,150 @@
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using System;
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using UnityEngine;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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internal class LitShader : BaseShaderGUI
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{
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private LitGUI.LitProperties litProperties;
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private LitDetailGUI.LitProperties litDetailProperties;
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private SavedBool m_DetailInputsFoldout;
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public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
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{
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base.OnOpenGUI(material, materialEditor);
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m_DetailInputsFoldout = new SavedBool($"{headerStateKey}.DetailInputsFoldout", true);
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}
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public override void DrawAdditionalFoldouts(Material material)
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{
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m_DetailInputsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_DetailInputsFoldout.value, LitDetailGUI.Styles.detailInputs);
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if (m_DetailInputsFoldout.value)
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{
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LitDetailGUI.DoDetailArea(litDetailProperties, materialEditor);
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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// collect properties from the material properties
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public override void FindProperties(MaterialProperty[] properties)
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{
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base.FindProperties(properties);
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litProperties = new LitGUI.LitProperties(properties);
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litDetailProperties = new LitDetailGUI.LitProperties(properties);
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}
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// material changed check
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public override void MaterialChanged(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, LitDetailGUI.SetMaterialKeywords);
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}
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// material main surface options
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public override void DrawSurfaceOptions(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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// Use default labelWidth
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EditorGUIUtility.labelWidth = 0f;
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// Detect any changes to the material
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EditorGUI.BeginChangeCheck();
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if (litProperties.workflowMode != null)
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{
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DoPopup(LitGUI.Styles.workflowModeText, litProperties.workflowMode, Enum.GetNames(typeof(LitGUI.WorkflowMode)));
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}
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var obj in blendModeProp.targets)
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MaterialChanged((Material)obj);
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}
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base.DrawSurfaceOptions(material);
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}
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// material main surface inputs
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public override void DrawSurfaceInputs(Material material)
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{
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base.DrawSurfaceInputs(material);
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LitGUI.Inputs(litProperties, materialEditor, material);
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DrawEmissionProperties(material, true);
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DrawTileOffset(materialEditor, baseMapProp);
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}
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// material main advanced options
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public override void DrawAdvancedOptions(Material material)
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{
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if (litProperties.reflections != null && litProperties.highlights != null)
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{
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EditorGUI.BeginChangeCheck();
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materialEditor.ShaderProperty(litProperties.highlights, LitGUI.Styles.highlightsText);
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materialEditor.ShaderProperty(litProperties.reflections, LitGUI.Styles.reflectionsText);
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if (EditorGUI.EndChangeCheck())
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{
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MaterialChanged(material);
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}
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}
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base.DrawAdvancedOptions(material);
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}
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public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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// _Emission property is lost after assigning Standard shader to the material
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// thus transfer it before assigning the new shader
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if (material.HasProperty("_Emission"))
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{
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material.SetColor("_EmissionColor", material.GetColor("_Emission"));
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}
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base.AssignNewShaderToMaterial(material, oldShader, newShader);
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if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
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{
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SetupMaterialBlendMode(material);
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return;
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}
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SurfaceType surfaceType = SurfaceType.Opaque;
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BlendMode blendMode = BlendMode.Alpha;
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if (oldShader.name.Contains("/Transparent/Cutout/"))
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{
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surfaceType = SurfaceType.Opaque;
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material.SetFloat("_AlphaClip", 1);
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}
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else if (oldShader.name.Contains("/Transparent/"))
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{
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// NOTE: legacy shaders did not provide physically based transparency
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// therefore Fade mode
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surfaceType = SurfaceType.Transparent;
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blendMode = BlendMode.Alpha;
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}
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material.SetFloat("_Surface", (float)surfaceType);
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material.SetFloat("_Blend", (float)blendMode);
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if (oldShader.name.Equals("Standard (Specular setup)"))
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{
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material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Specular);
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Texture texture = material.GetTexture("_SpecGlossMap");
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if (texture != null)
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material.SetTexture("_MetallicSpecGlossMap", texture);
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}
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else
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{
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material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Metallic);
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Texture texture = material.GetTexture("_MetallicGlossMap");
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if (texture != null)
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material.SetTexture("_MetallicSpecGlossMap", texture);
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}
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MaterialChanged(material);
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}
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}
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}
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@@ -0,0 +1,88 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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internal class ParticlesLitShader : BaseShaderGUI
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{
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// Properties
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private LitGUI.LitProperties litProperties;
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private ParticleGUI.ParticleProperties particleProps;
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// List of renderers using this material in the scene, used for validating vertex streams
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List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
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public override void FindProperties(MaterialProperty[] properties)
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{
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base.FindProperties(properties);
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litProperties = new LitGUI.LitProperties(properties);
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particleProps = new ParticleGUI.ParticleProperties(properties);
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}
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public override void MaterialChanged(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
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}
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public override void DrawSurfaceOptions(Material material)
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{
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// Detect any changes to the material
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EditorGUI.BeginChangeCheck();
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{
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base.DrawSurfaceOptions(material);
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DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
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}
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var obj in blendModeProp.targets)
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MaterialChanged((Material)obj);
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}
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}
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public override void DrawSurfaceInputs(Material material)
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{
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base.DrawSurfaceInputs(material);
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LitGUI.Inputs(litProperties, materialEditor, material);
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DrawEmissionProperties(material, true);
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}
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public override void DrawAdvancedOptions(Material material)
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{
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EditorGUI.BeginChangeCheck();
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{
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materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
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ParticleGUI.FadingOptions(material, materialEditor, particleProps);
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ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true);
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if (EditorGUI.EndChangeCheck())
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{
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MaterialChanged(material);
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}
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}
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DrawQueueOffsetField();
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}
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public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
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{
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CacheRenderersUsingThisMaterial(material);
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base.OnOpenGUI(material, materialEditor);
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}
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void CacheRenderersUsingThisMaterial(Material material)
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{
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m_RenderersUsingThisMaterial.Clear();
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ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[];
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foreach (ParticleSystemRenderer renderer in renderers)
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{
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if (renderer.sharedMaterial == material)
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m_RenderersUsingThisMaterial.Add(renderer);
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}
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}
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}
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} // namespace UnityEditor
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@@ -0,0 +1,89 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
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{
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internal class ParticlesSimpleLitShader : BaseShaderGUI
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{
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// Properties
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private SimpleLitGUI.SimpleLitProperties shadingModelProperties;
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private ParticleGUI.ParticleProperties particleProps;
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// List of renderers using this material in the scene, used for validating vertex streams
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List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
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public override void FindProperties(MaterialProperty[] properties)
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{
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base.FindProperties(properties);
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shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties);
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particleProps = new ParticleGUI.ParticleProperties(properties);
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}
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public override void MaterialChanged(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
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}
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public override void DrawSurfaceOptions(Material material)
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{
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// Detect any changes to the material
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EditorGUI.BeginChangeCheck();
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{
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base.DrawSurfaceOptions(material);
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DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
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}
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var obj in blendModeProp.targets)
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MaterialChanged((Material)obj);
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}
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}
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public override void DrawSurfaceInputs(Material material)
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{
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base.DrawSurfaceInputs(material);
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SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material);
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DrawEmissionProperties(material, true);
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}
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public override void DrawAdvancedOptions(Material material)
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{
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SimpleLitGUI.Advanced(shadingModelProperties);
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EditorGUI.BeginChangeCheck();
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{
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materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
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ParticleGUI.FadingOptions(material, materialEditor, particleProps);
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ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true);
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if (EditorGUI.EndChangeCheck())
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{
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MaterialChanged(material);
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}
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}
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DrawQueueOffsetField();
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}
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public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
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{
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CacheRenderersUsingThisMaterial(material);
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base.OnOpenGUI(material, materialEditor);
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}
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void CacheRenderersUsingThisMaterial(Material material)
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{
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m_RenderersUsingThisMaterial.Clear();
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ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[];
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foreach (ParticleSystemRenderer renderer in renderers)
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{
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if (renderer.sharedMaterial == material)
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m_RenderersUsingThisMaterial.Add(renderer);
|
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}
|
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}
|
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}
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} // namespace UnityEditor
|
@@ -0,0 +1,88 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.Rendering.Universal.ShaderGUI
|
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{
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internal class ParticlesUnlitShader : BaseShaderGUI
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{
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// Properties
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private BakedLitGUI.BakedLitProperties shadingModelProperties;
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private ParticleGUI.ParticleProperties particleProps;
|
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|
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// List of renderers using this material in the scene, used for validating vertex streams
|
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List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
|
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|
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public override void FindProperties(MaterialProperty[] properties)
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{
|
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base.FindProperties(properties);
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shadingModelProperties = new BakedLitGUI.BakedLitProperties(properties);
|
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particleProps = new ParticleGUI.ParticleProperties(properties);
|
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}
|
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|
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public override void MaterialChanged(Material material)
|
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{
|
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if (material == null)
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throw new ArgumentNullException("material");
|
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|
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SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords);
|
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}
|
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|
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public override void DrawSurfaceOptions(Material material)
|
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{
|
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// Detect any changes to the material
|
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EditorGUI.BeginChangeCheck();
|
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{
|
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base.DrawSurfaceOptions(material);
|
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DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
|
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}
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if (EditorGUI.EndChangeCheck())
|
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{
|
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foreach (var obj in blendModeProp.targets)
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MaterialChanged((Material)obj);
|
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}
|
||||
}
|
||||
|
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public override void DrawSurfaceInputs(Material material)
|
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{
|
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base.DrawSurfaceInputs(material);
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BakedLitGUI.Inputs(shadingModelProperties, materialEditor);
|
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DrawEmissionProperties(material, true);
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}
|
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public override void DrawAdvancedOptions(Material material)
|
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{
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EditorGUI.BeginChangeCheck();
|
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{
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materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
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ParticleGUI.FadingOptions(material, materialEditor, particleProps);
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ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial);
|
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if (EditorGUI.EndChangeCheck())
|
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{
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MaterialChanged(material);
|
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}
|
||||
}
|
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|
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DrawQueueOffsetField();
|
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}
|
||||
|
||||
public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
|
||||
{
|
||||
CacheRenderersUsingThisMaterial(material);
|
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base.OnOpenGUI(material, materialEditor);
|
||||
}
|
||||
|
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void CacheRenderersUsingThisMaterial(Material material)
|
||||
{
|
||||
m_RenderersUsingThisMaterial.Clear();
|
||||
|
||||
ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[];
|
||||
foreach (ParticleSystemRenderer renderer in renderers)
|
||||
{
|
||||
if (renderer.sharedMaterial == material)
|
||||
m_RenderersUsingThisMaterial.Add(renderer);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace UnityEditor
|
@@ -0,0 +1,103 @@
|
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using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.Rendering.Universal.ShaderGUI
|
||||
{
|
||||
internal class SimpleLitShader : BaseShaderGUI
|
||||
{
|
||||
// Properties
|
||||
private SimpleLitGUI.SimpleLitProperties shadingModelProperties;
|
||||
|
||||
// collect properties from the material properties
|
||||
public override void FindProperties(MaterialProperty[] properties)
|
||||
{
|
||||
base.FindProperties(properties);
|
||||
shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties);
|
||||
}
|
||||
|
||||
// material changed check
|
||||
public override void MaterialChanged(Material material)
|
||||
{
|
||||
if (material == null)
|
||||
throw new ArgumentNullException("material");
|
||||
|
||||
SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords);
|
||||
}
|
||||
|
||||
// material main surface options
|
||||
public override void DrawSurfaceOptions(Material material)
|
||||
{
|
||||
if (material == null)
|
||||
throw new ArgumentNullException("material");
|
||||
|
||||
// Use default labelWidth
|
||||
EditorGUIUtility.labelWidth = 0f;
|
||||
|
||||
// Detect any changes to the material
|
||||
EditorGUI.BeginChangeCheck();
|
||||
{
|
||||
base.DrawSurfaceOptions(material);
|
||||
}
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
foreach (var obj in blendModeProp.targets)
|
||||
MaterialChanged((Material)obj);
|
||||
}
|
||||
}
|
||||
|
||||
// material main surface inputs
|
||||
public override void DrawSurfaceInputs(Material material)
|
||||
{
|
||||
base.DrawSurfaceInputs(material);
|
||||
SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material);
|
||||
DrawEmissionProperties(material, true);
|
||||
DrawTileOffset(materialEditor, baseMapProp);
|
||||
}
|
||||
|
||||
public override void DrawAdvancedOptions(Material material)
|
||||
{
|
||||
SimpleLitGUI.Advanced(shadingModelProperties);
|
||||
base.DrawAdvancedOptions(material);
|
||||
}
|
||||
|
||||
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
|
||||
{
|
||||
if (material == null)
|
||||
throw new ArgumentNullException("material");
|
||||
|
||||
// _Emission property is lost after assigning Standard shader to the material
|
||||
// thus transfer it before assigning the new shader
|
||||
if (material.HasProperty("_Emission"))
|
||||
{
|
||||
material.SetColor("_EmissionColor", material.GetColor("_Emission"));
|
||||
}
|
||||
|
||||
base.AssignNewShaderToMaterial(material, oldShader, newShader);
|
||||
|
||||
if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
|
||||
{
|
||||
SetupMaterialBlendMode(material);
|
||||
return;
|
||||
}
|
||||
|
||||
SurfaceType surfaceType = SurfaceType.Opaque;
|
||||
BlendMode blendMode = BlendMode.Alpha;
|
||||
if (oldShader.name.Contains("/Transparent/Cutout/"))
|
||||
{
|
||||
surfaceType = SurfaceType.Opaque;
|
||||
material.SetFloat("_AlphaClip", 1);
|
||||
}
|
||||
else if (oldShader.name.Contains("/Transparent/"))
|
||||
{
|
||||
// NOTE: legacy shaders did not provide physically based transparency
|
||||
// therefore Fade mode
|
||||
surfaceType = SurfaceType.Transparent;
|
||||
blendMode = BlendMode.Alpha;
|
||||
}
|
||||
material.SetFloat("_Surface", (float)surfaceType);
|
||||
material.SetFloat("_Blend", (float)blendMode);
|
||||
|
||||
MaterialChanged(material);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,85 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.Rendering.Universal.ShaderGUI
|
||||
{
|
||||
internal class UnlitShader : BaseShaderGUI
|
||||
{
|
||||
// material changed check
|
||||
public override void MaterialChanged(Material material)
|
||||
{
|
||||
if (material == null)
|
||||
throw new ArgumentNullException("material");
|
||||
|
||||
SetMaterialKeywords(material);
|
||||
}
|
||||
|
||||
// material main surface options
|
||||
public override void DrawSurfaceOptions(Material material)
|
||||
{
|
||||
if (material == null)
|
||||
throw new ArgumentNullException("material");
|
||||
|
||||
// Use default labelWidth
|
||||
EditorGUIUtility.labelWidth = 0f;
|
||||
|
||||
// Detect any changes to the material
|
||||
EditorGUI.BeginChangeCheck();
|
||||
{
|
||||
base.DrawSurfaceOptions(material);
|
||||
}
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
foreach (var obj in blendModeProp.targets)
|
||||
MaterialChanged((Material)obj);
|
||||
}
|
||||
}
|
||||
|
||||
// material main surface inputs
|
||||
public override void DrawSurfaceInputs(Material material)
|
||||
{
|
||||
base.DrawSurfaceInputs(material);
|
||||
DrawTileOffset(materialEditor, baseMapProp);
|
||||
}
|
||||
|
||||
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
|
||||
{
|
||||
if (material == null)
|
||||
throw new ArgumentNullException("material");
|
||||
|
||||
// _Emission property is lost after assigning Standard shader to the material
|
||||
// thus transfer it before assigning the new shader
|
||||
if (material.HasProperty("_Emission"))
|
||||
{
|
||||
material.SetColor("_EmissionColor", material.GetColor("_Emission"));
|
||||
}
|
||||
|
||||
base.AssignNewShaderToMaterial(material, oldShader, newShader);
|
||||
|
||||
if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
|
||||
{
|
||||
SetupMaterialBlendMode(material);
|
||||
return;
|
||||
}
|
||||
|
||||
SurfaceType surfaceType = SurfaceType.Opaque;
|
||||
BlendMode blendMode = BlendMode.Alpha;
|
||||
if (oldShader.name.Contains("/Transparent/Cutout/"))
|
||||
{
|
||||
surfaceType = SurfaceType.Opaque;
|
||||
material.SetFloat("_AlphaClip", 1);
|
||||
}
|
||||
else if (oldShader.name.Contains("/Transparent/"))
|
||||
{
|
||||
// NOTE: legacy shaders did not provide physically based transparency
|
||||
// therefore Fade mode
|
||||
surfaceType = SurfaceType.Transparent;
|
||||
blendMode = BlendMode.Alpha;
|
||||
}
|
||||
material.SetFloat("_Surface", (float)surfaceType);
|
||||
material.SetFloat("_Blend", (float)blendMode);
|
||||
|
||||
MaterialChanged(material);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user