using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering; using System; // Include material common properties names using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties; namespace UnityEditor.Rendering.HighDefinition { /// /// GUI for HDRP Terrain Lit materials (does not include ShaderGraphs) /// class TerrainLitGUI : HDShaderGUI, ITerrainLayerCustomUI { const SurfaceOptionUIBlock.Features surfaceOptionFeatures = SurfaceOptionUIBlock.Features.Unlit; [Flags] enum Expandable { Terrain = 1 << 0, } MaterialUIBlockList uiBlocks = new MaterialUIBlockList { new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base, features: surfaceOptionFeatures), new AdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance, AdvancedOptionsUIBlock.Features.Instancing), }; protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props) { FindMaterialProperties(props); using (var changed = new EditorGUI.ChangeCheckScope()) { uiBlocks.Initialize(materialEditor, props); uiBlocks.FetchUIBlock().UpdateMaterialProperties(props); uiBlocks.FetchUIBlock().OnGUI(); // TODO: move the terrain UI to a MaterialUIBlock to clarify the code DrawTerrainGUI(materialEditor); uiBlocks.FetchUIBlock().UpdateMaterialProperties(props); uiBlocks.FetchUIBlock().OnGUI(); ApplyKeywordsAndPassesIfNeeded(changed.changed, uiBlocks.materials); } } private class StylesLayer { public readonly string terrainText = "Terrain"; public readonly GUIContent enableHeightBlend = new GUIContent("Enable Height-based Blend", "Blend terrain layers based on height values."); public readonly GUIContent heightTransition = new GUIContent("Height Transition", "Size in world units of the smooth transition between layers."); public readonly GUIContent enableInstancedPerPixelNormal = new GUIContent("Enable Per-pixel Normal", "Enable per-pixel normal when the terrain uses instanced rendering."); public readonly GUIContent diffuseTexture = new GUIContent("Diffuse"); public readonly GUIContent colorTint = new GUIContent("Color Tint"); public readonly GUIContent opacityAsDensity = new GUIContent("Opacity as Density", "Enable Density Blend"); public readonly GUIContent normalMapTexture = new GUIContent("Normal Map"); public readonly GUIContent normalScale = new GUIContent("Normal Scale"); public readonly GUIContent maskMapTexture = new GUIContent("Mask", "R: Metallic\nG: Ambient Occlusion\nB: Height\nA: Smoothness."); public readonly GUIContent maskMapTextureWithoutHeight = new GUIContent("Mask Map", "R: Metallic\nG: Ambient Occlusion\nA: Smoothness."); public readonly GUIContent channelRemapping = new GUIContent("Channel Remapping"); public readonly GUIContent defaultValues = new GUIContent("Channel Default Values"); public readonly GUIContent metallic = new GUIContent("R: Metallic"); public readonly GUIContent ao = new GUIContent("G: AO"); public readonly GUIContent height = new GUIContent("B: Height", "Specifies the Height Map for this Material."); public readonly GUIContent heightParametrization = new GUIContent("Parametrization", "Specifies the parametrization method for the Height Map."); public readonly GUIContent heightAmplitude = new GUIContent("Amplitude", "Sets the amplitude of the Height Map (in centimeters)."); public readonly GUIContent heightBase = new GUIContent("Base", "Controls the base of the Height Map (between 0 and 1)."); public readonly GUIContent heightMin = new GUIContent("Min", "Sets the minimum value in the Height Map (in centimeters)."); public readonly GUIContent heightMax = new GUIContent("Max", "Sets the maximum value in the Height Map (in centimeters)."); public readonly GUIContent heightCm = new GUIContent("B: Height (cm)"); public readonly GUIContent smoothness = new GUIContent("A: Smoothness"); } static StylesLayer s_Styles = null; private static StylesLayer styles { get { if (s_Styles == null) s_Styles = new StylesLayer(); return s_Styles; } } public TerrainLitGUI() { } MaterialProperty enableHeightBlend; const string kEnableHeightBlend = "_EnableHeightBlend"; const string kSpecularOcclusionMode = "_SpecularOcclusionMode"; // Height blend MaterialProperty heightTransition = null; const string kHeightTransition = "_HeightTransition"; MaterialProperty enableInstancedPerPixelNormal = null; const string kEnableInstancedPerPixelNormal = "_EnableInstancedPerPixelNormal"; // Custom fields List customProperties = new List(); protected void FindMaterialProperties(MaterialProperty[] props) { customProperties.Clear(); foreach (var prop in props) { if (prop.name == kEnableHeightBlend) enableHeightBlend = prop; else if (prop.name == kHeightTransition) heightTransition = prop; else if (prop.name == kEnableInstancedPerPixelNormal) enableInstancedPerPixelNormal = prop; else if ((prop.flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) == 0) customProperties.Add(prop); } } static public void SetupLayersMappingKeywords(Material material) { const string kLayerMappingPlanar = "_LAYER_MAPPING_PLANAR"; const string kLayerMappingTriplanar = "_LAYER_MAPPING_TRIPLANAR"; for (int i = 0; i < kMaxLayerCount; ++i) { string layerUVBaseParam = string.Format("{0}{1}", kUVBase, i); UVBaseMapping layerUVBaseMapping = (UVBaseMapping)material.GetFloat(layerUVBaseParam); string currentLayerMappingPlanar = string.Format("{0}{1}", kLayerMappingPlanar, i); CoreUtils.SetKeyword(material, currentLayerMappingPlanar, layerUVBaseMapping == UVBaseMapping.Planar); string currentLayerMappingTriplanar = string.Format("{0}{1}", kLayerMappingTriplanar, i); CoreUtils.SetKeyword(material, currentLayerMappingTriplanar, layerUVBaseMapping == UVBaseMapping.Triplanar); } } // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change static public void SetupTerrainLitKeywordsAndPass(Material material) { BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); BaseLitGUI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); // TODO: planar/triplannar support //SetupLayersMappingKeywords(material); bool enableHeightBlend = material.HasProperty(kEnableHeightBlend) && material.GetFloat(kEnableHeightBlend) > 0; CoreUtils.SetKeyword(material, "_TERRAIN_BLEND_HEIGHT", enableHeightBlend); bool enableInstancedPerPixelNormal = material.HasProperty(kEnableInstancedPerPixelNormal) && material.GetFloat(kEnableInstancedPerPixelNormal) > 0.0f; CoreUtils.SetKeyword(material, "_TERRAIN_INSTANCED_PERPIXEL_NORMAL", enableInstancedPerPixelNormal); int specOcclusionMode = material.GetInt(kSpecularOcclusionMode); CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_NONE", specOcclusionMode == 0); } static public bool TextureHasAlpha(Texture2D inTex) { if (inTex != null) { return GraphicsFormatUtility.HasAlphaChannel(GraphicsFormatUtility.GetGraphicsFormat(inTex.format, true)); } return false; } protected void DrawTerrainGUI(MaterialEditor materialEditor) { // Don't draw the header if we have empty content if (enableHeightBlend == null && enableInstancedPerPixelNormal == null && customProperties.Count == 0) return; using (var header = new MaterialHeaderScope(styles.terrainText, (uint)Expandable.Terrain, materialEditor)) { if (header.expanded) { if (enableHeightBlend != null) { materialEditor.ShaderProperty(enableHeightBlend, styles.enableHeightBlend); if (enableHeightBlend.floatValue > 0) { EditorGUI.indentLevel++; materialEditor.ShaderProperty(heightTransition, styles.heightTransition); EditorGUI.indentLevel--; } } if (enableInstancedPerPixelNormal != null) { EditorGUI.BeginDisabledGroup(!materialEditor.IsInstancingEnabled()); materialEditor.ShaderProperty(enableInstancedPerPixelNormal, styles.enableInstancedPerPixelNormal); EditorGUI.EndDisabledGroup(); } foreach (var prop in customProperties) materialEditor.ShaderProperty(prop, prop.displayName); } } } private bool m_ShowChannelRemapping = false; enum HeightParametrization { Amplitude, MinMax }; private HeightParametrization m_HeightParametrization = HeightParametrization.Amplitude; private static bool DoesTerrainUseMaskMaps(TerrainLayer[] terrainLayers) { for (int i = 0; i < terrainLayers.Length; ++i) { if (terrainLayers[i].maskMapTexture != null) return true; } return false; } bool ITerrainLayerCustomUI.OnTerrainLayerGUI(TerrainLayer terrainLayer, Terrain terrain) { var terrainLayers = terrain.terrainData.terrainLayers; if (!DoesTerrainUseMaskMaps(terrainLayers)) return false; // Don't use the member field enableHeightBlend as ShaderGUI.OnGUI might not be called if the material UI is folded. bool heightBlend = terrain.materialTemplate.HasProperty(kEnableHeightBlend) && terrain.materialTemplate.GetFloat(kEnableHeightBlend) > 0; terrainLayer.diffuseTexture = EditorGUILayout.ObjectField(styles.diffuseTexture, terrainLayer.diffuseTexture, typeof(Texture2D), false) as Texture2D; TerrainLayerUtility.ValidateDiffuseTextureUI(terrainLayer.diffuseTexture); var diffuseRemapMin = terrainLayer.diffuseRemapMin; var diffuseRemapMax = terrainLayer.diffuseRemapMax; EditorGUI.BeginChangeCheck(); bool enableDensity = false; if (terrainLayer.diffuseTexture != null) { var rect = GUILayoutUtility.GetLastRect(); rect.y += 16 + 4; rect.width = EditorGUIUtility.labelWidth + 64; rect.height = 16; ++EditorGUI.indentLevel; var diffuseTint = new Color(diffuseRemapMax.x, diffuseRemapMax.y, diffuseRemapMax.z); diffuseTint = EditorGUI.ColorField(rect, styles.colorTint, diffuseTint, true, false, false); diffuseRemapMax.x = diffuseTint.r; diffuseRemapMax.y = diffuseTint.g; diffuseRemapMax.z = diffuseTint.b; diffuseRemapMin.x = diffuseRemapMin.y = diffuseRemapMin.z = 0; if (!heightBlend) { rect.y = rect.yMax + 2; enableDensity = EditorGUI.Toggle(rect, styles.opacityAsDensity, diffuseRemapMin.w > 0); } --EditorGUI.indentLevel; } diffuseRemapMax.w = 1; diffuseRemapMin.w = enableDensity ? 1 : 0; if (EditorGUI.EndChangeCheck()) { terrainLayer.diffuseRemapMin = diffuseRemapMin; terrainLayer.diffuseRemapMax = diffuseRemapMax; } terrainLayer.normalMapTexture = EditorGUILayout.ObjectField(styles.normalMapTexture, terrainLayer.normalMapTexture, typeof(Texture2D), false) as Texture2D; TerrainLayerUtility.ValidateNormalMapTextureUI(terrainLayer.normalMapTexture, TerrainLayerUtility.CheckNormalMapTextureType(terrainLayer.normalMapTexture)); if (terrainLayer.normalMapTexture != null) { var rect = GUILayoutUtility.GetLastRect(); rect.y += 16 + 4; rect.width = EditorGUIUtility.labelWidth + 64; rect.height = 16; ++EditorGUI.indentLevel; terrainLayer.normalScale = EditorGUI.FloatField(rect, styles.normalScale, terrainLayer.normalScale); --EditorGUI.indentLevel; } terrainLayer.maskMapTexture = EditorGUILayout.ObjectField(heightBlend ? styles.maskMapTexture : styles.maskMapTextureWithoutHeight, terrainLayer.maskMapTexture, typeof(Texture2D), false) as Texture2D; TerrainLayerUtility.ValidateMaskMapTextureUI(terrainLayer.maskMapTexture); var maskMapRemapMin = terrainLayer.maskMapRemapMin; var maskMapRemapMax = terrainLayer.maskMapRemapMax; var smoothness = terrainLayer.smoothness; var metallic = terrainLayer.metallic; ++EditorGUI.indentLevel; EditorGUI.BeginChangeCheck(); m_ShowChannelRemapping = EditorGUILayout.Foldout(m_ShowChannelRemapping, terrainLayer.maskMapTexture != null ? s_Styles.channelRemapping : s_Styles.defaultValues); if (m_ShowChannelRemapping) { if (terrainLayer.maskMapTexture != null) { float min, max; min = maskMapRemapMin.x; max = maskMapRemapMax.x; EditorGUILayout.MinMaxSlider(s_Styles.metallic, ref min, ref max, 0, 1); maskMapRemapMin.x = min; maskMapRemapMax.x = max; min = maskMapRemapMin.y; max = maskMapRemapMax.y; EditorGUILayout.MinMaxSlider(s_Styles.ao, ref min, ref max, 0, 1); maskMapRemapMin.y = min; maskMapRemapMax.y = max; if (heightBlend) { EditorGUILayout.LabelField(styles.height); ++EditorGUI.indentLevel; m_HeightParametrization = (HeightParametrization)EditorGUILayout.EnumPopup(styles.heightParametrization, m_HeightParametrization); if (m_HeightParametrization == HeightParametrization.Amplitude) { // (height - heightBase) * amplitude float amplitude = Mathf.Max(maskMapRemapMax.z - maskMapRemapMin.z, Mathf.Epsilon); // to avoid divide by zero float heightBase = -maskMapRemapMin.z / amplitude; amplitude = EditorGUILayout.FloatField(styles.heightAmplitude, amplitude * 100) / 100; heightBase = EditorGUILayout.Slider(styles.heightBase, heightBase, 0.0f, 1.0f); maskMapRemapMin.z = -heightBase * amplitude; maskMapRemapMax.z = (1 - heightBase) * amplitude; } else { maskMapRemapMin.z = EditorGUILayout.FloatField(styles.heightMin, maskMapRemapMin.z * 100) / 100; maskMapRemapMax.z = EditorGUILayout.FloatField(styles.heightMax, maskMapRemapMax.z * 100) / 100; } --EditorGUI.indentLevel; } min = maskMapRemapMin.w; max = maskMapRemapMax.w; EditorGUILayout.MinMaxSlider(s_Styles.smoothness, ref min, ref max, 0, 1); maskMapRemapMin.w = min; maskMapRemapMax.w = max; } else { metallic = EditorGUILayout.Slider(s_Styles.metallic, metallic, 0, 1); // AO and Height are still exclusively controlled via the maskRemap controls // metallic and smoothness have their own values as fields within the LayerData. maskMapRemapMax.y = EditorGUILayout.Slider(s_Styles.ao, maskMapRemapMax.y, 0, 1); if (heightBlend) { maskMapRemapMax.z = EditorGUILayout.FloatField(s_Styles.heightCm, maskMapRemapMax.z * 100) / 100; } // There's a possibility that someone could slide max below the existing min value // so we'll just protect against that by locking the min value down a little bit. // In the case of height (Z), we are trying to set min to no lower than zero value unless // max goes negative. Zero is a good sensible value for the minimum. For AO (Y), we // don't need this extra protection step because the UI blocks us from going negative // anyway. In both cases, pushing the slider below the min value will lock them together, // but min will be "left behind" if you go back up. maskMapRemapMin.y = Mathf.Min(maskMapRemapMin.y, maskMapRemapMax.y); maskMapRemapMin.z = Mathf.Min(Mathf.Max(0, maskMapRemapMin.z), maskMapRemapMax.z); if (TextureHasAlpha(terrainLayer.diffuseTexture)) { GUIStyle warnStyle = new GUIStyle(GUI.skin.label); warnStyle.wordWrap = true; GUILayout.Label("Smoothness is controlled by diffuse alpha channel", warnStyle); } else smoothness = EditorGUILayout.Slider(s_Styles.smoothness, smoothness, 0, 1); } } if (EditorGUI.EndChangeCheck()) { terrainLayer.maskMapRemapMin = maskMapRemapMin; terrainLayer.maskMapRemapMax = maskMapRemapMax; terrainLayer.smoothness = smoothness; terrainLayer.metallic = metallic; } --EditorGUI.indentLevel; EditorGUILayout.Space(); TerrainLayerUtility.TilingSettingsUI(terrainLayer); return true; } protected override void SetupMaterialKeywordsAndPass(Material material) => SetupTerrainLitKeywordsAndPass(material); } } // namespace UnityEditor