124 lines
6.6 KiB
C#
124 lines
6.6 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering;
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// Include material common properties names
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using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
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namespace UnityEditor.Rendering.HighDefinition
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{
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/// <summary>
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/// GUI for HDRP Decal materials (does not include ShaderGraphs)
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/// </summary>
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class DecalUI : HDShaderGUI
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{
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[Flags]
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enum Expandable : uint
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{
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SurfaceOptions = 1 << 0,
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SurfaceInputs = 1 << 1,
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Sorting = 1 << 2,
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}
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MaterialUIBlockList uiBlocks = new MaterialUIBlockList
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{
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new DecalSurfaceOptionsUIBlock((MaterialUIBlock.ExpandableBit)Expandable.SurfaceOptions),
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new DecalSurfaceInputsUIBlock((MaterialUIBlock.ExpandableBit)Expandable.SurfaceInputs),
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new DecalSortingInputsUIBlock((MaterialUIBlock.ExpandableBit)Expandable.Sorting),
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};
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protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props)
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{
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// always instanced
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SerializedProperty instancing = materialEditor.serializedObject.FindProperty("m_EnableInstancingVariants");
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instancing.boolValue = true;
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using (var changed = new EditorGUI.ChangeCheckScope())
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{
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uiBlocks.OnGUI(materialEditor, props);
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ApplyKeywordsAndPassesIfNeeded(changed.changed, uiBlocks.materials);
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}
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// We should always do this call at the end
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materialEditor.serializedObject.ApplyModifiedProperties();
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}
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// All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change
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static public void SetupCommonDecalMaterialKeywordsAndPass(Material material)
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{
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bool affectsMaskmap = false;
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affectsMaskmap |= material.HasProperty(kAffectMetal) && material.GetFloat(kAffectMetal) == 1.0f;
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affectsMaskmap |= material.HasProperty(kAffectAO) && material.GetFloat(kAffectAO) == 1.0f;
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affectsMaskmap |= material.HasProperty(kAffectSmoothness) && material.GetFloat(kAffectSmoothness) == 1.0f;
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CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_ALBEDO", material.HasProperty(kAffectAlbedo) && material.GetFloat(kAffectAlbedo) == 1.0f);
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CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_NORMAL", material.HasProperty(kAffectNormal) && material.GetFloat(kAffectNormal) == 1.0f);
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CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_MASKMAP", affectsMaskmap);
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// Albedo : RT0 RGB, A - sRGB
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// Normal : RT1 RGB, A
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// Smoothness: RT2 B, A
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// Metal: RT2 R, RT3 R
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// AO: RT2 G, RT3 G
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// Note RT3 is only RG
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ColorWriteMask mask0 = 0, mask1 = 0, mask2 = 0, mask3 = 0;
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if (material.HasProperty(kAffectAlbedo) && material.GetFloat(kAffectAlbedo) == 1.0f)
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mask0 |= ColorWriteMask.All;
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if (material.HasProperty(kAffectNormal) && material.GetFloat(kAffectNormal) == 1.0f)
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mask1 |= ColorWriteMask.All;
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if (material.HasProperty(kAffectMetal) && material.GetFloat(kAffectMetal) == 1.0f)
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mask2 |= mask3 |= ColorWriteMask.Red;
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if (material.HasProperty(kAffectAO) && material.GetFloat(kAffectAO) == 1.0f)
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mask2 |= mask3 |= ColorWriteMask.Green;
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if (material.HasProperty(kAffectSmoothness) && material.GetFloat(kAffectSmoothness) == 1.0f)
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mask2 |= ColorWriteMask.Blue | ColorWriteMask.Alpha;
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material.SetInt(HDShaderIDs._DecalColorMask0, (int)mask0);
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material.SetInt(HDShaderIDs._DecalColorMask1, (int)mask1);
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material.SetInt(HDShaderIDs._DecalColorMask2, (int)mask2);
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material.SetInt(HDShaderIDs._DecalColorMask3, (int)mask3);
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// First reset the pass (in case new shader graph add or remove a pass)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DBufferProjectorStr, true);
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material.SetShaderPassEnabled(HDShaderPassNames.s_DecalProjectorForwardEmissiveStr, true);
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material.SetShaderPassEnabled(HDShaderPassNames.s_DBufferMeshStr, true);
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material.SetShaderPassEnabled(HDShaderPassNames.s_DecalMeshForwardEmissiveStr, true);
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// Then disable pass is they aren't needed
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if (material.FindPass(HDShaderPassNames.s_DBufferProjectorStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DBufferProjectorStr, ((int)mask0 + (int)mask1 + (int)mask2 + (int)mask3) != 0);
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if (material.FindPass(HDShaderPassNames.s_DecalProjectorForwardEmissiveStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DecalProjectorForwardEmissiveStr, material.HasProperty(kAffectEmission) && material.GetFloat(kAffectEmission) == 1.0f);
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if (material.FindPass(HDShaderPassNames.s_DBufferMeshStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DBufferMeshStr, ((int)mask0 + (int)mask1 + (int)mask2 + (int)mask3) != 0);
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if (material.FindPass(HDShaderPassNames.s_DecalMeshForwardEmissiveStr) != -1)
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material.SetShaderPassEnabled(HDShaderPassNames.s_DecalMeshForwardEmissiveStr, material.HasProperty(kAffectEmission) && material.GetFloat(kAffectEmission) == 1.0f);
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// Set stencil state
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material.SetInt(kDecalStencilWriteMask, (int)StencilUsage.Decals);
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material.SetInt(kDecalStencilRef, (int)StencilUsage.Decals);
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}
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protected const string kBaseColorMap = "_BaseColorMap";
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protected const string kMaskMap = "_MaskMap";
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protected const string kNormalMap = "_NormalMap";
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protected const string kEmissiveColorMap = "_EmissiveColorMap";
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// All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change
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static public void SetupDecalKeywordsAndPass(Material material)
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{
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// Setup color mask properties
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SetupCommonDecalMaterialKeywordsAndPass(material);
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CoreUtils.SetKeyword(material, "_COLORMAP", material.GetTexture(kBaseColorMap));
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CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap));
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CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
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CoreUtils.SetKeyword(material, "_EMISSIVEMAP", material.GetTexture(kEmissiveColorMap));
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}
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protected override void SetupMaterialKeywordsAndPass(Material material) => SetupDecalKeywordsAndPass(material);
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}
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}
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