using UnityEditor.Rendering.HighDefinition; using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties; namespace UnityEngine.Rendering.HighDefinition { internal static class DecalAPI { internal static void SetupCommonDecalMaterialKeywordsAndPass(Material material) { bool affectsMaskmap = false; affectsMaskmap |= material.HasProperty(kAffectMetal) && material.GetFloat(kAffectMetal) == 1.0f; affectsMaskmap |= material.HasProperty(kAffectAO) && material.GetFloat(kAffectAO) == 1.0f; affectsMaskmap |= material.HasProperty(kAffectSmoothness) && material.GetFloat(kAffectSmoothness) == 1.0f; CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_ALBEDO", material.HasProperty(kAffectAlbedo) && material.GetFloat(kAffectAlbedo) == 1.0f); CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_NORMAL", material.HasProperty(kAffectNormal) && material.GetFloat(kAffectNormal) == 1.0f); CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_MASKMAP", affectsMaskmap); // Albedo : RT0 RGB, A - sRGB // Normal : RT1 RGB, A // Smoothness: RT2 B, A // Metal: RT2 R, RT3 R // AO: RT2 G, RT3 G // Note RT3 is only RG ColorWriteMask mask0 = 0, mask1 = 0, mask2 = 0, mask3 = 0; if (material.HasProperty(kAffectAlbedo) && material.GetFloat(kAffectAlbedo) == 1.0f) mask0 |= ColorWriteMask.All; if (material.HasProperty(kAffectNormal) && material.GetFloat(kAffectNormal) == 1.0f) mask1 |= ColorWriteMask.All; if (material.HasProperty(kAffectMetal) && material.GetFloat(kAffectMetal) == 1.0f) mask2 |= mask3 |= ColorWriteMask.Red; if (material.HasProperty(kAffectAO) && material.GetFloat(kAffectAO) == 1.0f) mask2 |= mask3 |= ColorWriteMask.Green; if (material.HasProperty(kAffectSmoothness) && material.GetFloat(kAffectSmoothness) == 1.0f) mask2 |= ColorWriteMask.Blue | ColorWriteMask.Alpha; material.SetInt(HDShaderIDs._DecalColorMask0, (int)mask0); material.SetInt(HDShaderIDs._DecalColorMask1, (int)mask1); material.SetInt(HDShaderIDs._DecalColorMask2, (int)mask2); material.SetInt(HDShaderIDs._DecalColorMask3, (int)mask3); bool enableDBufferPass = ((int)mask0 + (int)mask1 + (int)mask2 + (int)mask3) != 0; bool enableForwardEmissivePass = material.HasProperty(kAffectEmission) && material.GetFloat(kAffectEmission) == 1.0f; // Disable the passes that aren't needed // We have to check that the passes can be found on the material before touching them // This is important because in some cases, HDRP validation code may be run before HDRP initialization // This happens when importing with clean Library a project that needs to run the material upgrader // Consequence is that Shader.globalRenderPipeline is not set so FindPadd will ignore passes marked with HDRP tag // So in this code, we have to assume that even if we don't find a pass, it may still exist if (material.FindPass(HDShaderPassNames.s_DBufferMeshStr) != -1) material.SetShaderPassEnabled(HDShaderPassNames.s_DBufferMeshStr, enableDBufferPass); if (material.FindPass(HDShaderPassNames.s_DBufferProjectorStr) != -1) material.SetShaderPassEnabled(HDShaderPassNames.s_DBufferProjectorStr, enableDBufferPass); if (material.FindPass(HDShaderPassNames.s_DecalMeshForwardEmissiveStr) != -1) material.SetShaderPassEnabled(HDShaderPassNames.s_DecalMeshForwardEmissiveStr, enableForwardEmissivePass); if (material.FindPass(HDShaderPassNames.s_DecalProjectorForwardEmissiveStr) != -1) material.SetShaderPassEnabled(HDShaderPassNames.s_DecalProjectorForwardEmissiveStr, enableForwardEmissivePass); if (material.FindPass(HDShaderPassNames.s_DecalAtlasProjectorStr) != -1) material.SetShaderPassEnabled(HDShaderPassNames.s_DecalAtlasProjectorStr, true); // Set stencil state material.SetInt(kDecalStencilWriteMask, (int)StencilUsage.Decals); material.SetInt(kDecalStencilRef, (int)StencilUsage.Decals); // Set render queue var renderQueue = -1; if (material.HasProperty(HDShaderIDs._DrawOrder)) renderQueue = (int)RenderQueue.Geometry + material.GetInt(HDShaderIDs._DrawOrder); material.renderQueue = renderQueue; // always instanced material.enableInstancing = true; } // All Validate functions must be static. It allows to automatically update the shaders with a script if code changes internal static void ValidateMaterial(Material material) { // Setup color mask properties SetupCommonDecalMaterialKeywordsAndPass(material); CoreUtils.SetKeyword(material, "_COLORMAP", material.GetTexture(kBaseColorMap)); CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap)); CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap)); CoreUtils.SetKeyword(material, "_EMISSIVEMAP", material.GetTexture(kEmissiveColorMap)); if (material.GetFloat(kUseEmissiveIntensity) == 0) material.SetColor(kEmissiveColor, material.GetColor(kEmissiveColorHDR)); else material.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(); } } }