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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.Rendering.HighDefinition
{
/// <summary>
/// The UI block that represents the sorting inputs for terrain lit materials.
/// </summary>
public class TerrainSurfaceOptionsUIBlock : MaterialUIBlock
{
[Flags]
internal enum Expandable
{
Terrain = 1 << 1,
}
internal enum HeightParametrization
{
Amplitude,
MinMax
};
internal class Styles
{
public static GUIContent optionText { get; } = EditorGUIUtility.TrTextContent("Terrain Options");
public static readonly GUIContent enableInstancedPerPixelNormal = new GUIContent("Enable Per-pixel Normal", "Enable per-pixel normal when the terrain uses instanced rendering.");
public static readonly GUIContent diffuseTexture = new GUIContent("Diffuse");
public static readonly GUIContent colorTint = new GUIContent("Color Tint");
public static readonly GUIContent opacityAsDensity = new GUIContent("Opacity as Density", "Enable Density Blend");
public static readonly GUIContent normalMapTexture = new GUIContent("Normal Map");
public static readonly GUIContent normalScale = new GUIContent("Normal Scale");
public static readonly GUIContent maskMapTexture = new GUIContent("Mask", "R: Metallic\nG: Ambient Occlusion\nB: Height\nA: Smoothness.");
public static readonly GUIContent maskMapTextureWithoutHeight = new GUIContent("Mask Map", "R: Metallic\nG: Ambient Occlusion\nA: Smoothness.");
public static readonly GUIContent channelRemapping = new GUIContent("Channel Remapping");
public static readonly GUIContent defaultValues = new GUIContent("Channel Default Values");
public static readonly GUIContent metallic = new GUIContent("R: Metallic");
public static readonly GUIContent ao = new GUIContent("G: AO");
public static readonly GUIContent height = new GUIContent("B: Height", "Specifies the Height Map for this Material.");
public static readonly GUIContent heightParametrization = new GUIContent("Parametrization", "Specifies the parametrization method for the Height Map.");
public static readonly GUIContent heightAmplitude = new GUIContent("Amplitude", "Sets the amplitude of the Height Map (in centimeters).");
public static readonly GUIContent heightBase = new GUIContent("Base", "Controls the base of the Height Map (between 0 and 1).");
public static readonly GUIContent heightMin = new GUIContent("Min", "Sets the minimum value in the Height Map (in centimeters).");
public static readonly GUIContent heightMax = new GUIContent("Max", "Sets the maximum value in the Height Map (in centimeters).");
public static readonly GUIContent heightCm = new GUIContent("B: Height (cm)");
public static readonly GUIContent smoothness = new GUIContent("A: Smoothness");
}
private MaterialProperty enableInstancedPerPixelNormal = null;
private bool m_ShowChannelRemapping = false;
private HeightParametrization m_HeightParametrization = HeightParametrization.Amplitude;
/// <summary>
/// Constructs the TerrainSurfaceOptionsUIBlock based on the parameters.
/// </summary>
/// <param name="expandableBit">Bit index used to store the foldout state.</param>
public TerrainSurfaceOptionsUIBlock(ExpandableBit expandableBit) : base(expandableBit, Styles.optionText)
{
}
/// <summary>
/// Loads the material properties for the block.
/// </summary>
public override void LoadMaterialProperties()
{
FindTerrainLitProperties(properties);
}
/// <summary>
/// Renders the properties in the block.
/// </summary>
protected override void OnGUIOpen()
{
if (enableInstancedPerPixelNormal != null)
{
EditorGUI.BeginDisabledGroup(!materialEditor.IsInstancingEnabled());
materialEditor.ShaderProperty(enableInstancedPerPixelNormal, Styles.enableInstancedPerPixelNormal);
EditorGUI.EndDisabledGroup();
}
}
/// <summary>
/// Renders the properties for terrain layers in the block.
/// </summary>
/// <param name="terrainLayer">Terray Layer.</param>
/// <param name="terrain">Terrain.</param>
/// <returns>True if it has any masks and processed the inspector to show properties.</returns>
public bool 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(HDMaterialProperties.kEnableHeightBlend) &&
terrain.materialTemplate.GetFloat(HDMaterialProperties.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 ? Styles.channelRemapping : Styles.defaultValues);
if (m_ShowChannelRemapping)
{
if (terrainLayer.maskMapTexture != null)
{
float min, max;
min = maskMapRemapMin.x; max = maskMapRemapMax.x;
EditorGUILayout.MinMaxSlider(Styles.metallic, ref min, ref max, 0, 1);
maskMapRemapMin.x = min; maskMapRemapMax.x = max;
min = maskMapRemapMin.y; max = maskMapRemapMax.y;
EditorGUILayout.MinMaxSlider(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(Styles.smoothness, ref min, ref max, 0, 1);
maskMapRemapMin.w = min; maskMapRemapMax.w = max;
}
else
{
metallic = EditorGUILayout.Slider(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(Styles.ao, maskMapRemapMax.y, 0, 1);
if (heightBlend)
{
maskMapRemapMax.z = EditorGUILayout.FloatField(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(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;
}
private static bool DoesTerrainUseMaskMaps(TerrainLayer[] terrainLayers)
{
for (int i = 0; i < terrainLayers.Length; ++i)
{
if (terrainLayers[i].maskMapTexture != null)
return true;
}
return false;
}
private static bool TextureHasAlpha(Texture2D inTex)
{
if (inTex == null)
return false;
return GraphicsFormatUtility.HasAlphaChannel(GraphicsFormatUtility.GetGraphicsFormat(inTex.format, true));
}
/// <summary>
/// Find the properties of terrain in the block.
/// </summary>
/// <param name="props">The list of properties in the inspected material(s).</param>
protected void FindTerrainLitProperties(MaterialProperty[] props)
{
foreach (var prop in props)
{
if (prop.name == HDMaterialProperties.kEnableInstancedPerPixelNormal)
enableInstancedPerPixelNormal = prop;
}
}
}
}