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using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
// Include material common properties names
using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
namespace UnityEditor.Rendering.HighDefinition
{
/// <summary>
/// Common GUI for Lit ShaderGraphs.
/// </summary>
public class LightingShaderGraphGUI : HDShaderGUI
{
// For surface option shader graph we only want all unlit features but alpha clip and back then front rendering
const SurfaceOptionUIBlock.Features surfaceOptionFeatures = SurfaceOptionUIBlock.Features.Lit
| SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly;
MaterialUIBlockList m_UIBlocks = new MaterialUIBlockList
{
new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base, features: surfaceOptionFeatures),
new TessellationOptionsUIBlock(MaterialUIBlock.ExpandableBit.Tessellation),
new ShaderGraphUIBlock(MaterialUIBlock.ExpandableBit.ShaderGraph),
new AdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance, ~AdvancedOptionsUIBlock.Features.SpecularOcclusion)
};
/// <summary>List of UI Blocks used to render the material inspector.</summary>
protected MaterialUIBlockList uiBlocks => m_UIBlocks;
/// <summary>
/// Implement your custom GUI in this function. To display a UI similar to HDRP shaders, use a MaterialUIBlockList.
/// </summary>
/// <param name="materialEditor">The current material editor.</param>
/// <param name="props">The list of properties the material has.</param>
protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
m_UIBlocks.OnGUI(materialEditor, props);
}
/// <summary>
/// Sets up the keywords and passes for the current selected material.
/// </summary>
/// <param name="material">The selected material.</param>
public override void ValidateMaterial(Material material) => ShaderGraphAPI.ValidateLightingMaterial(material);
}
}