using UnityEngine; using UnityEngine.Rendering.HighDefinition; // Include material common properties names using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties; namespace UnityEditor.Rendering.HighDefinition { /// /// The UI block that represents a material layer list. The Layered Lit shader uses this UI block. /// public class LayerListUIBlock : MaterialUIBlock { internal class Styles { public static GUIContent header { get; } = EditorGUIUtility.TrTextContent("Layering List"); public static readonly GUIContent layerNameHeader = EditorGUIUtility.TrTextContent("Layer name"); public static readonly GUIContent layerMaterialHeader = EditorGUIUtility.TrTextContent("Layer Material"); public static readonly GUIContent uvHeader = EditorGUIUtility.TrTextContent("UV", "Also reset UV."); public static readonly GUIContent resetButtonIcon = EditorGUIUtility.TrTextContent("Reset", "Copy again Material parameters to layer. If UV is disabled, this will not copy UV."); //EditorGUIUtility.IconContent("RotateTool", "Copy Material parameters to layer. If UV is disabled, this will not copy UV."); } MaterialProperty layerCount = null; bool[] m_WithUV = new bool[kMaxLayerCount]; Material[] m_MaterialLayers = new Material[kMaxLayerCount]; AssetImporter m_MaterialImporter; int numLayer => (int)layerCount.floatValue; /// /// Constructs a LayerListUIBlock based on the parameters. /// /// Bit index used to store the state of the foldout public LayerListUIBlock(ExpandableBit expandableBit) : base(expandableBit, Styles.header) { } /// /// Loads the material properties for the block. /// public override void LoadMaterialProperties() { layerCount = FindProperty(kLayerCount); // TODO: does not work with multi-selection Material material = materials[0]; m_MaterialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID())); // Material importer can be null when the selected material doesn't exists as asset (Material saved inside the scene) if (m_MaterialImporter != null) { if (m_MaterialImporter.userData == string.Empty) { MaterialExternalReferences matExternalRefs = MaterialExternalReferences.GetMaterialExternalReferences(material); LayeredLitGUI.SaveMaterialLayers(material, matExternalRefs.materialReferences, m_WithUV); } LayeredLitGUI.InitializeMaterialLayers(m_MaterialImporter, ref m_MaterialLayers, ref m_WithUV); } } /// /// Renders the properties in the block. /// protected override void OnGUIOpen() { bool layersChanged = false; int oldindentLevel = EditorGUI.indentLevel; // TODO: does not work with multi-selection Material material = materials[0]; float indentOffset = EditorGUI.indentLevel * 15f; const int UVWidth = 14; const int resetButtonWidth = 43; const int endOffset = 2; const int horizontalSpacing = 4; const int headerHeight = 15; EditorGUI.indentLevel = 0; Rect headerLineRect = GUILayoutUtility.GetRect(1, headerHeight); Rect labelRect = new Rect(headerLineRect.x + indentOffset, headerLineRect.y, EditorGUIUtility.labelWidth - indentOffset, headerHeight); Rect uvRect = new Rect(headerLineRect.x + headerLineRect.width - horizontalSpacing - UVWidth - resetButtonWidth - endOffset, headerLineRect.y, UVWidth, headerHeight); Rect materialDropRect = new Rect(labelRect.xMax + horizontalSpacing, headerLineRect.y, uvRect.xMin - labelRect.xMax - 2 * horizontalSpacing, headerHeight); //Minilabel is slighly shifted from 2 px. const int shift = 2; const int textOverflow = 2; Rect headerLabelRect = new Rect(labelRect) { xMin = labelRect.xMin - shift, xMax = labelRect.xMax + shift }; Rect headerUVRect = new Rect(uvRect) { xMin = uvRect.xMin - shift, xMax = uvRect.xMax + shift + textOverflow }; //dealing with text overflow (centering "UV" on sligthly larger area) Rect headerMaterialDropRect = new Rect(materialDropRect) { xMin = materialDropRect.xMin - shift, xMax = materialDropRect.xMax + shift }; using (new EditorGUI.DisabledScope(true)) { EditorGUI.LabelField(headerLabelRect, Styles.layerNameHeader, EditorStyles.miniLabel); EditorGUI.LabelField(headerMaterialDropRect, Styles.layerMaterialHeader, EditorStyles.miniLabel); EditorGUI.LabelField(headerUVRect, Styles.uvHeader, EditorStyles.miniLabel); } for (int layerIndex = 0; layerIndex < numLayer; ++layerIndex) { using (new EditorGUILayout.HorizontalScope()) { Rect lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing); lineRect.xMin += indentOffset; lineRect.yMax -= EditorGUIUtility.standardVerticalSpacing; Rect lineLabelRect = new Rect(labelRect.x, lineRect.y, labelRect.width, lineRect.height); Rect lineMaterialRect = new Rect(materialDropRect.x, lineRect.y, materialDropRect.width, lineRect.height); Rect lineUvRect = new Rect(uvRect.x, lineRect.y, uvRect.width, lineRect.height); Rect lineResetRect = new Rect(uvRect.xMax + horizontalSpacing, lineRect.y, resetButtonWidth, lineRect.height); using (new EditorGUIUtility.IconSizeScope(LayersUIBlock.Styles.layerIconSize)) EditorGUI.LabelField(lineLabelRect, LayersUIBlock.Styles.layers[layerIndex]); EditorGUI.BeginChangeCheck(); m_MaterialLayers[layerIndex] = EditorGUI.ObjectField(lineMaterialRect, GUIContent.none, m_MaterialLayers[layerIndex], typeof(Material), allowSceneObjects: true) as Material; if (EditorGUI.EndChangeCheck()) { Undo.RecordObjects(new UnityEngine.Object[] { material, m_MaterialImporter }, "Change layer material"); LayeredLitGUI.SynchronizeLayerProperties(material, layerIndex, m_MaterialLayers[layerIndex], m_WithUV[layerIndex]); layersChanged = true; // Update external reference. foreach (var target in materialEditor.targets) { MaterialExternalReferences matExternalRefs = MaterialExternalReferences.GetMaterialExternalReferences(target as Material); matExternalRefs.SetMaterialReference(layerIndex, m_MaterialLayers[layerIndex]); } } EditorGUI.BeginChangeCheck(); m_WithUV[layerIndex] = EditorGUI.Toggle(lineUvRect, m_WithUV[layerIndex]); if (EditorGUI.EndChangeCheck()) { Undo.RecordObjects(new UnityEngine.Object[] { material, m_MaterialImporter }, "Change layer material"); layersChanged = true; } if (GUI.Button(lineResetRect, Styles.resetButtonIcon)) { Undo.RecordObjects(new UnityEngine.Object[] { material, m_MaterialImporter }, "Reset layer material"); LayeredLitGUI.SynchronizeLayerProperties(material, layerIndex, m_MaterialLayers[layerIndex], m_WithUV[layerIndex]); layersChanged = true; } } if (m_MaterialLayers[layerIndex] != null && m_MaterialLayers[layerIndex].shader != null) { var shaderName = m_MaterialLayers[layerIndex].shader.name; if (shaderName != "HDRP/Lit" && shaderName != "HDRP/LitTessellation") EditorGUILayout.HelpBox("Selected material is not an HDRP Lit Material. Some properties may not be correctly imported.", MessageType.Info); } } EditorGUI.indentLevel = oldindentLevel; if (layersChanged) { foreach (var mat in materials) { LayeredLitAPI.ValidateMaterial(mat); } // SaveAssetsProcessor the referenced material in the users data if (m_MaterialImporter != null) LayeredLitGUI.SaveMaterialLayers(material, m_MaterialLayers, m_WithUV); // We should always do this call at the end materialEditor.serializedObject.ApplyModifiedProperties(); } } } }