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185 lines
8.7 KiB
185 lines
8.7 KiB
using System;
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using UnityEngine;
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using System.Linq;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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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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// Needed for json serialization to work
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[Serializable]
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internal struct SerializeableGUIDs
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{
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public string[] GUIDArray;
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public bool[] withUV;
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}
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/// <summary>
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/// GUI for HDRP Layered Lit materials (and tesselation), does not include shader graph + function to setup material keywords for Lit
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/// </summary>
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class LayeredLitGUI : HDShaderGUI
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{
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const LitSurfaceInputsUIBlock.Features commonLitSurfaceInputsFeatures = LitSurfaceInputsUIBlock.Features.LayerOptions;
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MaterialUIBlockList uiBlocks = new MaterialUIBlockList
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{
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new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base, 4, SurfaceOptionUIBlock.Features.Lit),
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new TessellationOptionsUIBlock(MaterialUIBlock.ExpandableBit.Tessellation),
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new LitSurfaceInputsUIBlock(MaterialUIBlock.ExpandableBit.Input, kMaxLayerCount, features: commonLitSurfaceInputsFeatures),
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new LayerListUIBlock(MaterialUIBlock.ExpandableBit.MaterialReferences),
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new LayersUIBlock(),
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new EmissionUIBlock(MaterialUIBlock.ExpandableBit.Emissive),
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new AdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance, features: AdvancedOptionsUIBlock.Features.StandardLit),
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};
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protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props)
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{
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uiBlocks.OnGUI(materialEditor, props);
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}
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public override void ValidateMaterial(Material material) => LayeredLitAPI.ValidateMaterial(material);
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// This function is call by a script to help artists to have up to date material
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// that why it is static
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public static void SynchronizeAllLayers(Material material)
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{
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int layerCount = (int)material.GetFloat(kLayerCount);
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AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
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Material[] layers = null;
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bool[] withUV = null;
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// Material importer can be null when the selected material doesn't exists as asset (Material saved inside the scene)
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if (materialImporter != null)
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InitializeMaterialLayers(material, ref layers, ref withUV);
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// We could have no userData in the assets, so test if we have load something
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if (layers != null && withUV != null)
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{
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for (int i = 0; i < layerCount; ++i)
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{
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SynchronizeLayerProperties(material, i, layers[i], withUV[i]);
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}
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}
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}
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// This function will look for all referenced lit material, and assign value from Lit to layered lit layers.
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// This is based on the naming of the variables, i.E BaseColor will match BaseColor0, if a properties shouldn't be override
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// put the name in the exclusionList below
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public static void SynchronizeLayerProperties(Material material, int layerIndex, Material layerMaterial, bool includeUVMappingProperties)
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{
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string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVDetailsMappingMask, kObjectSpaceUVMapping };
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if (layerMaterial != null)
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{
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Shader layerShader = layerMaterial.shader;
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int propertyCount = ShaderUtil.GetPropertyCount(layerShader);
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for (int i = 0; i < propertyCount; ++i)
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{
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string propertyName = ShaderUtil.GetPropertyName(layerShader, i);
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string layerPropertyName = propertyName + layerIndex;
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if (includeUVMappingProperties || !exclusionList.Contains(propertyName))
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{
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if (material.HasProperty(layerPropertyName))
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{
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ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
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switch (type)
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{
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case ShaderUtil.ShaderPropertyType.Color:
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{
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material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
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break;
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}
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case ShaderUtil.ShaderPropertyType.Float:
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case ShaderUtil.ShaderPropertyType.Range:
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{
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material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
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break;
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}
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case ShaderUtil.ShaderPropertyType.Vector:
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{
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material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
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break;
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}
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case ShaderUtil.ShaderPropertyType.TexEnv:
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{
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material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
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if (includeUVMappingProperties)
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{
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material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName));
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material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName));
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}
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break;
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}
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}
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}
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}
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}
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}
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}
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// We use the user data to save a string that represent the referenced lit material
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// so we can keep reference during serialization
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public static void InitializeMaterialLayers(Material material, ref Material[] layers, ref bool[] withUV)
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{
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AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
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InitializeMaterialLayers(materialImporter, ref layers, ref withUV);
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}
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public static void InitializeMaterialLayers(AssetImporter materialImporter, ref Material[] layers, ref bool[] withUV)
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{
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if (materialImporter.userData != string.Empty)
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{
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SerializeableGUIDs layersGUID = JsonUtility.FromJson<SerializeableGUIDs>(materialImporter.userData);
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if (layersGUID.GUIDArray.Length > 0)
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{
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layers = new Material[layersGUID.GUIDArray.Length];
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for (int i = 0; i < layersGUID.GUIDArray.Length; ++i)
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{
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layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
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}
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}
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if (layersGUID.withUV != null && layersGUID.withUV.Length > 0)
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{
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withUV = new bool[layersGUID.withUV.Length];
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for (int i = 0; i < layersGUID.withUV.Length; ++i)
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withUV[i] = layersGUID.withUV[i];
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}
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}
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else
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{
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if (layers != null)
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{
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for (int i = 0; i < layers.Length; ++i)
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layers[i] = null;
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}
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if (withUV != null)
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{
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for (int i = 0; i < withUV.Length; ++i)
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withUV[i] = true;
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}
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}
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}
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public static void SaveMaterialLayers(Material material, Material[] materialLayers, bool[] withUV)
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{
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AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
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SerializeableGUIDs layersGUID;
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layersGUID.GUIDArray = new string[materialLayers.Length];
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layersGUID.withUV = new bool[withUV.Length];
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for (int i = 0; i < materialLayers.Length; ++i)
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{
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if (materialLayers[i] != null)
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layersGUID.GUIDArray[i] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(materialLayers[i].GetInstanceID()));
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layersGUID.withUV[i] = withUV[i];
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}
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materialImporter.userData = JsonUtility.ToJson(layersGUID);
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}
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}
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} // namespace UnityEditor
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