Project_WL/Assets/ThirdParty/Rob Reijnen/SilhouetteRadarShader/Editor/RadarShadersStandardVisible...

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2024-12-15 01:39:39 +00:00
using System;
using UnityEngine;
namespace UnityEditor
{
internal class RadarShadersStandardVisibleThroughObjectGUI : ShaderGUI
{
private enum WorkflowMode
{
Specular,
Metallic,
Dielectric
}
public enum BlendMode
{
Opaque,
Cutout,
Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency
Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply
}
public enum SmoothnessMapChannel
{
SpecularMetallicAlpha,
AlbedoAlpha,
}
private static class Styles
{
public static GUIStyle optionsButton = "PaneOptions";
public static GUIContent uvSetLabel = new GUIContent("UV Set");
public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") };
public static string emptyTootip = "";
public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)");
public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)");
public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value");
public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor");
public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel");
public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights");
public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections");
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map");
public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)");
public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)");
public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)");
public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)");
public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2");
public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map");
public static string whiteSpaceString = " ";
public static string primaryMapsText = "Main Maps";
public static string secondaryMapsText = "Secondary Maps";
public static string forwardText = "Forward Rendering Options";
public static string renderingMode = "Rendering Mode";
public static GUIContent emissiveWarning = new GUIContent("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive.");
public static GUIContent emissiveColorWarning = new GUIContent("Ensure emissive color is non-black for emission to have effect.");
public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
}
MaterialProperty blendMode = null;
MaterialProperty albedoMap = null;
MaterialProperty albedoColor = null;
MaterialProperty alphaCutoff = null;
MaterialProperty specularMap = null;
MaterialProperty specularColor = null;
MaterialProperty metallicMap = null;
MaterialProperty metallic = null;
MaterialProperty smoothness = null;
MaterialProperty smoothnessScale = null;
MaterialProperty smoothnessMapChannel = null;
MaterialProperty highlights = null;
MaterialProperty reflections = null;
MaterialProperty bumpScale = null;
MaterialProperty bumpMap = null;
MaterialProperty occlusionStrength = null;
MaterialProperty occlusionMap = null;
MaterialProperty heigtMapScale = null;
MaterialProperty heightMap = null;
MaterialProperty emissionColorForRendering = null;
MaterialProperty emissionMap = null;
MaterialProperty detailMask = null;
MaterialProperty detailAlbedoMap = null;
MaterialProperty detailNormalMapScale = null;
MaterialProperty detailNormalMap = null;
MaterialProperty uvSetSecondary = null;
MaterialProperty UseRim = null;
MaterialProperty UseFalloff = null;
MaterialProperty RimFalloff = null;
MaterialProperty RimWidth = null;
MaterialProperty ColorMap = null;
MaterialProperty NoiseMap = null;
MaterialProperty RimColor = null;
MaterialProperty RimSecondaryColor = null;
MaterialEditor m_MaterialEditor;
WorkflowMode m_WorkflowMode = WorkflowMode.Specular;
ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1 / 99f, 3f);
bool m_FirstTimeApply = true;
public void FindProperties(MaterialProperty[] props)
{
blendMode = FindProperty("_Mode", props);
albedoMap = FindProperty("_MainTex", props);
albedoColor = FindProperty("_Color", props);
alphaCutoff = FindProperty("_Cutoff", props);
specularMap = FindProperty("_SpecGlossMap", props, false);
specularColor = FindProperty("_SpecColor", props, false);
metallicMap = FindProperty("_MetallicGlossMap", props, false);
metallic = FindProperty("_Metallic", props, false);
if (specularMap != null && specularColor != null)
m_WorkflowMode = WorkflowMode.Specular;
else if (metallicMap != null && metallic != null)
m_WorkflowMode = WorkflowMode.Metallic;
else
m_WorkflowMode = WorkflowMode.Dielectric;
smoothness = FindProperty("_Glossiness", props);
smoothnessScale = FindProperty("_GlossMapScale", props, false);
smoothnessMapChannel = FindProperty("_SmoothnessTextureChannel", props, false);
highlights = FindProperty("_SpecularHighlights", props, false);
reflections = FindProperty("_GlossyReflections", props, false);
bumpScale = FindProperty("_BumpScale", props);
bumpMap = FindProperty("_BumpMap", props);
heigtMapScale = FindProperty("_Parallax", props);
heightMap = FindProperty("_ParallaxMap", props);
occlusionStrength = FindProperty("_OcclusionStrength", props);
occlusionMap = FindProperty("_OcclusionMap", props);
emissionColorForRendering = FindProperty("_EmissionColor", props);
emissionMap = FindProperty("_EmissionMap", props);
detailMask = FindProperty("_DetailMask", props);
detailAlbedoMap = FindProperty("_DetailAlbedoMap", props);
detailNormalMapScale = FindProperty("_DetailNormalMapScale", props);
detailNormalMap = FindProperty("_DetailNormalMap", props);
uvSetSecondary = FindProperty("_UVSec", props);
UseRim = FindProperty("_UseRim", props);
UseFalloff = FindProperty("_UseFalloff", props);
RimFalloff = FindProperty("_RimFalloff", props);
RimWidth = FindProperty("_RimWidth", props);
NoiseMap = FindProperty("_NoiseMap", props);
ColorMap = FindProperty("_ColorMap", props);
RimColor = FindProperty("_RimColor", props);
RimSecondaryColor = FindProperty("_RimSecondaryColor", props);
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
FindProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
m_MaterialEditor = materialEditor;
Material material = materialEditor.target as Material;
// Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing
// material to a standard shader.
// Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071)
if (m_FirstTimeApply)
{
MaterialChanged(material, m_WorkflowMode);
m_FirstTimeApply = false;
}
ShaderPropertiesGUI(material);
}
public void ShaderPropertiesGUI(Material material)
{
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
// Detect any changes to the material
EditorGUI.BeginChangeCheck();
{
BlendModePopup();
// Primary properties
GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel);
DoAlbedoArea(material);
DoSpecularMetallicArea();
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null);
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null);
m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null);
DoEmissionArea(material);
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
EditorGUI.BeginChangeCheck();
m_MaterialEditor.TextureScaleOffsetProperty(albedoMap);
if (EditorGUI.EndChangeCheck())
emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
EditorGUILayout.Space();
// Secondary properties
GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel);
m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale);
m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap);
m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text);
// Third properties
GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel);
if (highlights != null)
m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText);
if (reflections != null)
m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText);
EditorGUILayout.Space();
GUILayout.Label("Radar", EditorStyles.boldLabel);
m_MaterialEditor.ShaderProperty(UseRim, "Enabled");
m_MaterialEditor.ShaderProperty(UseFalloff, "Smooth Falloff");
m_MaterialEditor.ShaderProperty(RimFalloff, "Rim Falloff");
m_MaterialEditor.ShaderProperty(RimWidth, "Rim Width");
m_MaterialEditor.ShaderProperty(ColorMap, "Radar Color");
m_MaterialEditor.ShaderProperty(NoiseMap, "Radar Noise");
m_MaterialEditor.ShaderProperty(RimColor, "Rim Color");
m_MaterialEditor.ShaderProperty(RimSecondaryColor, "Secondary Rim Color");
//m_MaterialEditor.TexturePropertySingleLine("Radar Noise", NoiseMap);
}
if (EditorGUI.EndChangeCheck())
{
foreach (var obj in blendMode.targets)
MaterialChanged((Material)obj, m_WorkflowMode);
}
}
internal void DetermineWorkflow(MaterialProperty[] props)
{
if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null)
m_WorkflowMode = WorkflowMode.Specular;
else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null)
m_WorkflowMode = WorkflowMode.Metallic;
else
m_WorkflowMode = WorkflowMode.Dielectric;
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
// _Emission property is lost after assigning Standard shader to the material
// thus transfer it before assigning the new shader
if (material.HasProperty("_Emission"))
{
material.SetColor("_EmissionColor", material.GetColor("_Emission"));
}
base.AssignNewShaderToMaterial(material, oldShader, newShader);
if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
{
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
return;
}
BlendMode blendMode = BlendMode.Opaque;
if (oldShader.name.Contains("/Transparent/Cutout/"))
{
blendMode = BlendMode.Cutout;
}
else if (oldShader.name.Contains("/Transparent/"))
{
// NOTE: legacy shaders did not provide physically based transparency
// therefore Fade mode
blendMode = BlendMode.Fade;
}
material.SetFloat("_Mode", (float)blendMode);
DetermineWorkflow(MaterialEditor.GetMaterialProperties(new Material[] { material }));
MaterialChanged(material, m_WorkflowMode);
}
void BlendModePopup()
{
EditorGUI.showMixedValue = blendMode.hasMixedValue;
var mode = (BlendMode)blendMode.floatValue;
EditorGUI.BeginChangeCheck();
mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode");
blendMode.floatValue = (float)mode;
}
EditorGUI.showMixedValue = false;
}
void DoAlbedoArea(Material material)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor);
if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout))
{
m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
}
}
void DoEmissionArea(Material material)
{
bool showHelpBox = !HasValidEmissiveKeyword(material);
bool hadEmissionTexture = emissionMap.textureValue != null;
// Texture and HDR color controls
m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false);
// If texture was assigned and color was black set color to white
float brightness = emissionColorForRendering.colorValue.maxColorComponent;
if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
emissionColorForRendering.colorValue = Color.white;
// Emission for GI?
m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
if (showHelpBox)
{
EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning);
}
}
void DoSpecularMetallicArea()
{
bool hasGlossMap = false;
if (m_WorkflowMode == WorkflowMode.Specular)
{
hasGlossMap = specularMap.textureValue != null;
m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor);
}
else if (m_WorkflowMode == WorkflowMode.Metallic)
{
hasGlossMap = metallicMap.textureValue != null;
m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic);
}
bool showSmoothnessScale = hasGlossMap;
if (smoothnessMapChannel != null)
{
int smoothnessChannel = (int)smoothnessMapChannel.floatValue;
if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha)
showSmoothnessScale = true;
}
int indentation = 2; // align with labels of texture properties
m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation);
++indentation;
if (smoothnessMapChannel != null)
m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation);
}
public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
{
switch (blendMode)
{
case BlendMode.Opaque:
material.SetOverrideTag("RenderType", "");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = -1;
break;
case BlendMode.Cutout:
material.SetOverrideTag("RenderType", "TransparentCutout");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.EnableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
break;
case BlendMode.Fade:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
break;
case BlendMode.Transparent:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
break;
}
}
static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
{
int ch = (int)material.GetFloat("_SmoothnessTextureChannel");
if (ch == (int)SmoothnessMapChannel.AlbedoAlpha)
return SmoothnessMapChannel.AlbedoAlpha;
else
return SmoothnessMapChannel.SpecularMetallicAlpha;
}
static bool ShouldEmissionBeEnabled(Material mat, Color color)
{
var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission;
}
static void SetMaterialKeywords(Material material, WorkflowMode workflowMode)
{
// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
// (MaterialProperty value might come from renderer material property block)
SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
if (workflowMode == WorkflowMode.Specular)
SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
else if (workflowMode == WorkflowMode.Metallic)
SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(material, material.GetColor("_EmissionColor"));
SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
if (material.HasProperty("_SmoothnessTextureChannel"))
{
SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha);
}
// Setup lightmap emissive flags
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
if (!shouldEmissionBeEnabled)
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
}
bool HasValidEmissiveKeyword(Material material)
{
// Material animation might be out of sync with the material keyword.
// So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning.
// (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering))
bool hasEmissionKeyword = material.IsKeywordEnabled("_EMISSION");
if (!hasEmissionKeyword && ShouldEmissionBeEnabled(material, emissionColorForRendering.colorValue))
return false;
else
return true;
}
static void MaterialChanged(Material material, WorkflowMode workflowMode)
{
SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
SetMaterialKeywords(material, workflowMode);
}
static void SetKeyword(Material m, string keyword, bool state)
{
if (state)
m.EnableKeyword(keyword);
else
m.DisableKeyword(keyword);
}
}
} // namespace UnityEditor