initial commit

This commit is contained in:
Jo 2025-01-07 02:06:59 +01:00
parent 6715289efe
commit 788c3389af
37645 changed files with 2526849 additions and 80 deletions

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using System;
using UnityEngine;
using UnityEditor.Rendering.Universal;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class BakedLitShader : BaseShaderGUI
{
// Properties
private BakedLitGUI.BakedLitProperties shadingModelProperties;
// collect properties from the material properties
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
shadingModelProperties = new BakedLitGUI.BakedLitProperties(properties);
}
// material changed check
public override void ValidateMaterial(Material material)
{
SetMaterialKeywords(material);
}
// material main surface options
public override void DrawSurfaceOptions(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
base.DrawSurfaceOptions(material);
}
// material main surface inputs
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
BakedLitGUI.Inputs(shadingModelProperties, materialEditor);
DrawTileOffset(materialEditor, baseMapProp);
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
if (material == null)
throw new ArgumentNullException("material");
// _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/"))
{
SetupMaterialBlendMode(material);
return;
}
SurfaceType surfaceType = SurfaceType.Opaque;
BlendMode blendMode = BlendMode.Alpha;
if (oldShader.name.Contains("/Transparent/Cutout/"))
{
surfaceType = SurfaceType.Opaque;
material.SetFloat("_AlphaClip", 1);
}
else if (oldShader.name.Contains("/Transparent/"))
{
// NOTE: legacy shaders did not provide physically based transparency
// therefore Fade mode
surfaceType = SurfaceType.Transparent;
blendMode = BlendMode.Alpha;
}
material.SetFloat("_Blend", (float)blendMode);
material.SetFloat("_Surface", (float)surfaceType);
if (surfaceType == SurfaceType.Opaque)
{
material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
}
else
{
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class LitShader : BaseShaderGUI
{
static readonly string[] workflowModeNames = Enum.GetNames(typeof(LitGUI.WorkflowMode));
private LitGUI.LitProperties litProperties;
private LitDetailGUI.LitProperties litDetailProperties;
public override void FillAdditionalFoldouts(MaterialHeaderScopeList materialScopesList)
{
materialScopesList.RegisterHeaderScope(LitDetailGUI.Styles.detailInputs, Expandable.Details, _ => LitDetailGUI.DoDetailArea(litDetailProperties, materialEditor));
}
// collect properties from the material properties
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
litProperties = new LitGUI.LitProperties(properties);
litDetailProperties = new LitDetailGUI.LitProperties(properties);
}
// material changed check
public override void ValidateMaterial(Material material)
{
SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, LitDetailGUI.SetMaterialKeywords);
}
// material main surface options
public override void DrawSurfaceOptions(Material material)
{
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
if (litProperties.workflowMode != null)
DoPopup(LitGUI.Styles.workflowModeText, litProperties.workflowMode, workflowModeNames);
base.DrawSurfaceOptions(material);
}
// material main surface inputs
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
LitGUI.Inputs(litProperties, materialEditor, material);
DrawEmissionProperties(material, true);
DrawTileOffset(materialEditor, baseMapProp);
}
// material main advanced options
public override void DrawAdvancedOptions(Material material)
{
if (litProperties.reflections != null && litProperties.highlights != null)
{
materialEditor.ShaderProperty(litProperties.highlights, LitGUI.Styles.highlightsText);
materialEditor.ShaderProperty(litProperties.reflections, LitGUI.Styles.reflectionsText);
}
base.DrawAdvancedOptions(material);
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
if (material == null)
throw new ArgumentNullException("material");
// _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/"))
{
SetupMaterialBlendMode(material);
return;
}
SurfaceType surfaceType = SurfaceType.Opaque;
BlendMode blendMode = BlendMode.Alpha;
if (oldShader.name.Contains("/Transparent/Cutout/"))
{
surfaceType = SurfaceType.Opaque;
material.SetFloat("_AlphaClip", 1);
}
else if (oldShader.name.Contains("/Transparent/"))
{
// NOTE: legacy shaders did not provide physically based transparency
// therefore Fade mode
surfaceType = SurfaceType.Transparent;
blendMode = BlendMode.Alpha;
}
material.SetFloat("_Blend", (float)blendMode);
material.SetFloat("_Surface", (float)surfaceType);
if (surfaceType == SurfaceType.Opaque)
{
material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
}
else
{
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
}
if (oldShader.name.Equals("Standard (Specular setup)"))
{
material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Specular);
Texture texture = material.GetTexture("_SpecGlossMap");
if (texture != null)
material.SetTexture("_MetallicSpecGlossMap", texture);
}
else
{
material.SetFloat("_WorkflowMode", (float)LitGUI.WorkflowMode.Metallic);
Texture texture = material.GetTexture("_MetallicGlossMap");
if (texture != null)
material.SetTexture("_MetallicSpecGlossMap", texture);
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class ParticlesLitShader : BaseShaderGUI
{
// Properties
private LitGUI.LitProperties litProperties;
private ParticleGUI.ParticleProperties particleProps;
// List of renderers using this material in the scene, used for validating vertex streams
List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
litProperties = new LitGUI.LitProperties(properties);
particleProps = new ParticleGUI.ParticleProperties(properties);
}
public override void ValidateMaterial(Material material)
{
SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
}
public override void DrawSurfaceOptions(Material material)
{
base.DrawSurfaceOptions(material);
DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
}
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
LitGUI.Inputs(litProperties, materialEditor, material);
DrawEmissionProperties(material, true);
}
public override void DrawAdvancedOptions(Material material)
{
materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
ParticleGUI.FadingOptions(material, materialEditor, particleProps);
ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true);
DrawQueueOffsetField();
}
public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
{
CacheRenderersUsingThisMaterial(material);
base.OnOpenGUI(material, materialEditor);
}
void CacheRenderersUsingThisMaterial(Material material)
{
m_RenderersUsingThisMaterial.Clear();
ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[];
foreach (ParticleSystemRenderer renderer in renderers)
{
if (renderer.sharedMaterial == material)
m_RenderersUsingThisMaterial.Add(renderer);
}
}
}
} // namespace UnityEditor

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class ParticlesSimpleLitShader : BaseShaderGUI
{
// Properties
private SimpleLitGUI.SimpleLitProperties shadingModelProperties;
private ParticleGUI.ParticleProperties particleProps;
// List of renderers using this material in the scene, used for validating vertex streams
List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties);
particleProps = new ParticleGUI.ParticleProperties(properties);
}
public override void ValidateMaterial(Material material)
{
SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
}
public override void DrawSurfaceOptions(Material material)
{
base.DrawSurfaceOptions(material);
DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
}
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material);
DrawEmissionProperties(material, true);
}
public override void DrawAdvancedOptions(Material material)
{
SimpleLitGUI.Advanced(shadingModelProperties);
materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
ParticleGUI.FadingOptions(material, materialEditor, particleProps);
ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true);
DrawQueueOffsetField();
}
public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
{
CacheRenderersUsingThisMaterial(material);
base.OnOpenGUI(material, materialEditor);
}
void CacheRenderersUsingThisMaterial(Material material)
{
m_RenderersUsingThisMaterial.Clear();
ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[];
foreach (ParticleSystemRenderer renderer in renderers)
{
if (renderer.sharedMaterial == material)
m_RenderersUsingThisMaterial.Add(renderer);
}
}
}
} // namespace UnityEditor

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class ParticlesUnlitShader : BaseShaderGUI
{
// Properties
private BakedLitGUI.BakedLitProperties shadingModelProperties;
private ParticleGUI.ParticleProperties particleProps;
// List of renderers using this material in the scene, used for validating vertex streams
List<ParticleSystemRenderer> m_RenderersUsingThisMaterial = new List<ParticleSystemRenderer>();
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
shadingModelProperties = new BakedLitGUI.BakedLitProperties(properties);
particleProps = new ParticleGUI.ParticleProperties(properties);
}
public override void ValidateMaterial(Material material)
{
SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords);
}
public override void DrawSurfaceOptions(Material material)
{
base.DrawSurfaceOptions(material);
DoPopup(ParticleGUI.Styles.colorMode, particleProps.colorMode, Enum.GetNames(typeof(ParticleGUI.ColorMode)));
}
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
BakedLitGUI.Inputs(shadingModelProperties, materialEditor);
DrawEmissionProperties(material, true);
}
public override void DrawAdvancedOptions(Material material)
{
materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode);
ParticleGUI.FadingOptions(material, materialEditor, particleProps);
ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial);
DrawQueueOffsetField();
}
public override void OnOpenGUI(Material material, MaterialEditor materialEditor)
{
CacheRenderersUsingThisMaterial(material);
base.OnOpenGUI(material, materialEditor);
}
void CacheRenderersUsingThisMaterial(Material material)
{
m_RenderersUsingThisMaterial.Clear();
ParticleSystemRenderer[] renderers = UnityEngine.Object.FindObjectsOfType(typeof(ParticleSystemRenderer)) as ParticleSystemRenderer[];
foreach (ParticleSystemRenderer renderer in renderers)
{
if (renderer.sharedMaterial == material)
m_RenderersUsingThisMaterial.Add(renderer);
}
}
}
} // namespace UnityEditor

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using System;
using UnityEngine;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class SimpleLitShader : BaseShaderGUI
{
// Properties
private SimpleLitGUI.SimpleLitProperties shadingModelProperties;
// collect properties from the material properties
public override void FindProperties(MaterialProperty[] properties)
{
base.FindProperties(properties);
shadingModelProperties = new SimpleLitGUI.SimpleLitProperties(properties);
}
// material changed check
public override void ValidateMaterial(Material material)
{
SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords);
}
// material main surface options
public override void DrawSurfaceOptions(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
base.DrawSurfaceOptions(material);
}
// material main surface inputs
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
SimpleLitGUI.Inputs(shadingModelProperties, materialEditor, material);
DrawEmissionProperties(material, true);
DrawTileOffset(materialEditor, baseMapProp);
}
public override void DrawAdvancedOptions(Material material)
{
SimpleLitGUI.Advanced(shadingModelProperties);
base.DrawAdvancedOptions(material);
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
if (material == null)
throw new ArgumentNullException("material");
// _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/"))
{
SetupMaterialBlendMode(material);
return;
}
SurfaceType surfaceType = SurfaceType.Opaque;
BlendMode blendMode = BlendMode.Alpha;
if (oldShader.name.Contains("/Transparent/Cutout/"))
{
surfaceType = SurfaceType.Opaque;
material.SetFloat("_AlphaClip", 1);
}
else if (oldShader.name.Contains("/Transparent/"))
{
// NOTE: legacy shaders did not provide physically based transparency
// therefore Fade mode
surfaceType = SurfaceType.Transparent;
blendMode = BlendMode.Alpha;
}
material.SetFloat("_Surface", (float)surfaceType);
material.SetFloat("_Blend", (float)blendMode);
}
}
}

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using System;
using UnityEngine;
namespace UnityEditor.Rendering.Universal.ShaderGUI
{
internal class UnlitShader : BaseShaderGUI
{
// material changed check
public override void ValidateMaterial(Material material)
{
SetMaterialKeywords(material);
}
// material main surface options
public override void DrawSurfaceOptions(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
base.DrawSurfaceOptions(material);
}
// material main surface inputs
public override void DrawSurfaceInputs(Material material)
{
base.DrawSurfaceInputs(material);
DrawTileOffset(materialEditor, baseMapProp);
}
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
if (material == null)
throw new ArgumentNullException("material");
// _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/"))
{
SetupMaterialBlendMode(material);
return;
}
SurfaceType surfaceType = SurfaceType.Opaque;
BlendMode blendMode = BlendMode.Alpha;
if (oldShader.name.Contains("/Transparent/Cutout/"))
{
surfaceType = SurfaceType.Opaque;
material.SetFloat("_AlphaClip", 1);
}
else if (oldShader.name.Contains("/Transparent/"))
{
// NOTE: legacy shaders did not provide physically based transparency
// therefore Fade mode
surfaceType = SurfaceType.Transparent;
blendMode = BlendMode.Alpha;
}
material.SetFloat("_Blend", (float)blendMode);
material.SetFloat("_Surface", (float)surfaceType);
if (surfaceType == SurfaceType.Opaque)
{
material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
}
else
{
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
}
}
}
}

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