using System; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Scripting.APIUpdating; namespace UnityEditor.Rendering.Universal.ShaderGUI { public static class SimpleLitGUI { public enum SpecularSource { SpecularTextureAndColor, NoSpecular } public enum SmoothnessMapChannel { SpecularAlpha, AlbedoAlpha, } public static class Styles { public static GUIContent specularMapText = EditorGUIUtility.TrTextContent("Specular Map", "Designates a Specular Map and specular color determining the apperance of reflections on this Material's surface."); } public struct SimpleLitProperties { // Surface Input Props public MaterialProperty specColor; public MaterialProperty specGlossMap; public MaterialProperty specHighlights; public MaterialProperty smoothnessMapChannel; public MaterialProperty smoothness; public MaterialProperty bumpMapProp; public SimpleLitProperties(MaterialProperty[] properties) { // Surface Input Props specColor = BaseShaderGUI.FindProperty("_SpecColor", properties); specGlossMap = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false); specHighlights = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false); smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessSource", properties, false); smoothness = BaseShaderGUI.FindProperty("_Smoothness", properties, false); bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false); } } public static void Inputs(SimpleLitProperties properties, MaterialEditor materialEditor, Material material) { DoSpecularArea(properties, materialEditor, material); BaseShaderGUI.DrawNormalArea(materialEditor, properties.bumpMapProp); } public static void Advanced(SimpleLitProperties properties) { //SpecularSource specularSource = (SpecularSource)properties.specHighlights.floatValue; //EditorGUI.BeginChangeCheck(); //EditorGUI.showMixedValue = properties.specHighlights.hasMixedValue; //bool enabled = EditorGUILayout.Toggle(LitGUI.Styles.highlightsText, specularSource == SpecularSource.SpecularTextureAndColor); //if (EditorGUI.EndChangeCheck()) // properties.specHighlights.floatValue = enabled ? (float)SpecularSource.SpecularTextureAndColor : (float)SpecularSource.NoSpecular; //EditorGUI.showMixedValue = false; } public static void DoSpecularArea(SimpleLitProperties properties, MaterialEditor materialEditor, Material material) { //SpecularSource specSource = (SpecularSource)properties.specHighlights.floatValue; //EditorGUI.BeginDisabledGroup(specSource == SpecularSource.NoSpecular); BaseShaderGUI.TextureColorProps(materialEditor, Styles.specularMapText, properties.specGlossMap, properties.specColor, true); LitGUI.DoSmoothness(materialEditor, material, properties.smoothness, properties.smoothnessMapChannel, LitGUI.Styles.specularSmoothnessChannelNames); EditorGUI.EndDisabledGroup(); } public static void SetMaterialKeywords(Material material) { UpdateMaterialSpecularSource(material); } private static void UpdateMaterialSpecularSource(Material material) { var opaque = ((BaseShaderGUI.SurfaceType)material.GetFloat("_Surface") == BaseShaderGUI.SurfaceType.Opaque); //SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecularHighlights"); //if (specSource == SpecularSource.NoSpecular) //{ // CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false); // CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false); // CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false); //} //else { //var smoothnessSource = (SmoothnessMapChannel)material.GetFloat("_SmoothnessSource"); bool hasMap = material.GetTexture("_SpecGlossMap"); CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasMap); CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasMap); // if (opaque) // CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", smoothnessSource == SmoothnessMapChannel.AlbedoAlpha); // else // CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false); string color; // if (smoothnessSource != SmoothnessMapChannel.AlbedoAlpha || !opaque) color = "_SpecColor"; //else // color = "_BaseColor"; var col = material.GetColor(color); float smoothness = material.GetFloat("_Smoothness"); if (smoothness != col.a) { col.a = smoothness; material.SetColor(color, col); } } } } }