using UnityEngine; using UnityEngine.Rendering; namespace UnityEditor.Rendering.Universal.ShaderGUI { internal class LitDetailGUI { public static class Styles { public static readonly GUIContent detailInputs = EditorGUIUtility.TrTextContent("Detail Inputs", "These settings define the surface details by tiling and overlaying additional maps on the surface."); public static readonly GUIContent detailMaskText = EditorGUIUtility.TrTextContent("Mask", "Select a mask for the Detail map. The mask uses the alpha channel of the selected texture. The Tiling and Offset settings have no effect on the mask."); public static readonly GUIContent detailAlbedoMapText = EditorGUIUtility.TrTextContent("Detail Map", "(R) Desaturated albedo, (G) Normal Y, (B) Smoothness, (A) Normal X."); // "Select the surface detail texture.The alpha of your texture determines surface hue and intensity."); public static readonly GUIContent detailNormalMapText = EditorGUIUtility.TrTextContent("Normal Map", "Designates a Normal Map to create the illusion of bumps and dents in the details of this Material's surface."); //public static readonly GUIContent detailAlbedoMapScaleInfo = EditorGUIUtility.TrTextContent("Setting the scaling factor to a value other than 1 results in a less performant shader variant."); } public struct LitProperties { // public MaterialProperty detailMask; public MaterialProperty detailMap; //public MaterialProperty detailAlbedoMapScale; //public MaterialProperty detailAlbedoMap; public MaterialProperty detailNormalMapScale; public MaterialProperty detailSmoothnessMapScale; //public MaterialProperty detailNormalMap; public LitProperties(MaterialProperty[] properties) { // detailMask = BaseShaderGUI.FindProperty("_DetailMask", properties, false); detailMap = BaseShaderGUI.FindProperty("_DetailMap", properties, false); //detailAlbedoMapScale = BaseShaderGUI.FindProperty("_DetailAlbedoMapScale", properties, false); // detailAlbedoMap = BaseShaderGUI.FindProperty("_DetailAlbedoMap", properties, false); detailNormalMapScale = BaseShaderGUI.FindProperty("_DetailNormalMapScale", properties, false); detailSmoothnessMapScale = BaseShaderGUI.FindProperty("_DetailSmoothnessMapScale", properties, false); // detailNormalMap = BaseShaderGUI.FindProperty("_DetailNormalMap", properties, false); } } public static void DoDetailArea(LitProperties properties, MaterialEditor materialEditor) { // materialEditor.TexturePropertySingleLine(Styles.detailMaskText, properties.detailMask); materialEditor.TexturePropertySingleLine(Styles.detailAlbedoMapText, properties.detailMap); //,properties.detailMap.textureValue != null ? properties.detailAlbedoMapScale : null); // if (properties.detailAlbedoMapScale.floatValue != 1.0f) // { // EditorGUILayout.HelpBox(Styles.detailAlbedoMapScaleInfo.text, MessageType.Info, true); // } if (properties.detailMap.textureValue != null) { // materialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, properties.detailNormalMap, // properties.detailNormalMap.textureValue != null ? properties.detailNormalMapScale : null); materialEditor.RangeProperty(properties.detailNormalMapScale, "Bump Scale"); materialEditor.RangeProperty(properties.detailSmoothnessMapScale, "Smoothness Scale"); materialEditor.TextureScaleOffsetProperty(properties.detailMap); // materialEditor.TextureScaleOffsetProperty(properties.detailAlbedoMap); } } public static void SetMaterialKeywords(Material material) { if (material.HasProperty("_DetailMap") )//&& material.HasProperty("_DetailAlbedoMapScale")) { bool isScaled = false;//material.GetFloat("_DetailAlbedoMapScale") != 1.0f; bool hasDetailMap = material.GetTexture("_DetailMap"); CoreUtils.SetKeyword(material, "_DETAIL_MULX2", !isScaled && hasDetailMap); if (hasDetailMap) CoreUtils.SetKeyword(material, "_NORMALMAP", true); //Forcing on normalmap to avoid a darkening bug with mixed directional lights :/ // CoreUtils.SetKeyword(material, "_DETAIL_SCALED", isScaled && hasDetailMap); } } } }