Folder clean up;
Added Emissive;
This commit is contained in:
@@ -544,8 +544,8 @@ namespace UnityEditor.Rendering.Toon
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angelRing_Sampler = FindProperty("_AngelRing_Sampler", props, false);
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angelRing_Color = FindProperty("_AngelRing_Color", props, false);
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emissive_Tex = FindProperty("_Emissive_Tex", props);
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emissive_Color = FindProperty("_Emissive_Color", props);
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emissive_Tex = FindProperty("_EmissiveColorMap", props);
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emissive_Color = FindProperty("_EmissiveColor", props);
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outline_Sampler = FindProperty(ShaderProp_Outline_Sampler, props, false);
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@@ -1573,7 +1573,7 @@ namespace UnityEditor.Rendering.Toon
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case ShadowMode.Normal:
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{
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material.SetFloat(ShaderPropShadowMode, (int)ShadowMode.Normal);
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material.DisableKeyword(new LocalKeyword(material.shader, "_SDFShadow"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_SHADOW_MODE_SDF"));
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GUI_RangeProperty(material, Styles.shaderProp1st_ShadeColor_StepText);
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GUI_RangeProperty(material, Styles.shaderProp1st_ShadeColor_FeatherText);
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@@ -1591,7 +1591,7 @@ namespace UnityEditor.Rendering.Toon
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case ShadowMode.SDF:
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{
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material.SetFloat(ShaderPropShadowMode, (int)ShadowMode.SDF);
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material.EnableKeyword(new LocalKeyword(material.shader, "_SDFShadow"));
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material.EnableKeyword(new LocalKeyword(material.shader, "_SHADOW_MODE_SDF"));
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m_MaterialEditor.TexturePropertySingleLine(Styles.SDFShadowText, SDFShadowMap);
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GUI_RangeProperty(material, Styles.SDFShadowLevelText);
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GUI_RangeProperty(material, Styles.SDFSmoothGammaText);
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@@ -1707,13 +1707,14 @@ namespace UnityEditor.Rendering.Toon
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SwitchKeywrod(material, PbrModeDefines[(int)m_pbrMode], PbrModeDefines);
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m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, normalScale);
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material.SetKeyword(new LocalKeyword(material.shader, "_NORMAL_MAP"), normalMap.textureValue != null);
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if (m_pbrMode != PBRMode.Off)
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{
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m_MaterialEditor.TexturePropertySingleLine(Styles.MaskMapText, Mask);
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if (Mask.textureValue == null)
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{
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material.DisableKeyword(new LocalKeyword(material.shader, "_MASKMAP"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_MASK_MAP"));
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if (m_pbrMode != PBRMode.KKHair)
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{
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GUI_RangeProperty(material, Styles.MetallicText);
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@@ -1722,7 +1723,7 @@ namespace UnityEditor.Rendering.Toon
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}
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else
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{
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material.EnableKeyword(new LocalKeyword(material.shader, "_MASKMAP"));
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material.EnableKeyword(new LocalKeyword(material.shader, "_MASK_MAP"));
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m_MaterialEditor.MinMaxShaderProperty(MetallicRemapMin, MetallicRemapMax, minLimit: 0, 1, Styles.MetallicRemap);
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m_MaterialEditor.MinMaxShaderProperty(AORemapMin, AORemapMax, 0, 1, Styles.AORemap);
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m_MaterialEditor.MinMaxShaderProperty(RoughnessRemapMin, RoughnessRemapMax, 0, 1, Styles.RoughnessRemap);
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@@ -1730,9 +1731,9 @@ namespace UnityEditor.Rendering.Toon
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}
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else
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{
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material.DisableKeyword(new LocalKeyword(material.shader, "_MASKMAP"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_ANISOTROPYMAP"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_SPECULARCOLORMAP"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_MASK_MAP"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
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}
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@@ -1751,11 +1752,11 @@ namespace UnityEditor.Rendering.Toon
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if (AnisotropyMap.textureValue == null)
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{
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material.DisableKeyword(new LocalKeyword(material.shader, "_ANISOTROPYMAP"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
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}
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else
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{
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material.EnableKeyword(new LocalKeyword(material.shader, "_ANISOTROPYMAP"));
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material.EnableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
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}
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}
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@@ -1764,11 +1765,11 @@ namespace UnityEditor.Rendering.Toon
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m_MaterialEditor.TexturePropertySingleLine(new GUIContent("Specular Color Map"), SpecColorMap, SpecColor);
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if (SpecColorMap.textureValue == null)
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{
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material.DisableKeyword(new LocalKeyword(material.shader, "_SPECULARCOLORMAP"));
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material.DisableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
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}
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else
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{
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material.EnableKeyword(new LocalKeyword(material.shader, "_SPECULARCOLORMAP"));
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material.EnableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
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}
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m_MaterialEditor.MinMaxShaderProperty(SpecFeather, SpecStep, 0, 1, Styles.SpecRemap);
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}
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@@ -2242,9 +2243,9 @@ namespace UnityEditor.Rendering.Toon
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void GUI_Emissive(Material material)
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{
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m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveTexText, emissive_Tex, emissive_Color);
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m_MaterialEditor.TextureScaleOffsetProperty(emissive_Tex);
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material.SetKeyword(new LocalKeyword(material.shader, "_EMISSIVE_COLOR_MAP"), emissive_Tex.textureValue != null);
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var _EmissiveMode_Setting = MaterialGetInt(material, "_EMISSIVE");
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if ((int)EmissionMode.SimpleEmissive == _EmissiveMode_Setting)
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