Added ShadowScope;

Renamed PBRScope to SurfaceInputsScope;
This commit is contained in:
2025-02-01 20:51:22 +09:00
parent 458afd880f
commit 3273812902
26 changed files with 346 additions and 172 deletions

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fileFormatVersion: 2
guid: f611f3d462b5414f9241ed80e4f1d0bb
timeCreated: 1738325165

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@@ -0,0 +1,57 @@
using Misaki.ShaderGUI;
using UnityEditor;
using UnityEngine;
namespace Misaki.HdrpToon.Editor
{
internal class ShadowScope : MaterialUIScope<ShaderGUIExpandable>
{
private static class Properties
{
public static MaterialProperty receiveLightShadow;
public static MaterialProperty receiveScreenSpaceShadow;
public static MaterialProperty receiveHairShadow;
public static MaterialProperty shadowDistanceBias;
public static MaterialProperty shadowNormalBias;
}
private static class Styles
{
public static readonly GUIContent receiveLightShadowText = new("Receive Light Shadow", "Enable to receive shadow from light.");
public static readonly GUIContent receiveHairShadowText = new("Receive Hair Shadow", "Enable to receive shadow from hair shadow caster");
public static readonly GUIContent receiveScreenSpaceShadowText = new("Receive Screen Space Shadow", "Enable to receive screen space shadow.");
public static readonly GUIContent lightShadowBiasText = new("Light Shadow Bias", "Specifies the bias of the light shadow.");
public static readonly GUIContent lightShadowNormalBiasText = new("Light Shadow Normal Bias", "Specifies the normal bias of the light shadow.");
}
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Shadow;
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Shadow Settings");
public override void LoadMaterialProperties()
{
Properties.receiveLightShadow = FindProperty("_Receive_Light_Shadow");
Properties.receiveScreenSpaceShadow = FindProperty("_Receive_Screen_Space_Shadow");
Properties.receiveHairShadow = FindProperty("_Receive_Hair_Shadow");
Properties.shadowDistanceBias = FindProperty("_ShadowDistanceBias");
Properties.shadowNormalBias = FindProperty("_ShadowNormalBias");
}
protected override void DrawContent()
{
editor.ShaderProperty(Properties.receiveLightShadow, Styles.receiveLightShadowText);
if (Properties.receiveLightShadow.GetBooleanValue())
{
editor.ShaderProperty(Properties.receiveScreenSpaceShadow, Styles.receiveScreenSpaceShadowText);
}
editor.ShaderProperty(Properties.receiveHairShadow, Styles.receiveHairShadowText);
EditorGUILayout.Space();
editor.ShaderProperty(Properties.shadowDistanceBias, Styles.lightShadowBiasText);
editor.ShaderProperty(Properties.shadowNormalBias, Styles.lightShadowNormalBiasText);
}
}
}

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fileFormatVersion: 2
guid: 8f9bb5393aec4e648a1c3b2ba0d566c3

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@@ -1,17 +1,14 @@
using Misaki.ShaderGUI;
using System.Linq;
using UnityEditor;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
namespace Misaki.HdrpToon.Editor
{
public class PBRScope : MaterialUIScope<ShaderGUIExpandable>
public class SurfaceInputsScope : MaterialUIScope<ShaderGUIExpandable>
{
private static class Properties
{
public static MaterialProperty PbrMode;
public static MaterialProperty NormalMap;
public static MaterialProperty NormalMapScale;
public static MaterialProperty MaskMap;
@@ -35,13 +32,11 @@ namespace Misaki.HdrpToon.Editor
private static class Styles
{
public static readonly GUIContent PbrModeText = new("PBR Mode", "PBR Mode");
public static readonly GUIContent NormalMapText =
new("Normal Map", "A texture that dictates the bumpiness of the material.");
public static readonly GUIContent MaskMapText = new("Mask Map",
"A texture that dictates the physical properties of the material. R: Metallic, G: Occlusion, A: Smoothness");
"A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
public static readonly GUIContent MetallicText =
@@ -75,21 +70,11 @@ namespace Misaki.HdrpToon.Editor
"Feather and step value of Toon Specular");
}
private enum PBRMode
{
Off,
Standard,
Anisotropy,
KKHair,
Toon
}
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.PBR;
protected override GUIContent Header => new("PBR Settings");
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.SurfaceInputs;
protected override GUIContent Header => new("Surface Inputs");
public override void LoadMaterialProperties()
{
Properties.PbrMode = FindProperty("_PBR_Mode");
Properties.NormalMap = FindProperty("_NormalMap");
Properties.NormalMapScale = FindProperty("_NormalScale");
Properties.MaskMap = FindProperty("_MaskMap");
@@ -113,62 +98,62 @@ namespace Misaki.HdrpToon.Editor
protected override void DrawContent()
{
editor.ShaderProperty(Properties.PbrMode, Styles.PbrModeText);
EditorGUILayout.Space();
editor.TexturePropertySingleLine(Styles.NormalMapText, Properties.NormalMap, Properties.NormalMapScale);
var materials = editor.GetMaterials().ToList();
foreach (var material in materials)
{
material.SetKeyword(new LocalKeyword(material.shader, "_NORMAL_MAP"),
Properties.NormalMap.textureValue != null);
}
editor.KeywordTexturePropertySingleLine(Styles.NormalMapText, Properties.NormalMap, Properties.NormalMapScale);
//var materials = editor.GetMaterials().ToList();
//foreach (var material in materials)
//{
// material.SetKeyword(new LocalKeyword(material.shader, "_NORMAL_MAP"),
// Properties.NormalMap.textureValue != null);
//}
var pbrMode = (PBRMode)Properties.PbrMode.floatValue;
var pbrMode = SurfaceOptionsScope.GetPBRMode();
if (pbrMode != PBRMode.Off)
{
editor.TexturePropertySingleLine(Styles.MaskMapText, Properties.MaskMap);
if (Properties.MaskMap.textureValue == null)
if (editor.KeywordTexturePropertySingleLine(Styles.MaskMapText, Properties.MaskMap))
{
foreach (var material in materials)
{
material.DisableKeyword(new LocalKeyword(material.shader, "_MASK_MAP"));
}
//foreach (var material in materials)
//{
// material.EnableKeyword(new LocalKeyword(material.shader, "_MASKMAP"));
//}
if (pbrMode != PBRMode.KKHair)
editor.ShaderProperty(Properties.Metallic, Styles.MetallicText);
editor.ShaderProperty(Properties.Smoothness, Styles.SmoothnessText);
editor.MinMaxShaderProperty(Properties.MetallicRemapMin, Properties.MetallicRemapMax, 0, 1, Styles.MetallicRemap);
editor.MinMaxShaderProperty(Properties.AORemapMin, Properties.AORemapMax, 0, 1, Styles.AORemap);
editor.MinMaxShaderProperty(Properties.RoughnessRemapMin, Properties.RoughnessRemapMax, 0, 1, Styles.RoughnessRemap);
}
else
{
foreach (var material in materials)
//foreach (var material in materials)
//{
// material.DisableKeyword(new LocalKeyword(material.shader, "_MASKMAP"));
//}
if (pbrMode != PBRMode.KKHair)
{
material.EnableKeyword(new LocalKeyword(material.shader, "_MASK_MAP"));
editor.ShaderProperty(Properties.Metallic, Styles.MetallicText);
}
editor.MinMaxShaderProperty(Properties.MetallicRemapMin, Properties.MetallicRemapMax, 0, 1,
Styles.MetallicRemap);
editor.MinMaxShaderProperty(Properties.AORemapMin, Properties.AORemapMax, 0, 1, Styles.AORemap);
editor.MinMaxShaderProperty(Properties.RoughnessRemapMin, Properties.RoughnessRemapMax, 0, 1,
Styles.RoughnessRemap);
editor.ShaderProperty(Properties.Smoothness, Styles.SmoothnessText);
}
}
else
{
foreach (var material in materials)
{
material.DisableKeyword(new LocalKeyword(material.shader, "_MASK_MAP"));
material.DisableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
material.DisableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
}
editor.SetKeyword("_MASKMAP", false);
editor.SetKeyword("_ANISOTROPY_MAP", false);
editor.SetKeyword("_SPECULAR_COLOR_MAP", false);
//foreach (var material in materials)
//{
// material.DisableKeyword(new LocalKeyword(material.shader, "_MASKMAP"));
// material.DisableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
// material.DisableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
//}
}
switch (pbrMode)
{
case PBRMode.Anisotropy or PBRMode.KKHair:
{
editor.TexturePropertySingleLine(Styles.AnisotropyMapText, Properties.AnisotropyMap,
Properties.Anisotropy);
editor.KeywordTexturePropertySingleLine(Styles.AnisotropyMapText, Properties.AnisotropyMap, Properties.Anisotropy);
if (pbrMode == PBRMode.KKHair)
{
editor.ShaderProperty(Properties.KKColor, Styles.KKColorText);
@@ -178,44 +163,42 @@ namespace Misaki.HdrpToon.Editor
EditorGUILayout.Space();
EditorGUILayout.LabelField("Anisotropy Map only ST");
editor.TextureScaleOffsetProperty(Properties.AnisotropyMap);
if (Properties.AnisotropyMap.textureValue == null)
{
foreach (var material in materials)
{
material.DisableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
}
}
else
{
foreach (var material in materials)
{
material.EnableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
}
}
//if (Properties.AnisotropyMap.textureValue == null)
//{
// foreach (var material in materials)
// {
// material.DisableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
// }
//}
//else
//{
// foreach (var material in materials)
// {
// material.EnableKeyword(new LocalKeyword(material.shader, "_ANISOTROPY_MAP"));
// }
//}
break;
}
case PBRMode.Toon:
{
editor.TexturePropertySingleLine(Styles.SpecularColorMapText, Properties.SpecularColorMap,
Properties.SpecularColor);
if (Properties.SpecularColorMap.textureValue == null)
{
foreach (var material in materials)
{
material.DisableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
}
}
else
{
foreach (var material in materials)
{
material.EnableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
}
}
editor.KeywordTexturePropertySingleLine(Styles.SpecularColorMapText, Properties.SpecularColorMap, Properties.SpecularColor);
//if (Properties.SpecularColorMap.textureValue == null)
//{
// foreach (var material in materials)
// {
// material.DisableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
// }
//}
//else
//{
// foreach (var material in materials)
// {
// material.EnableKeyword(new LocalKeyword(material.shader, "_SPECULAR_COLOR_MAP"));
// }
//}
editor.MinMaxShaderProperty(Properties.SpecularFeather, Properties.SpecularStep, 0, 1,
Styles.SpecRemap);
editor.MinMaxShaderProperty(Properties.SpecularFeather, Properties.SpecularStep, 0, 1, Styles.SpecRemap);
break;
}
}

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fileFormatVersion: 2
guid: 184fb730617fcf24592d8e6c49e2029a

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@@ -18,7 +18,6 @@ namespace Misaki.HdrpToon.Editor
public static MaterialProperty materialType;
public static MaterialProperty pbrMode;
public static MaterialProperty receiveHairShadow;
public static MaterialProperty hairBlendingTarget;
public static MaterialProperty surfaceFeatures;
}
@@ -35,7 +34,6 @@ namespace Misaki.HdrpToon.Editor
public static readonly GUIContent materialTypeText = new("Material Type", "Specifies the material type.");
public static readonly GUIContent pbrModeText = new("PBR Mode", "Specifies PBR model mode.");
public static readonly GUIContent receiveHairShadowText = new("Receive Hair Shadow", "Enable to receive shadow from hair shadow caster");
public static readonly GUIContent hairBlendingTargetText = new("Hair Blending Target", "Enable to be blended with hair");
public static readonly GUIContent surfaceFeaturesText = new("Surface Features", "Specifies the surface features.");
}
@@ -49,6 +47,11 @@ namespace Misaki.HdrpToon.Editor
return (ShadingMode)Properties.shadingMode.floatValue;
}
public static PBRMode GetPBRMode()
{
return (PBRMode)Properties.pbrMode.floatValue;
}
public static bool HasFeature(SurfaceFeatureFlags feature)
{
return ((SurfaceFeatureFlags)Properties.surfaceFeatures.floatValue & feature) != 0;
@@ -66,7 +69,6 @@ namespace Misaki.HdrpToon.Editor
Properties.materialType = FindProperty("_Material_Type");
Properties.pbrMode = FindProperty("_PBR_Mode");
Properties.receiveHairShadow = FindProperty("_Receive_Hair_Shadow");
Properties.hairBlendingTarget = FindProperty("_HairBlendingTarget");
Properties.surfaceFeatures = FindProperty("_SurfaceFeatures");
}
@@ -88,8 +90,6 @@ namespace Misaki.HdrpToon.Editor
editor.ShaderProperty(Properties.materialType, Styles.materialTypeText);
editor.ShaderProperty(Properties.pbrMode, Styles.pbrModeText);
editor.ShaderProperty(Properties.receiveHairShadow, Styles.receiveHairShadowText);
EditorGUI.BeginChangeCheck();
editor.ShaderProperty(Properties.hairBlendingTarget, Styles.hairBlendingTargetText);
if (EditorGUI.EndChangeCheck())