Shader code cleanupand bug fix.
This commit is contained in:
@@ -3,6 +3,8 @@ using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
using static Misaki.HdrpToon.UtsShaderPropertyName.RimLight;
|
||||
|
||||
namespace Misaki.HdrpToon.Editor
|
||||
{
|
||||
public class RimLightScope : MaterialUIScope<ShaderGUIExpandable>
|
||||
@@ -10,67 +12,61 @@ namespace Misaki.HdrpToon.Editor
|
||||
private static class Properties
|
||||
{
|
||||
public static MaterialProperty rimLightColor;
|
||||
public static MaterialProperty rimLightStrength;
|
||||
public static MaterialProperty rimLightIntensity;
|
||||
|
||||
public static MaterialProperty screenSpaceRimLight;
|
||||
public static MaterialProperty rimLightLevel;
|
||||
public static MaterialProperty colorBlendingMode;
|
||||
public static MaterialProperty adjustRimLightArea;
|
||||
public static MaterialProperty rimLightFeatherOff;
|
||||
public static MaterialProperty lightDirection;
|
||||
public static MaterialProperty rimLightClipping;
|
||||
public static MaterialProperty rimLightClippingLevel;
|
||||
|
||||
public static MaterialProperty lightBaseRimLight;
|
||||
public static MaterialProperty lightDirectionRimLightLevel;
|
||||
public static MaterialProperty invertedDirectionRimLight;
|
||||
public static MaterialProperty invertedRimLightColor;
|
||||
public static MaterialProperty inversedRimLightLevel;
|
||||
public static MaterialProperty invertedRimLightFeatherOff;
|
||||
public static MaterialProperty rimLightMaskMap;
|
||||
public static MaterialProperty rimLightMaskLevel;
|
||||
|
||||
//public static MaterialProperty lightDirection;
|
||||
//public static MaterialProperty invertedDirectionRimLight;
|
||||
//public static MaterialProperty invertedRimLightColor;
|
||||
//public static MaterialProperty inversedRimLightLevel;
|
||||
//public static MaterialProperty invertedRimLightFeatherOff;
|
||||
//public static MaterialProperty rimLightMaskMap;
|
||||
//public static MaterialProperty rimLightMaskLevel;
|
||||
}
|
||||
|
||||
private static class Styles
|
||||
{
|
||||
public static readonly GUIContent rimLightColorText =
|
||||
new("Rim Light Color", "Specifies the color of rim light.");
|
||||
public static readonly GUIContent rimLightColorText = new("Rim Light Color", "Specifies the color of rim light.");
|
||||
public static readonly GUIContent rimLightIntensityText = new("Rim Light Strength", "Specifies Rim Light strength.");
|
||||
|
||||
public static readonly GUIContent rimLightStrengthText =
|
||||
new("Rim Light Strength", "Specifies Rim Light strength.");
|
||||
public static readonly GUIContent screenSpaceRimLightText = new("Screen Space Rim Light", "Enable to make the rim light width constant in screen space.");
|
||||
public static readonly GUIContent rimLightLevelText = new("Rim Light Level", "Specifies Rim Light power intensity.");
|
||||
public static readonly GUIContent rimLightClippingText = new("Rim Light Clipping", "Enable to Clip the rim light at specific level");
|
||||
public static readonly GUIContent rimLightClippingLevelText = new("Clipping Level", "The Clipping value of the rim light.");
|
||||
|
||||
public static readonly GUIContent rimLightLevelText =
|
||||
new("Rim Light Level", "Specifies Rim Light power intensity.");
|
||||
public static readonly GUIContent lightBaseRimLightText = new("Light Base Rim Light", "Enable to let rim light calculate per light.");
|
||||
public static readonly GUIContent lightDirectionRimLightLevelText = new("Light Direction Level", "Specifies intensity of Rim Light in the light source direction,");
|
||||
|
||||
public static readonly GUIContent colorBlendingModeText =
|
||||
new("Color Blending Mode", "Rim light color blending mode. Multiply or Add.");
|
||||
//public static readonly GUIContent lightDirectionText =
|
||||
// new("Light Direction",
|
||||
// "When Enabled, rim light is generated only in the direction of the light source.");
|
||||
|
||||
public static readonly GUIContent adjustRimLightAreaText =
|
||||
new("Adjust Rim Light Area", "Increasing this value narrows the area of influence of Rim Light.");
|
||||
|
||||
public static readonly GUIContent rimLightFeatherOffText =
|
||||
new("Rim Light Feather Off", "Disable Rim light feather.");
|
||||
//public static readonly GUIContent invertedDirectionRimLightText =
|
||||
// new("Inverted Direction Rim Light", "Rim light from inverted/antipodean direction.");
|
||||
|
||||
public static readonly GUIContent lightDirectionText =
|
||||
new("Light Direction",
|
||||
"When Enabled, rim light is generated only in the direction of the light source.");
|
||||
//public static readonly GUIContent invertedRimLightColorText =
|
||||
// new("Inverted Rim Light Color", "Specifies the color of inverted/antipodean rim light.");
|
||||
|
||||
public static readonly GUIContent lightDirectionRimLightLevelText =
|
||||
new("Light Direction Rim Light Level",
|
||||
"Specifies intensity of Rim Light in the light source direction,");
|
||||
//public static readonly GUIContent inversedRimLightLevelText =
|
||||
// new("Inversed Rim Light Level", "Specifies Inverted/Antipodean Rim Light Level.");
|
||||
|
||||
public static readonly GUIContent invertedDirectionRimLightText =
|
||||
new("Inverted Direction Rim Light", "Rim light from inverted/antipodean direction.");
|
||||
//public static readonly GUIContent invertedRimLightFeatherOffText =
|
||||
// new("Inverted Rim Light Feather Off", "Disable Inverted Rim light feather.");
|
||||
|
||||
public static readonly GUIContent invertedRimLightColorText =
|
||||
new("Inverted Rim Light Color", "Specifies the color of inverted/antipodean rim light.");
|
||||
//public static readonly GUIContent rimLightMaskMapText = new("Rim Light Mask",
|
||||
// "Rim Light Mask : Texture(linear). The white part of the texture is displayed as Rim Light, and the black part is masked and not displayed.");
|
||||
|
||||
public static readonly GUIContent inversedRimLightLevelText =
|
||||
new("Inversed Rim Light Level", "Specifies Inverted/Antipodean Rim Light Level.");
|
||||
|
||||
public static readonly GUIContent invertedRimLightFeatherOffText =
|
||||
new("Inverted Rim Light Feather Off", "Disable Inverted Rim light feather.");
|
||||
|
||||
public static readonly GUIContent rimLightMaskMapText = new("Rim Light Mask",
|
||||
"Rim Light Mask : Texture(linear). The white part of the texture is displayed as Rim Light, and the black part is masked and not displayed.");
|
||||
|
||||
public static readonly GUIContent rimLightMaskLevelText =
|
||||
new("Rim Light Mask Level",
|
||||
"-1 gives 0% for the Rim Light effect, 0 gives 100% for the Rim Light and Mask effect, 1 gives 100% for the Rim Light and 0% for the Mask effect.");
|
||||
//public static readonly GUIContent rimLightMaskLevelText =
|
||||
// new("Rim Light Mask Level",
|
||||
// "-1 gives 0% for the Rim Light effect, 0 gives 100% for the Rim Light and Mask effect, 1 gives 100% for the Rim Light and 0% for the Mask effect.");
|
||||
}
|
||||
|
||||
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Rimlight;
|
||||
@@ -79,50 +75,69 @@ namespace Misaki.HdrpToon.Editor
|
||||
|
||||
public override void LoadMaterialProperties()
|
||||
{
|
||||
Properties.rimLightColor = FindProperty("_RimLightColor");
|
||||
Properties.rimLightStrength = FindProperty("_RimLightStrength");
|
||||
Properties.rimLightLevel = FindProperty("_RimLightLevel");
|
||||
Properties.colorBlendingMode = FindProperty("_Is_BlendAddToRimColor");
|
||||
Properties.adjustRimLightArea = FindProperty("_RimLight_InsideMask");
|
||||
Properties.rimLightFeatherOff = FindProperty("_RimLight_FeatherOff");
|
||||
Properties.lightDirection = FindProperty("_LightDirection_MaskOn");
|
||||
Properties.lightDirectionRimLightLevel = FindProperty("_Tweak_LightDirection_MaskLevel");
|
||||
Properties.invertedDirectionRimLight = FindProperty("_Add_Antipodean_RimLight");
|
||||
Properties.invertedRimLightColor = FindProperty("_Ap_RimLightColor");
|
||||
Properties.inversedRimLightLevel = FindProperty("_Ap_RimLight_Power");
|
||||
Properties.invertedRimLightFeatherOff = FindProperty("_Ap_RimLight_FeatherOff");
|
||||
Properties.rimLightMaskMap = FindProperty("_Set_RimLightMask");
|
||||
Properties.rimLightMaskLevel = FindProperty("_Tweak_RimLightMaskLevel");
|
||||
Properties.rimLightColor = FindProperty(RIM_LIGHT_COLOR);
|
||||
Properties.rimLightIntensity = FindProperty(RIM_LIGHT_INTENSITY);
|
||||
|
||||
Properties.screenSpaceRimLight = FindProperty(SCREEN_SPACE_RIM_LIGHT);
|
||||
Properties.rimLightLevel = FindProperty(RIM_LIGHT_LEVEL);
|
||||
Properties.rimLightClipping = FindProperty(RIM_LIGHT_CLIPPING);
|
||||
Properties.rimLightClippingLevel = FindProperty(RIM_LIGHT_CLIPPING_LEVEL);
|
||||
|
||||
Properties.lightBaseRimLight = FindProperty(LIGHT_BASE_RIM_LIGHT);
|
||||
Properties.lightDirectionRimLightLevel = FindProperty(LIGHT_DIRECTION_RIM_LIGHT_LEVEL);
|
||||
|
||||
//Properties.lightDirection = FindProperty(LIGHT_DIRECTION);
|
||||
//Properties.invertedDirectionRimLight = FindProperty(INVERTED_DIRECTION_RIM_LIGHT);
|
||||
//Properties.invertedRimLightColor = FindProperty(INVERTED_RIM_LIGHT_COLOR);
|
||||
//Properties.inversedRimLightLevel = FindProperty(INVERSED_RIM_LIGHT_LEVEL);
|
||||
//Properties.invertedRimLightFeatherOff = FindProperty(INVERTED_RIM_LIGHT_FEATHER_OFF);
|
||||
//Properties.rimLightMaskMap = FindProperty(RIM_LIGHT_MASK_MAP);
|
||||
//Properties.rimLightMaskLevel = FindProperty(RIM_LIGHT_MASK_LEVEL);
|
||||
}
|
||||
|
||||
protected override void DrawContent()
|
||||
{
|
||||
editor.ShaderProperty(Properties.rimLightColor, Styles.rimLightColorText);
|
||||
editor.ShaderProperty(Properties.rimLightStrength, Styles.rimLightStrengthText);
|
||||
editor.ShaderProperty(Properties.rimLightIntensity, Styles.rimLightIntensityText);
|
||||
|
||||
editor.ShaderProperty(Properties.screenSpaceRimLight, Styles.screenSpaceRimLightText);
|
||||
editor.ShaderProperty(Properties.rimLightLevel, Styles.rimLightLevelText);
|
||||
editor.ShaderProperty(Properties.colorBlendingMode, Styles.colorBlendingModeText);
|
||||
editor.ShaderProperty(Properties.adjustRimLightArea, Styles.adjustRimLightAreaText);
|
||||
editor.ShaderProperty(Properties.rimLightFeatherOff, Styles.rimLightFeatherOffText);
|
||||
editor.ShaderProperty(Properties.lightDirection, Styles.lightDirectionText);
|
||||
|
||||
using (var lightDisabledGroup = new EditorGUI.DisabledScope(!Properties.lightDirection.GetBooleanValue()))
|
||||
if (!Properties.screenSpaceRimLight.GetBooleanValue())
|
||||
{
|
||||
using var lightIndentLevelScope = new EditorGUI.IndentLevelScope();
|
||||
|
||||
editor.ShaderProperty(Properties.lightDirectionRimLightLevel, Styles.lightDirectionRimLightLevelText);
|
||||
editor.ShaderProperty(Properties.invertedDirectionRimLight, Styles.invertedDirectionRimLightText);
|
||||
|
||||
using var invertedDirectionDisabledGroup = new EditorGUI.DisabledScope(!Properties.invertedDirectionRimLight.GetBooleanValue());
|
||||
using var invertedDirectionIndentLevelScope = new EditorGUI.IndentLevelScope();
|
||||
|
||||
editor.ShaderProperty(Properties.invertedRimLightColor, Styles.invertedRimLightColorText);
|
||||
editor.ShaderProperty(Properties.inversedRimLightLevel, Styles.inversedRimLightLevelText);
|
||||
editor.ShaderProperty(Properties.invertedRimLightFeatherOff, Styles.invertedRimLightFeatherOffText);
|
||||
editor.ShaderProperty(Properties.rimLightClipping, Styles.rimLightClippingText);
|
||||
if (Properties.rimLightClipping.GetBooleanValue())
|
||||
{
|
||||
using var clippingLevelIndentLevelScope = new EditorGUI.IndentLevelScope();
|
||||
editor.ShaderProperty(Properties.rimLightClippingLevel, Styles.rimLightClippingLevelText);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
editor.TexturePropertySingleLine(Styles.rimLightMaskMapText, Properties.rimLightMaskMap);
|
||||
editor.ShaderProperty(Properties.rimLightMaskLevel, Styles.rimLightMaskLevelText);
|
||||
editor.ShaderProperty(Properties.lightBaseRimLight, Styles.lightBaseRimLightText);
|
||||
if (Properties.lightBaseRimLight.GetBooleanValue())
|
||||
{
|
||||
editor.ShaderProperty(Properties.lightDirectionRimLightLevel, Styles.lightDirectionRimLightLevelText);
|
||||
}
|
||||
|
||||
//using (var lightDisabledGroup = new EditorGUI.DisabledScope(!Properties.lightDirection.GetBooleanValue()))
|
||||
//{
|
||||
// using var lightIndentLevelScope = new EditorGUI.IndentLevelScope();
|
||||
|
||||
// editor.ShaderProperty(Properties.lightDirectionRimLightLevel, Styles.lightDirectionRimLightLevelText);
|
||||
// editor.ShaderProperty(Properties.invertedDirectionRimLight, Styles.invertedDirectionRimLightText);
|
||||
|
||||
// using var invertedDirectionDisabledGroup = new EditorGUI.DisabledScope(!Properties.invertedDirectionRimLight.GetBooleanValue());
|
||||
// using var invertedDirectionIndentLevelScope = new EditorGUI.IndentLevelScope();
|
||||
|
||||
// editor.ShaderProperty(Properties.invertedRimLightColor, Styles.invertedRimLightColorText);
|
||||
// editor.ShaderProperty(Properties.inversedRimLightLevel, Styles.inversedRimLightLevelText);
|
||||
// editor.ShaderProperty(Properties.invertedRimLightFeatherOff, Styles.invertedRimLightFeatherOffText);
|
||||
//}
|
||||
|
||||
//EditorGUILayout.Space();
|
||||
//editor.TexturePropertySingleLine(Styles.rimLightMaskMapText, Properties.rimLightMaskMap);
|
||||
//editor.ShaderProperty(Properties.rimLightMaskLevel, Styles.rimLightMaskLevelText);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user