Added new stocking scope to shader gui;
Added new stocking surface feature; Added unity 6.3 support; Fixed the issue that ssr weight does not blend ibl and ssr properly; Fixed the issue that material recive ssr regardless of specular ambient mode;
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@@ -1,22 +1,51 @@
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using Misaki.ShaderGUI;
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using UnityEditor;
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using UnityEngine;
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using static Misaki.HdrpToon.UTSPropertyName.Stocking;
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namespace Misaki.HdrpToon.Editor
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{
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public class StockingScope : MaterialUIScope<ShaderGUIExpandable>
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internal class StockingScope : MaterialUIScope<ShaderGUIExpandable>
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{
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private static class Properties
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{
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public static MaterialProperty stockingFresnelWidth;
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public static MaterialProperty stockingSparkleSpacing;
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public static MaterialProperty stockingSparkleAmount;
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public static MaterialProperty stockingSparkleSize;
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public static MaterialProperty stockingSparkleIntensity;
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}
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private static class Styles
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{
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public static readonly GUIContent stockingFresnelWidthText = new("Fresnel Width", "Set the width of the fresnel effect for the stocking.");
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public static readonly GUIContent stockingSparkleSpacingText = new("Sparkle Spacing", "Set the spacing between sparkles on the stocking.");
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public static readonly GUIContent stockingSparkleAmountText = new("Sparkle Amount", "Set the amount of sparkles on the stocking.");
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public static readonly GUIContent stockingSparkleSizeText = new("Sparkle Size", "Set the size of the sparkles on the stocking.");
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public static readonly GUIContent stockingSparkleIntensityText = new("Sparkle Intensity", "Set the intensity of the sparkle effect for the stocking.");
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}
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Stocking;
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protected override GUIContent Header => throw new System.NotImplementedException();
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protected override GUIContent Header => EditorGUIUtility.TrTextContent("Stocking Settings");
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public override void LoadMaterialProperties()
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protected override void LoadMaterialProperties()
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{
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throw new System.NotImplementedException();
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Properties.stockingFresnelWidth = FindProperty(STOCKING_FRESNEL_WIDTH);
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Properties.stockingSparkleSpacing = FindProperty(STOCKING_SPARKLE_SPACING);
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Properties.stockingSparkleAmount = FindProperty(STOCKING_SPARKLE_AMOUNT);
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Properties.stockingSparkleSize = FindProperty(STOCKING_SPARKLE_SIZE);
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Properties.stockingSparkleIntensity = FindProperty(STOCKING_SPARKLE_INTENSITY);
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}
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protected override void DrawContent()
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{
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throw new System.NotImplementedException();
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editor.ShaderProperty(Properties.stockingFresnelWidth, Styles.stockingFresnelWidthText);
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editor.ShaderProperty(Properties.stockingSparkleSpacing, Styles.stockingSparkleSpacingText);
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editor.ShaderProperty(Properties.stockingSparkleAmount, Styles.stockingSparkleAmountText);
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editor.ShaderProperty(Properties.stockingSparkleSize, Styles.stockingSparkleSizeText);
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editor.ShaderProperty(Properties.stockingSparkleIntensity, Styles.stockingSparkleIntensityText);
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}
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}
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}
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}
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