Added UtsSingleLightLoop
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@@ -21,14 +21,6 @@ namespace Misaki.HdrpToon.Editor
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public static MaterialProperty lightBaseRimLight;
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public static MaterialProperty lightDirectionRimLightLevel;
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//public static MaterialProperty lightDirection;
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//public static MaterialProperty invertedDirectionRimLight;
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//public static MaterialProperty invertedRimLightColor;
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//public static MaterialProperty inversedRimLightLevel;
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//public static MaterialProperty invertedRimLightFeatherOff;
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//public static MaterialProperty rimLightMaskMap;
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//public static MaterialProperty rimLightMaskLevel;
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}
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private static class Styles
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@@ -43,35 +35,11 @@ namespace Misaki.HdrpToon.Editor
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public static readonly GUIContent lightBaseRimLightText = new("Light Base Rim Light", "Enable to let rim light calculate per light.");
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public static readonly GUIContent lightDirectionRimLightLevelText = new("Light Direction Level", "Specifies intensity of Rim Light in the light source direction,");
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//public static readonly GUIContent lightDirectionText =
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// new("Light Direction",
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// "When Enabled, rim light is generated only in the direction of the light source.");
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//public static readonly GUIContent invertedDirectionRimLightText =
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// new("Inverted Direction Rim Light", "Rim light from inverted/antipodean direction.");
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//public static readonly GUIContent invertedRimLightColorText =
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// new("Inverted Rim Light Color", "Specifies the color of inverted/antipodean rim light.");
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//public static readonly GUIContent inversedRimLightLevelText =
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// new("Inversed Rim Light Level", "Specifies Inverted/Antipodean Rim Light Level.");
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//public static readonly GUIContent invertedRimLightFeatherOffText =
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// new("Inverted Rim Light Feather Off", "Disable Inverted Rim light feather.");
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//public static readonly GUIContent rimLightMaskMapText = new("Rim Light Mask",
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// "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.");
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//public static readonly GUIContent rimLightMaskLevelText =
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// new("Rim Light Mask Level",
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// "-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.");
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}
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Rimlight;
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protected override GUIContent Header => EditorGUIUtility.TrTextContent("Rim Light Settings");
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protected override bool ShowSection => editor.GetMaterials().All(mat => mat.HasFeature(SurfaceFeature.RimLight));
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protected override bool ShowSection => materials.All(mat => mat.HasFeature(SurfaceFeature.RimLight));
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public override void LoadMaterialProperties()
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{
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@@ -85,14 +53,6 @@ namespace Misaki.HdrpToon.Editor
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Properties.lightBaseRimLight = FindProperty(LIGHT_BASE_RIM_LIGHT);
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Properties.lightDirectionRimLightLevel = FindProperty(LIGHT_DIRECTION_RIM_LIGHT_LEVEL);
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//Properties.lightDirection = FindProperty(LIGHT_DIRECTION);
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//Properties.invertedDirectionRimLight = FindProperty(INVERTED_DIRECTION_RIM_LIGHT);
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//Properties.invertedRimLightColor = FindProperty(INVERTED_RIM_LIGHT_COLOR);
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//Properties.inversedRimLightLevel = FindProperty(INVERSED_RIM_LIGHT_LEVEL);
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//Properties.invertedRimLightFeatherOff = FindProperty(INVERTED_RIM_LIGHT_FEATHER_OFF);
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//Properties.rimLightMaskMap = FindProperty(RIM_LIGHT_MASK_MAP);
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//Properties.rimLightMaskLevel = FindProperty(RIM_LIGHT_MASK_LEVEL);
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}
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protected override void DrawContent()
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@@ -119,25 +79,6 @@ namespace Misaki.HdrpToon.Editor
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{
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editor.ShaderProperty(Properties.lightDirectionRimLightLevel, Styles.lightDirectionRimLightLevelText);
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}
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//using (var lightDisabledGroup = new EditorGUI.DisabledScope(!Properties.lightDirection.GetBooleanValue()))
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//{
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// using var lightIndentLevelScope = new EditorGUI.IndentLevelScope();
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// editor.ShaderProperty(Properties.lightDirectionRimLightLevel, Styles.lightDirectionRimLightLevelText);
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// editor.ShaderProperty(Properties.invertedDirectionRimLight, Styles.invertedDirectionRimLightText);
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// using var invertedDirectionDisabledGroup = new EditorGUI.DisabledScope(!Properties.invertedDirectionRimLight.GetBooleanValue());
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// using var invertedDirectionIndentLevelScope = new EditorGUI.IndentLevelScope();
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// editor.ShaderProperty(Properties.invertedRimLightColor, Styles.invertedRimLightColorText);
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// editor.ShaderProperty(Properties.inversedRimLightLevel, Styles.inversedRimLightLevelText);
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// editor.ShaderProperty(Properties.invertedRimLightFeatherOff, Styles.invertedRimLightFeatherOffText);
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//}
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//EditorGUILayout.Space();
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//editor.TexturePropertySingleLine(Styles.rimLightMaskMapText, Properties.rimLightMaskMap);
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//editor.ShaderProperty(Properties.rimLightMaskLevel, Styles.rimLightMaskLevelText);
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}
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}
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}
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}
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