Added UtsSingleLightLoop

This commit is contained in:
2025-03-23 17:53:36 +09:00
parent ee0b720b6d
commit ea3e83157c
18 changed files with 142 additions and 234 deletions

View File

@@ -21,14 +21,6 @@ namespace Misaki.HdrpToon.Editor
public static MaterialProperty lightBaseRimLight;
public static MaterialProperty lightDirectionRimLightLevel;
//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
@@ -43,35 +35,11 @@ namespace Misaki.HdrpToon.Editor
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 lightDirectionText =
// new("Light Direction",
// "When Enabled, rim light is generated only in the direction of the light source.");
//public static readonly GUIContent invertedDirectionRimLightText =
// new("Inverted Direction Rim Light", "Rim light from inverted/antipodean direction.");
//public static readonly GUIContent invertedRimLightColorText =
// new("Inverted Rim Light Color", "Specifies the color of inverted/antipodean rim light.");
//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.");
}
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Rimlight;
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Rim Light Settings");
protected override bool ShowSection => editor.GetMaterials().All(mat => mat.HasFeature(SurfaceFeature.RimLight));
protected override bool ShowSection => materials.All(mat => mat.HasFeature(SurfaceFeature.RimLight));
public override void LoadMaterialProperties()
{
@@ -85,14 +53,6 @@ namespace Misaki.HdrpToon.Editor
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()
@@ -119,25 +79,6 @@ namespace Misaki.HdrpToon.Editor
{
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);
}
}
}
}