Added AmbientScope;

This commit is contained in:
2025-02-01 23:34:34 +08:00
parent 3273812902
commit ecd0cfdb9f
4 changed files with 119 additions and 2 deletions

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@@ -0,0 +1,113 @@
using Misaki.ShaderGUI;
using UnityEditor;
using UnityEngine;
namespace Misaki.HdrpToon.Editor
{
public class AmbientScope : MaterialUIScope<ShaderGUIExpandable>
{
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.AmbientMode;
protected override GUIContent Header => new("Ambient Settings");
private static class Properties
{
public static MaterialProperty IndirectDiffuseMode;
public static MaterialProperty IndirectDiffuseIntensity;
public static MaterialProperty IndirectSpecularMode;
public static MaterialProperty IndirectReflectionIntensity;
public static MaterialProperty EnableSSAO;
public static MaterialProperty SSAOFactor;
public static MaterialProperty EnableSSGI;
public static MaterialProperty SSGIFactor;
public static MaterialProperty EnableSSR;
}
private static class Styles
{
public static readonly GUIContent IndirectDiffuseModeText =
new("Indirect Diffuse Mode", "Specifies indirect diffuse mode.");
public static readonly GUIContent IndirectDiffuseIntensityText =
new("Indirect Diffuse Intensity",
"The Environment Light color is added to the material color according to the GI Intensity value.");
public static readonly GUIContent IndirectSpecularModeText =
new("Indirect Specular Mode", "Specifies indirect specular mode.");
public static readonly GUIContent IndirectReflectionIntensityText =
new("Indirect Reflection Intensity",
"The Environment Light color is added to the material color according to the GI Intensity value.");
public static readonly GUIContent EnableSSAOText = new("Enable SSAO", "Enable SSAO.");
public static readonly GUIContent SSAOFactorText = new("SSAO Factor", "The weight of SSAO.");
public static readonly GUIContent EnableSSGIText = new("Enable SSGI", "Enable SSGI.");
public static readonly GUIContent SSGIFactorText = new("SSGI Factor", "The weight of SSGI.");
public static readonly GUIContent EnableSSRText = new("Enable SSR", "Enable SSR.");
}
private readonly string[] _indirectDiffuseModeDefines =
{ "_INDIRECT_DIFFUSE_OFF", "_INDIRECT_DIFFUSE_IBL", "_INDIRECT_DIFFUSE_MATCAP", "_INDIRECT_DIFFUSE_RAMP" };
private readonly string[] _indirectSpecularModeDefines =
{ "_INDIRECT_SPECULAR_OFF", "_INDIRECT_SPECULAR_IBL", "_INDIRECT_SPECULAR_MATCAP" };
public override void LoadMaterialProperties()
{
Properties.IndirectDiffuseMode = FindProperty("_Indirect_Diffuse_Mode");
Properties.IndirectDiffuseIntensity = FindProperty("_ID_Intensity");
Properties.IndirectSpecularMode = FindProperty("_Indirect_Specular_Mode");
Properties.IndirectReflectionIntensity = FindProperty("_IR_Intensity");
Properties.EnableSSAO = FindProperty("_ReceivesSSAO");
Properties.SSAOFactor = FindProperty("_AO_Factor");
Properties.EnableSSGI = FindProperty("_ReceivesSSGI");
Properties.SSGIFactor = FindProperty("_GI_Factor");
Properties.EnableSSR = FindProperty("_ReceivesSSR");
}
protected override void DrawContent()
{
editor.ShaderProperty(Properties.IndirectDiffuseMode, Styles.IndirectDiffuseModeText);
for (int i = 0; i < _indirectDiffuseModeDefines.Length; i++)
{
editor.SetKeyword(_indirectDiffuseModeDefines[i], Properties.IndirectDiffuseMode.intValue == i);
}
if (Properties.IndirectDiffuseMode.intValue != 0)
{
EditorGUI.indentLevel++;
editor.ShaderProperty(Properties.IndirectDiffuseIntensity, Styles.IndirectDiffuseIntensityText);
editor.ShaderProperty(Properties.EnableSSAO, Styles.EnableSSAOText);
if (Properties.EnableSSAO.floatValue > 0)
{
EditorGUI.indentLevel++;
editor.ShaderProperty(Properties.SSAOFactor, Styles.SSAOFactorText);
EditorGUI.indentLevel--;
}
editor.ShaderProperty(Properties.EnableSSGI, Styles.EnableSSGIText);
if (Properties.EnableSSGI.floatValue > 0)
{
EditorGUI.indentLevel++;
editor.ShaderProperty(Properties.SSGIFactor, Styles.SSGIFactorText);
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}
editor.ShaderProperty(Properties.IndirectSpecularMode, Styles.IndirectSpecularModeText);
for (int i = 0; i < _indirectSpecularModeDefines.Length; i++)
{
editor.SetKeyword(_indirectSpecularModeDefines[i], Properties.IndirectSpecularMode.intValue == i);
}
if (Properties.IndirectSpecularMode.intValue != 0)
{
EditorGUI.indentLevel++;
editor.ShaderProperty(Properties.IndirectReflectionIntensity, Styles.IndirectReflectionIntensityText);
editor.ShaderProperty(Properties.EnableSSR, Styles.EnableSSRText);
EditorGUI.indentLevel--;
}
}
}
}

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fileFormatVersion: 2
guid: 0f3997bcef824e5a9bd3728830006bd1
timeCreated: 1738419718

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@@ -28,6 +28,7 @@ namespace Misaki.HdrpToon.Editor
AddUIScope(new ShadingColorScope());
AddUIScope(new ShadowScope());
AddUIScope(new SurfaceInputsScope());
AddUIScope(new AmbientScope());
AddUIScope(new RimLightScope());
AddUIScope(new AngelRingScope());
AddUIScope(new OutlineScope());