Added UtsEvaluateBSDF_MatCapDiffuse;
Added UtsEvaluateBSDF_MatCapSpecular;
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@@ -105,10 +105,10 @@ namespace UnityEditor.Rendering.Toon
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internal const string ShaderProp_Outline_Sampler = "_Outline_Sampler";
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internal const string ShaderPropCastHairShadow = "_Is_CastHairShadow";
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internal const string ShaderPropReceiveHairShadow = "_Is_ReceiveHairShadow";
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internal const string ShaderPropReceiveHairShadow = "_Receive_Hair_Shadow";
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internal const string ShaderPropEyeParallax = "_Is_EyeParallax";
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internal const string ShaderPropHairBlendingTarget = "_Is_HairBlendingTarget";
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internal const string ShaderPropHairBlendingTarget = "_HairBlendingTarget";
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internal const string ShaderPropSimpleUI = "_simpleUI";
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internal const string ShaderPropAutoRenderQueue = "_AutoRenderQueue";
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@@ -214,10 +214,10 @@ namespace UnityEditor.Rendering.Toon
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protected readonly string[] StencilModeNames = { "Off", "Draw If Not Equal to", "Replace Stencil Buffer with" };
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protected readonly string[] ZTestModeNames = { "Disabled", "Never", "Less", "Equal", "LessEqual", "Greater", "NotEqual", "GreaterEqual", "Always" };
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protected readonly string[] materialTypeDefines = { "MATERIAL_TYPE_STANDARD", "MATERIAL_TYPE_FRONT_HAIR", "MATERIAL_TYPE_FACE", "MATERIAL_TYPE_EYE" };
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protected readonly string[] PbrModeDefines = { "PBR_Mode_OFF", "PBR_Mode_ST", "PBR_Mode_ANISO", "PBR_Mode_KK", "PBR_Mode_TOON" };
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protected readonly string[] IndirectDiffuseModeDefines = { "INDIRECT_DIFFUSE_OFF", "INDIRECT_DIFFUSE_IBL", "INDIRECT_DIFFUSE_MATCAP", "INDIRECT_DIFFUSE_RAMP" };
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protected readonly string[] IndirectSpecularModeDefines = { "INDIRECT_SPECULAR_OFF", "INDIRECT_SPECULAR_IBL", "INDIRECT_SPECULAR_MATCAP" };
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protected readonly string[] materialTypeDefines = { "_MATERIAL_TYPE_STANDARD", "_MATERIAL_TYPE_FRONTHAIR", "_MATERIAL_TYPE_FACE", "_MATERIAL_TYPE_EYE" };
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protected readonly string[] PbrModeDefines = { "_PBR_MODE_OFF", "_PBR_MODE_STANDARD", "_PBR_MODE_ANISOTROPY", "_PBR_MODE_HAIR", "_PBR_MODE_TOON" };
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protected readonly string[] IndirectDiffuseModeDefines = { "_INDIRECT_DIFFUSE_OFF", "_INDIRECT_DIFFUSE_IBL", "_INDIRECT_DIFFUSE_MATCAP", "_INDIRECT_DIFFUSE_RAMP" };
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protected readonly string[] IndirectSpecularModeDefines = { "_INDIRECT_SPECULAR_OFF", "_INDIRECT_SPECULAR_IBL", "_INDIRECT_SPECULAR_MATCAP" };
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public enum UTS_ClippingMode
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{
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@@ -302,7 +302,7 @@ namespace UnityEditor.Rendering.Toon
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{
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Off, IBL, Matcap, Ramp
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}
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public enum IndirectSpecularMode
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{
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Off, IBL, Matcap
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@@ -334,7 +334,7 @@ namespace UnityEditor.Rendering.Toon
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#if UNITY_2021_1_OR_NEWER
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[UTS3InspectorHelpURL("instruction")]
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#endif // UNITY_2021_1_OR_NEWER
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protected enum Expandable
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protected enum Expandable : uint
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{
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Shader = 1 << 0,
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Basic = 1 << 1,
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@@ -672,7 +672,8 @@ namespace UnityEditor.Rendering.Toon
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public static readonly GUIContent hairBlendingTargetMapText = new GUIContent("Blending Map", "Specifies the texture to blend with hair.");
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public static readonly GUIContent normalMapText = new GUIContent("Normal Map", "A texture that dictates the bumpiness of the material.");
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public static readonly GUIContent pbrModeText = new GUIContent("PBR Mode", "Specifies PBR model mode.");
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public static readonly GUIContent ambientModeModeText = new GUIContent("Ambient Mode", "Specifies ambient calculation mode.");
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public static readonly GUIContent indirectDiffuseModeText = new GUIContent("Indirect Diffuse Mode", "Specifies indirect diffuse mode.");
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public static readonly GUIContent indirectSpecularText = new GUIContent("Indirect Specular Mode", "Specifies indirect specular mode.");
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public static readonly GUIContent highColorText = new GUIContent("Highlight", "Highlight : Texture(sRGB) x Color(RGB) Default:White");
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public static readonly GUIContent highColorMaskText = new GUIContent("Highlight Mask", "A grayscale texture which utilizes its brightness to control intensity.");
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public static readonly GUIContent rimLightMaskText = new GUIContent("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.");
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@@ -1638,7 +1639,7 @@ namespace UnityEditor.Rendering.Toon
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var isReceiveHairShadowEnabled = GUI_Toggle(material, Styles.receiveHairShadowText, ShaderPropReceiveHairShadow,
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MaterialGetInt(material, ShaderPropReceiveHairShadow) != 0);
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material.SetKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW"), isReceiveHairShadowEnabled);
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material.SetKeyword(new LocalKeyword(material.shader, "_RECEIVE_HAIR_SHADOW_ON"), isReceiveHairShadowEnabled);
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var isHairBlendingTargetEnabled = GUI_Toggle(material, Styles.hairBlendingTargetShadowText, ShaderPropHairBlendingTarget,
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MaterialGetInt(material, ShaderPropHairBlendingTarget) != 0);
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@@ -1680,7 +1681,7 @@ namespace UnityEditor.Rendering.Toon
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{
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GUI_RangeProperty(material, Styles.eyeParallaxAmount);
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}
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void SwitchKeywrod(Material material, string targetKeywrod, string[] sources)
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{
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foreach (var keywrod in sources)
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@@ -1817,14 +1818,14 @@ namespace UnityEditor.Rendering.Toon
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void GUI_AmbientMode(Material material)
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{
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m_IndirectDiffuseMode = (IndirectDiffuseMode)MaterialGetInt(material, ShaderPropIDMode);
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m_IndirectDiffuseMode = (IndirectDiffuseMode)EditorGUILayout.EnumPopup(Styles.ambientModeModeText, m_IndirectDiffuseMode);
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m_IndirectDiffuseMode = (IndirectDiffuseMode)EditorGUILayout.EnumPopup(Styles.indirectDiffuseModeText, m_IndirectDiffuseMode);
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material.SetFloat(ShaderPropIDMode, (int)m_IndirectDiffuseMode);
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SwitchKeywrod(material, IndirectDiffuseModeDefines[(int)m_IndirectDiffuseMode], IndirectDiffuseModeDefines);
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m_IndirectSpecularMode = (IndirectSpecularMode)MaterialGetInt(material, ShaderPropISMode);
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m_IndirectSpecularMode = (IndirectSpecularMode)EditorGUILayout.EnumPopup(Styles.ambientModeModeText, m_IndirectSpecularMode);
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m_IndirectSpecularMode = (IndirectSpecularMode)EditorGUILayout.EnumPopup(Styles.indirectSpecularText, m_IndirectSpecularMode);
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material.SetFloat(ShaderPropISMode, (int)m_IndirectSpecularMode);
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SwitchKeywrod(material, IndirectSpecularModeDefines[(int)m_IndirectSpecularMode], IndirectSpecularModeDefines);
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}
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