85 lines
4.3 KiB
C#
85 lines
4.3 KiB
C#
using Misaki.ShaderGUI;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using static Misaki.HdrpToon.UtsShaderPropertyName.RimLight;
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namespace Misaki.HdrpToon.Editor
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{
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public class RimLightScope : 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 rimLightColor;
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public static MaterialProperty rimLightIntensity;
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public static MaterialProperty screenSpaceRimLight;
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public static MaterialProperty rimLightLevel;
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public static MaterialProperty rimLightClipping;
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public static MaterialProperty rimLightClippingLevel;
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public static MaterialProperty lightBaseRimLight;
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public static MaterialProperty lightDirectionRimLightLevel;
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}
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private static class Styles
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{
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public static readonly GUIContent rimLightColorText = new("Rim Light Color", "Specifies the color of rim light.");
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public static readonly GUIContent rimLightIntensityText = new("Rim Light Strength", "Specifies Rim Light strength.");
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public static readonly GUIContent screenSpaceRimLightText = new("Screen Space Rim Light", "Enable to make the rim light width constant in screen space.");
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public static readonly GUIContent rimLightLevelText = new("Rim Light Level", "Specifies Rim Light power intensity.");
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public static readonly GUIContent rimLightClippingText = new("Rim Light Clipping", "Enable to Clip the rim light at specific level");
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public static readonly GUIContent rimLightClippingLevelText = new("Clipping Level", "The Clipping value of the rim light.");
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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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}
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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 => materials.All(mat => mat.HasFeature(SurfaceFeature.RimLight));
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public override void LoadMaterialProperties()
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{
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Properties.rimLightColor = FindProperty(RIM_LIGHT_COLOR);
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Properties.rimLightIntensity = FindProperty(RIM_LIGHT_INTENSITY);
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Properties.screenSpaceRimLight = FindProperty(SCREEN_SPACE_RIM_LIGHT);
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Properties.rimLightLevel = FindProperty(RIM_LIGHT_LEVEL);
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Properties.rimLightClipping = FindProperty(RIM_LIGHT_CLIPPING);
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Properties.rimLightClippingLevel = FindProperty(RIM_LIGHT_CLIPPING_LEVEL);
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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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}
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protected override void DrawContent()
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{
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editor.ShaderProperty(Properties.rimLightColor, Styles.rimLightColorText);
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editor.ShaderProperty(Properties.rimLightIntensity, Styles.rimLightIntensityText);
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editor.ShaderProperty(Properties.screenSpaceRimLight, Styles.screenSpaceRimLightText);
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editor.ShaderProperty(Properties.rimLightLevel, Styles.rimLightLevelText);
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if (!Properties.screenSpaceRimLight.GetBooleanValue())
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{
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editor.ShaderProperty(Properties.rimLightClipping, Styles.rimLightClippingText);
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if (Properties.rimLightClipping.GetBooleanValue())
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{
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using var clippingLevelIndentLevelScope = new EditorGUI.IndentLevelScope();
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editor.ShaderProperty(Properties.rimLightClippingLevel, Styles.rimLightClippingLevelText);
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}
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}
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EditorGUILayout.Space();
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editor.ShaderProperty(Properties.lightBaseRimLight, Styles.lightBaseRimLightText);
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if (Properties.lightBaseRimLight.GetBooleanValue())
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{
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editor.ShaderProperty(Properties.lightDirectionRimLightLevel, Styles.lightDirectionRimLightLevelText);
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}
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}
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}
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}
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