107 lines
5.0 KiB
C#
107 lines
5.0 KiB
C#
using Misaki.ShaderGUI;
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using UnityEditor;
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using UnityEngine;
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namespace Misaki.HdrpToon.Editor
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{
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internal class SurfaceOptionsScope : 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 transparentMode;
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public static MaterialProperty alphaClipEnable;
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public static MaterialProperty alphaClip;
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public static MaterialProperty cullMode;
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public static MaterialProperty materialType;
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public static MaterialProperty pbrMode;
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public static MaterialProperty receiveHairShadow;
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public static MaterialProperty hairBlendingTarget;
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public static MaterialProperty surfaceFeatures;
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}
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private static class Styles
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{
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public static readonly GUIContent transparentModeText = new("Transparent Mode", "Enable different modes that allow the simulation of a variety of transparent objects.");
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public static readonly GUIContent alphaClipEnableText = new("Alpha Clipping", "Enable alpha clipping.");
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public static readonly GUIContent alphaClipText = new("Alpha Clipping Threshold", "Threshold for alpha clipping.");
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public static readonly GUIContent cullingModeText = new("Culling Mode", "Controls the sides of polygons that should not be drawn (culled).");
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public static readonly GUIContent materialTypeText = new("Material Type", "Specifies the material type.");
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public static readonly GUIContent pbrModeText = new("PBR Mode", "Specifies PBR model mode.");
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public static readonly GUIContent receiveHairShadowText = new("Receive Hair Shadow", "Enable to receive shadow from hair shadow caster");
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public static readonly GUIContent hairBlendingTargetText = new("Hair Blending Target", "Enable to be blended with hair");
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public static readonly GUIContent surfaceFeaturesText = new("Surface Features", "Specifies the surface features.");
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}
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.SurfaceOptions;
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protected override GUIContent Header => EditorGUIUtility.TrTextContent("Surface Options");
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public bool HasFeature(SurfaceFeatureFlags feature)
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{
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return ((SurfaceFeatureFlags)Properties.surfaceFeatures.floatValue & feature) != 0;
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}
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public override void LoadMaterialProperties()
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{
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Properties.transparentMode = FindProperty("_TransparentEnabled");
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Properties.alphaClipEnable = FindProperty("_AlphaCutoffEnable");
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Properties.alphaClip = FindProperty("_AlphaCutoff");
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Properties.cullMode = FindProperty("_CullMode");
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Properties.materialType = FindProperty("_Material_Type");
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Properties.pbrMode = FindProperty("_PBR_Mode");
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Properties.receiveHairShadow = FindProperty("_Receive_Hair_Shadow");
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Properties.hairBlendingTarget = FindProperty("_HairBlendingTarget");
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Properties.surfaceFeatures = FindProperty("_SurfaceFeatures");
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}
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protected override void DrawContent()
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{
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editor.ShaderProperty(Properties.transparentMode, Styles.transparentModeText);
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editor.ShaderProperty(Properties.alphaClipEnable, Styles.alphaClipEnableText);
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if (Properties.alphaClipEnable.floatValue == 1.0f)
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{
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EditorGUI.indentLevel++;
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editor.ShaderProperty(Properties.alphaClip, Styles.alphaClipText);
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EditorGUI.indentLevel--;
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}
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editor.ShaderProperty(Properties.cullMode, Styles.cullingModeText);
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editor.ShaderProperty(Properties.materialType, Styles.materialTypeText);
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editor.ShaderProperty(Properties.pbrMode, Styles.pbrModeText);
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editor.ShaderProperty(Properties.receiveHairShadow, Styles.receiveHairShadowText);
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EditorGUI.BeginChangeCheck();
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editor.ShaderProperty(Properties.hairBlendingTarget, Styles.hairBlendingTargetText);
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var material in GetMaterials())
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{
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material.SetShaderPassEnabled(UtsShaderPassName.HAIR_BLENDING_TARGET_PASS_NAME, Properties.hairBlendingTarget.floatValue == 1.0f);
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}
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}
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var surfaceFeatures = (SurfaceFeatureFlags)Properties.surfaceFeatures.floatValue;
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EditorGUI.BeginChangeCheck();
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surfaceFeatures = (SurfaceFeatureFlags)EditorGUILayout.EnumFlagsField(Styles.surfaceFeaturesText, surfaceFeatures);
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if (EditorGUI.EndChangeCheck())
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{
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Properties.surfaceFeatures.floatValue = (float)surfaceFeatures;
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foreach (var material in GetMaterials())
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{
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material.SetShaderPassEnabled(UtsShaderPassName.OUTLINE_PASS_NAME, HasFeature(SurfaceFeatureFlags.Outline));
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}
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}
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}
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}
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} |