Files
com.misaki.hdrp-toon/Editor/MeterialEditor/UTSShaderGUI.cs
Misaki 973f617590 Added new stocking scope to shader gui;
Added new stocking surface feature;
Added unity 6.3 support;

Fixed the issue that ssr weight does not blend ibl and ssr properly;
Fixed the issue that material recive ssr regardless of specular ambient mode;
2025-08-17 13:10:38 +09:00

62 lines
1.7 KiB
C#

using Misaki.ShaderGUI;
using UnityEditor;
using UnityEngine;
namespace Misaki.HdrpToon.Editor
{
public class UTSShaderGUI : ScopedShaderGUI
{
private GUIStyle _headerStyle;
public override void ValidateMaterial(Material material)
{
UTSAPI.SetupPass(material);
UTSAPI.SetupKeywords(material);
UTSAPI.SetupProperties(material);
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
if (!initialized)
{
OnInitialize(materialEditor, properties);
}
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("HDRP Toon Shader", _headerStyle);
EditorGUILayout.Space(20);
DrawShaderGUI(properties);
}
private void OnInitialize(MaterialEditor materialEditor, MaterialProperty[] properties)
{
AddUIScope<SurfaceOptionsScope>();
AddUIScope<ShadingColorScope>();
AddUIScope<ShadowScope>();
AddUIScope<SurfaceInputsScope>();
AddUIScope<AmbientScope>();
// Surface Features
AddUIScope<AngelRingScope>();
AddUIScope<RimLightScope>();
AddUIScope<StockingScope>();
AddUIScope<OutlineScope>();
AddUIScope<AdvanceScope>();
Initialize(materialEditor, properties);
_headerStyle = new GUIStyle()
{
fontSize = 25,
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
normal =
{
textColor = GUI.skin.label.normal.textColor
}
};
}
}
}