178 lines
10 KiB
C#
178 lines
10 KiB
C#
using Misaki.ShaderGUI;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Rendering;
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using UnityEngine;
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using static Misaki.HdrpToon.UtsShaderPropertyName.SurfaceInputs;
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namespace Misaki.HdrpToon.Editor
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{
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public class SurfaceInputsScope : 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 NormalMap;
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public static MaterialProperty NormalMapScale;
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public static MaterialProperty MaskMap;
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public static MaterialProperty Metallic;
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public static MaterialProperty MetallicRemapMin;
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public static MaterialProperty MetallicRemapMax;
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public static MaterialProperty AORemapMin;
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public static MaterialProperty AORemapMax;
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public static MaterialProperty Smoothness;
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public static MaterialProperty SmoothnessRemapMin;
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public static MaterialProperty SmoothnessRemapMax;
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public static MaterialProperty AnisotropyMap;
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public static MaterialProperty Anisotropy;
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public static MaterialProperty KKColor;
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public static MaterialProperty BSDFContribution;
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public static MaterialProperty SpecularColorMap;
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public static MaterialProperty SpecularColor;
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public static MaterialProperty SpecularFeather;
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public static MaterialProperty SpecularStep;
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public static MaterialProperty emissiveColorLDR;
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public static MaterialProperty emissiveColorMap;
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public static MaterialProperty emissiveIntensity;
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public static MaterialProperty albedoAffectEmissive;
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public static MaterialProperty emissiveExposureWeight;
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}
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private static class Styles
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{
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public static readonly GUIContent NormalMapText = new("Normal Map", "A texture that dictates the bumpiness of the material.");
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public static readonly GUIContent MaskMapText = new("Mask Map", "A texture that dictates the physical properties of the material. R channel for metallic, G channel for ambient occlusion, A channel for smoothness");
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public static readonly GUIContent MetallicText = new("Metallic", "Specifies the metallic value of the material.");
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public static readonly GUIContent MetallicRemap = new("Metallic Remap", "Remap the max and min value of metallic");
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public static readonly GUIContent AORemap = new("AO Remap", "Remap the max and min value of ambient occlusion");
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public static readonly GUIContent SmoothnessText = new("Smoothness", "Specifies the smoothness of the material.");
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public static readonly GUIContent SmoothnessRemapText = new("Smoothness Remap", "Remap the max and min value of smoothness");
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public static readonly GUIContent AnisotropyMapText = new("Anisotropy Map", "Specifies the anisotropy map of the material.");
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public static readonly GUIContent KKColorText = new("KK specular Color", "Specifies the color of KK specular.");
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public static readonly GUIContent BSDFContributionText = new("BSDF Contribution", "BSDF smoothness contribution, 1 means KK Hair smoothness will fully contribute bsdf calculation");
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public static readonly GUIContent SpecularColorMapText = new("Specular Color Map", "Specifies the specular color map of the material.");
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public static readonly GUIContent SpecRemap = new("Specular Remap", "Feather and step value of Toon Specular");
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public static readonly GUIContent emissiveColorText = new("Emissive Color", "The color and color map to set for emissive effect.");
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public static readonly GUIContent albedoAffectEmissiveText = new("Albedo Affect Emissive", "Enable to affect emissive color with base color");
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public static readonly GUIContent emissiveIntensityText = new("Emissive Intensity", "Set the intensity of the emissive color,in Nits");
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public static readonly GUIContent emissiveExposureWeightText = new("Exposure Weight", "Controls how the camera exposure influences the perceived intensity of the emissivity. A weight of 0 means that the emissive intensity is calculated ignoring the exposure; increasing this weight progressively increases the influence of exposure on the final emissive value.");
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}
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protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.SurfaceInputs;
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protected override GUIContent Header => new("Surface Inputs");
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public override void LoadMaterialProperties()
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{
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Properties.NormalMap = FindProperty("_NormalMap");
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Properties.NormalMapScale = FindProperty("_NormalScale");
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Properties.MaskMap = FindProperty("_MaskMap");
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Properties.Metallic = FindProperty("_Metallic");
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Properties.MetallicRemapMin = FindProperty("_MetallicRemapMin");
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Properties.MetallicRemapMax = FindProperty("_MetallicRemapMax");
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Properties.AORemapMin = FindProperty("_AORemapMin");
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Properties.AORemapMax = FindProperty("_AORemapMax");
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Properties.SmoothnessRemapMin = FindProperty("_SmoothnessRemapMin");
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Properties.SmoothnessRemapMax = FindProperty("_SmoothnessRemapMax");
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Properties.Smoothness = FindProperty("_Smoothness");
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Properties.AnisotropyMap = FindProperty("_AnisotropyMap");
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Properties.Anisotropy = FindProperty("_Anisotropy");
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Properties.KKColor = FindProperty("_KKColor");
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Properties.BSDFContribution = FindProperty("_BSDFContribution");
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Properties.SpecularColorMap = FindProperty("_SpecularColorMap");
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Properties.SpecularColor = FindProperty("_SpecularColor");
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Properties.SpecularFeather = FindProperty("_ToonSpecularFeather");
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Properties.SpecularStep = FindProperty("_ToonSpecularStep");
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Properties.emissiveColorLDR = FindProperty(EMISSIVE_COLOR_LDR);
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Properties.emissiveColorMap = FindProperty(EMISSIVE_COLOR_MAP);
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Properties.albedoAffectEmissive = FindProperty(ALBEDO_AFFECT_EMISSIVE);
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Properties.emissiveIntensity = FindProperty(EMISSIVE_INTENSITY);
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Properties.emissiveExposureWeight = FindProperty(EMISSIVE_EXPOSURE_WEIGHT);
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}
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protected override void DrawContent()
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{
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editor.KeywordTexturePropertySingleLine(Styles.NormalMapText, Properties.NormalMap, Properties.NormalMapScale);
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if (editor.GetMaterials().All(mat => mat.GetPBRMode() != PBRMode.Off))
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{
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if (editor.KeywordTexturePropertySingleLine(Styles.MaskMapText, Properties.MaskMap))
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{
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editor.MinMaxShaderProperty(Properties.MetallicRemapMin, Properties.MetallicRemapMax, 0, 1, Styles.MetallicRemap);
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editor.MinMaxShaderProperty(Properties.AORemapMin, Properties.AORemapMax, 0, 1, Styles.AORemap);
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editor.MinMaxShaderProperty(Properties.SmoothnessRemapMin, Properties.SmoothnessRemapMax, 0, 1, Styles.SmoothnessRemapText);
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}
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else
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{
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if (editor.GetMaterials().All(mat => mat.GetPBRMode() != PBRMode.KKHair))
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{
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editor.ShaderProperty(Properties.Metallic, Styles.MetallicText);
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}
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editor.ShaderProperty(Properties.Smoothness, Styles.SmoothnessText);
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}
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}
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if (editor.GetMaterials().All(mat => mat.GetPBRMode() == PBRMode.Anisotropy || mat.GetPBRMode() == PBRMode.KKHair))
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{
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editor.KeywordTexturePropertySingleLine(Styles.AnisotropyMapText, Properties.AnisotropyMap, Properties.Anisotropy);
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if (editor.GetMaterials().All(mat => mat.GetPBRMode() == PBRMode.KKHair))
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{
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editor.ShaderProperty(Properties.KKColor, Styles.KKColorText);
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editor.ShaderProperty(Properties.BSDFContribution, Styles.BSDFContributionText);
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Anisotropy Map only ST");
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editor.TextureScaleOffsetProperty(Properties.AnisotropyMap);
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}
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else if (editor.GetMaterials().All(mat => mat.GetPBRMode() == PBRMode.Toon))
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{
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editor.KeywordTexturePropertySingleLine(Styles.SpecularColorMapText, Properties.SpecularColorMap, Properties.SpecularColor);
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editor.MinMaxShaderProperty(Properties.SpecularFeather, Properties.SpecularStep, 0, 1, Styles.SpecRemap);
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}
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EditorGUILayout.Space();
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using (var EmissiveIntentLevel = new EditorGUI.IndentLevelScope(-1))
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{
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EditorGUILayout.LabelField("Emissive", EditorStyles.boldLabel);
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}
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EditorGUI.BeginChangeCheck();
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editor.KeywordTexturePropertySingleLine(Styles.emissiveColorText, Properties.emissiveColorMap, Properties.emissiveColorLDR, "_EMISSIVE_COLOR_MAP");
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editor.ShaderProperty(Properties.emissiveIntensity, Styles.emissiveIntensityText);
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if (EditorGUI.EndChangeCheck())
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{
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editor.ApplyChange(material =>
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{
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if (material.HasProperty(EMISSIVE_COLOR_LDR) && material.HasProperty(EMISSIVE_INTENSITY) && material.HasProperty(EMISSIVE_COLOR))
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{
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// Important: The color picker for kEmissiveColorLDR is LDR and in sRGB color space but Unity don't perform any color space conversion in the color
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// picker BUT only when sending the color data to the shader... So as we are doing our own calculation here in C#, we must do the conversion ourselves.
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var emissiveColorLDR = material.GetColor(EMISSIVE_COLOR_LDR);
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var emissiveColorLDRLinear = new Color(Mathf.GammaToLinearSpace(emissiveColorLDR.r), Mathf.GammaToLinearSpace(emissiveColorLDR.g), Mathf.GammaToLinearSpace(emissiveColorLDR.b));
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material.SetColor(EMISSIVE_COLOR, emissiveColorLDRLinear * material.GetFloat(EMISSIVE_INTENSITY));
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}
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});
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}
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EditorGUILayout.Space();
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editor.ShaderProperty(Properties.albedoAffectEmissive, Styles.albedoAffectEmissiveText);
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editor.ShaderProperty(Properties.emissiveExposureWeight, Styles.emissiveExposureWeightText);
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}
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}
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} |