Files
com.misaki.hdrp-toon/Editor/MeterialEditor/UIScopes/AdvanceScope.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

55 lines
2.2 KiB
C#

using Misaki.ShaderGUI;
using UnityEditor;
using UnityEngine;
using static Misaki.HdrpToon.UTSPropertyName.Advance;
namespace Misaki.HdrpToon.Editor
{
internal class AdvanceScope : MaterialUIScope<ShaderGUIExpandable>
{
private static class Properties
{
public static MaterialProperty diffuseMin;
public static MaterialProperty lightIntensityMultiplier;
public static MaterialProperty clampLightColor;
public static MaterialProperty lightLoopMode;
}
private static class Styles
{
public static readonly GUIContent diffuseMinText = new("Minimal Diffuse Contribution", "Specifies the minimum contribution of the base color to the diffuse light. Keep it 0 to make sure energy conservation.");
public static readonly GUIContent lightIntensityMultiplierText = new("Light Intensity Multiplier", "Specifies the intensity multiplier of the light.");
public static readonly GUIContent clampLightColorText = new("Clamp Light Color", "Specifies whether to clamp the light color.");
public static readonly GUIContent lightLoopModeText = new("Light Loop Mode", "Specifies the light loop mode.");
}
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Advance;
protected override GUIContent Header => EditorGUIUtility.TrTextContent("Advance Settings");
protected override void LoadMaterialProperties()
{
Properties.diffuseMin = FindProperty(MINIMAL_DIFFUSE_CONTRIBUTION);
Properties.lightIntensityMultiplier = FindProperty(LIGHT_INTENSITY_MULTIPLIER);
Properties.clampLightColor = FindProperty(CLAMP_LIGHT_COLOR);
Properties.lightLoopMode = FindProperty(LIGHT_LOOP_MODE);
}
protected override void DrawContent()
{
editor.ShaderProperty(Properties.diffuseMin, Styles.diffuseMinText);
editor.ShaderProperty(Properties.lightIntensityMultiplier, Styles.lightIntensityMultiplierText);
editor.ShaderProperty(Properties.clampLightColor, Styles.clampLightColorText);
editor.ShaderProperty(Properties.lightLoopMode, Styles.lightLoopModeText);
}
}
}