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

156 lines
7.9 KiB
C#

using Misaki.ShaderGUI;
using UnityEditor;
using UnityEngine;
namespace Misaki.HdrpToon.Editor
{
internal class AmbientScope : MaterialUIScope<ShaderGUIExpandable>
{
protected override ShaderGUIExpandable ExpandableBit => ShaderGUIExpandable.Ambient;
protected override GUIContent Header => new("Ambient Settings");
private static class Properties
{
public static MaterialProperty indirectDiffuseMode;
public static MaterialProperty indirectSpecularMode;
public static MaterialProperty indirectDiffuseMatCapMap;
public static MaterialProperty indirectDiffuseMatCapLod;
public static MaterialProperty indirectDiffuseRampMap;
public static MaterialProperty indirectDiffuseRampIndex;
public static MaterialProperty indirectDiffuseRampPosition;
public static MaterialProperty indirectDiffuseIntensity;
public static MaterialProperty ssaoWeight;
public static MaterialProperty ssgiWeight;
public static MaterialProperty indirectSpecularMatCapMap;
public static MaterialProperty indirectSpecularMatCapLod;
public static MaterialProperty indirectReflectionIntensity;
public static MaterialProperty ssrWeight;
}
private static class Styles
{
public static readonly GUIContent indirectDiffuseModeText = new("Indirect Diffuse Mode", "Specifies indirect diffuse mode.");
public static readonly GUIContent indirectSpecularModeText = new("Indirect Specular Mode", "Specifies indirect specular mode.");
public static readonly GUIContent indirectDiffuseMatCapMapText = new("MatCap Map", "The material capture map for indirect diffuse evaluation, with the additional setting for controlling the LOD offset when sampling the indirect diffuse material capture map.");
public static readonly GUIContent indirectDiffuseRampMapText = new("Ramp Map", "The ramp map for indirect diffuse evaluation, with the additional setting for controlling the sampling index of the ramp map.");
public static readonly GUIContent indirectDiffuseRampPositionText = new("Ramp Position", "The ramp position for indirect diffuse evaluation.");
public static readonly GUIContent indirectDiffuseIntensityText = new("Intensity", "The indirect diffuse color is added to the material color according to the intensity value.");
public static readonly GUIContent ssaoWeightText = new("SSAO Weight", "The weight of SSAO.");
public static readonly GUIContent ssgiWeightText = new("SSGI Weight", "The weight of SSGI.");
public static readonly GUIContent indirectSpecularMatCapMapText = new("MatCap Map", "The material capture map for indirect specular evaluation, with the additional setting for controlling the LOD offset when sampling the indirect specular material capture map.");
public static readonly GUIContent indirectReflectionIntensityText = new("Intensity", "The indirect reflection color is added to the material color according to the intensity value.");
public static readonly GUIContent ssrWeightText = new("SSR Weight", "SSR Weight");
}
protected override void LoadMaterialProperties()
{
Properties.indirectDiffuseMode = FindProperty("_Indirect_Diffuse_Mode");
Properties.indirectSpecularMode = FindProperty("_Indirect_Specular_Mode");
Properties.indirectDiffuseMatCapMap = FindProperty("_IndirectDiffuseMatCapMap");
Properties.indirectDiffuseMatCapLod = FindProperty("_IndirectDiffuseMatCapLod");
Properties.indirectDiffuseRampMap = FindProperty("_IndirectDiffuseRampMap");
Properties.indirectDiffuseRampIndex = FindProperty("_IndirectDiffuseRampIndex");
Properties.indirectDiffuseRampPosition = FindProperty("_IndirectDiffuseRampPosition");
Properties.indirectDiffuseIntensity = FindProperty("_IndirectDiffuseIntensity");
Properties.ssaoWeight = FindProperty("_SSAOWeight");
Properties.ssgiWeight = FindProperty("_SSGIWeight");
Properties.indirectSpecularMatCapMap = FindProperty("_IndirectSpecularMatCapMap");
Properties.indirectSpecularMatCapLod = FindProperty("_IndirectSpecularMatCapLod");
Properties.indirectReflectionIntensity = FindProperty("_IndirectSpecularIntensity");
Properties.ssrWeight = FindProperty("_SSRWeight");
}
private static void DrawIndirectDiffuseHeader()
{
EditorGUILayout.Space();
using var indentLevelScope = new EditorGUI.IndentLevelScope(-1);
EditorGUILayout.LabelField("Indirect Diffuse", EditorStyles.boldLabel);
}
private void DrawIndirectDiffuseProperties()
{
EditorGUILayout.Space();
editor.ShaderProperty(Properties.indirectDiffuseIntensity, Styles.indirectDiffuseIntensityText);
editor.ShaderProperty(Properties.ssaoWeight, Styles.ssaoWeightText);
}
private void DrawIndirectSpecularProperties()
{
EditorGUILayout.Space();
editor.ShaderProperty(Properties.indirectReflectionIntensity, Styles.indirectReflectionIntensityText);
editor.ShaderProperty(Properties.ssrWeight, Styles.ssrWeightText);
}
private static void DrawIndirectSpecularHeader()
{
EditorGUILayout.Space();
using var indentLevelScope = new EditorGUI.IndentLevelScope(-1);
EditorGUILayout.LabelField("Indirect Specular", EditorStyles.boldLabel);
}
protected override void DrawContent()
{
editor.ShaderProperty(Properties.indirectDiffuseMode, Styles.indirectDiffuseModeText);
editor.ShaderProperty(Properties.indirectSpecularMode, Styles.indirectSpecularModeText);
var indirectDiffuseMode = Properties.indirectDiffuseMode.GetEnumValue<IndirectDiffuseMode>();
var indirectSpecularMode = Properties.indirectSpecularMode.GetEnumValue<IndirectSpecularMode>();
if (indirectDiffuseMode != IndirectDiffuseMode.Off)
{
DrawIndirectDiffuseHeader();
switch (indirectDiffuseMode)
{
case IndirectDiffuseMode.IBL:
editor.ShaderProperty(Properties.ssgiWeight, Styles.ssgiWeightText);
break;
case IndirectDiffuseMode.Matcap:
editor.TexturePropertySingleLine(Styles.indirectDiffuseMatCapMapText, Properties.indirectDiffuseMatCapMap, Properties.indirectDiffuseMatCapLod);
break;
case IndirectDiffuseMode.Ramp:
editor.TexturePropertySingleLine(Styles.indirectDiffuseRampMapText, Properties.indirectDiffuseRampMap, Properties.indirectDiffuseRampIndex);
editor.ShaderProperty(Properties.indirectDiffuseRampPosition, Styles.indirectDiffuseRampPositionText);
break;
default:
break;
}
DrawIndirectDiffuseProperties();
}
if (indirectSpecularMode != IndirectSpecularMode.Off)
{
DrawIndirectSpecularHeader();
switch (indirectSpecularMode)
{
case IndirectSpecularMode.IBL:
break;
case IndirectSpecularMode.Matcap:
editor.TexturePropertySingleLine(Styles.indirectSpecularMatCapMapText, Properties.indirectSpecularMatCapMap, Properties.indirectSpecularMatCapLod);
break;
default:
break;
}
DrawIndirectSpecularProperties();
}
}
}
}