Updated Lit shader and added GUI.

This commit is contained in:
max 2021-02-10 00:39:53 +01:00
parent f7fc4434d5
commit 9634fde59e
3 changed files with 369 additions and 324 deletions

View File

@ -0,0 +1,149 @@
using UnityEditor;
using UnityEngine;
namespace TAO.VertexAnimation.Editor
{
public class LitGUI : ShaderGUI
{
private MaterialEditor materialEditor;
private MaterialProperty[] properties;
private bool foldoutBase = true;
private bool foldoutAnimation = true;
private bool foldoutOther = true;
override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
this.materialEditor = materialEditor;
this.properties = properties;
if (foldoutBase = EditorGUILayout.BeginFoldoutHeaderGroup(foldoutBase, "Base"))
{
BaseMapGUI();
NormalGUI();
MaskGUI();
EmissionGUI();
MaterialProperty tilingAndOffset = FindProperty("_TilingAndOffset", properties);
materialEditor.ShaderProperty(tilingAndOffset, MakeLabel(tilingAndOffset));
}
EditorGUILayout.EndFoldoutHeaderGroup();
if (foldoutAnimation = EditorGUILayout.BeginFoldoutHeaderGroup(foldoutAnimation, "Vertex Animation"))
{
VertexAnimationGUI();
}
EditorGUILayout.EndFoldoutHeaderGroup();
if (foldoutOther = EditorGUILayout.BeginFoldoutHeaderGroup(foldoutOther, "Other"))
{
OtherGUI();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
private void BaseMapGUI()
{
MaterialProperty map = FindProperty("_BaseMap", properties);
materialEditor.TexturePropertySingleLine(MakeLabel(map, "(RGB) Albedo, (A) Alpha."), map, FindProperty("_BaseColor", properties));
EditorGUI.indentLevel += 2;
MaterialProperty slider = FindProperty("_AlphaClipThreshhold", properties);
materialEditor.ShaderProperty(slider, MakeLabel(slider));
EditorGUI.indentLevel -= 2;
}
private void NormalGUI()
{
MaterialProperty map = FindProperty("_NormalMap", properties);
MaterialProperty strength = FindProperty("_NormalStrength", properties);
EditorGUI.BeginChangeCheck();
materialEditor.TexturePropertySingleLine(MakeLabel(map), map, map.textureValue ? strength : null);
if (EditorGUI.EndChangeCheck())
{
SetKeyword("USE_NORMALMAP_ON", map.textureValue);
}
}
private void MaskGUI()
{
MaterialProperty map = FindProperty("_MaskMap", properties);
materialEditor.TexturePropertySingleLine(MakeLabel(map, "(R) Metallic, (G) Occlusion, (B) Detail mask, (A) Smoothness."), map);
EditorGUI.indentLevel += 2;
MaterialProperty metalness = FindProperty("_Metalness", properties);
materialEditor.ShaderProperty(metalness, MakeLabel(metalness));
MaterialProperty smoothness = FindProperty("_Smoothness", properties);
materialEditor.ShaderProperty(smoothness, MakeLabel(smoothness));
EditorGUI.indentLevel -= 2;
}
private void EmissionGUI()
{
MaterialProperty map = FindProperty("_EmissionMap", properties);
EditorGUI.BeginChangeCheck();
materialEditor.TexturePropertySingleLine(MakeLabel(map), map, FindProperty("_EmissionColor", properties));
if (EditorGUI.EndChangeCheck())
{
SetKeyword("USE_EMISSIONMAP_ON", map.textureValue);
}
}
private void VertexAnimationGUI()
{
MaterialProperty map = FindProperty("_PositionMap", properties);
materialEditor.TexturePropertySingleLine(MakeLabel(map), map);
MaterialProperty useNormal = FindProperty("USE_NORMALA", properties);
materialEditor.ShaderProperty(useNormal, MakeLabel(useNormal, "Apply vertex normals saved in the alpha channel of the position map."));
MaterialProperty flipUV = FindProperty("VA_FLIP_UVS", properties);
materialEditor.ShaderProperty(flipUV, MakeLabel(flipUV, "Flip UVs."));
MaterialProperty maxFrames = FindProperty("_MaxFrames", properties);
materialEditor.ShaderProperty(maxFrames, MakeLabel(maxFrames, "This will be auto filled by the animation system."));
MaterialProperty animationData = FindProperty("_AnimationData", properties);
materialEditor.ShaderProperty(animationData, MakeLabel(animationData, "This will be auto filled by the animation system."));
}
private void OtherGUI()
{
materialEditor.RenderQueueField();
materialEditor.EnableInstancingField();
materialEditor.DoubleSidedGIField();
}
private void SetKeyword(string keyword, bool state)
{
if (state)
{
foreach (Material m in materialEditor.targets)
{
m.EnableKeyword(keyword);
}
}
else
{
foreach (Material m in materialEditor.targets)
{
m.DisableKeyword(keyword);
}
}
}
static readonly GUIContent staticLabel = new GUIContent();
static GUIContent MakeLabel(MaterialProperty property, string tooltip = null)
{
staticLabel.text = property.displayName;
staticLabel.tooltip = tooltip;
return staticLabel;
}
}
}

View File

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