using System; using UnityEditor; using UnityEngine; namespace Framework.Terrain { internal class ThreeTextureSplatShaderGUI : ShaderGUI { private enum WorkflowMode { Specular, Metallic, Dielectric } public enum BlendMode { Opaque, Cutout, Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply } public enum SmoothnessMapChannel { SpecularMetallicAlpha, AlbedoAlpha, } private static class Styles { public static GUIContent uvSetLabel = new GUIContent("UV Set"); public static GUIContent albedoText = new GUIContent( "Albedo (R)", "Albedo (RGB) for red splat channel"); public static GUIContent secondAlbedoText = new GUIContent( "Albedo (G)", "Albedo (RGB) for green splat channel"); public static GUIContent thirdAlbedoText = new GUIContent( "Albedo (B)", "Albedo (RGB) for blue splat channel"); public static GUIContent alphaCutoffText = new GUIContent( "Alpha Cutoff", "Threshold for alpha cutoff"); public static GUIContent specularMapText = new GUIContent( "Specular", "Specular (RGB) and Smoothness (A)"); public static GUIContent metallicMapText = new GUIContent( "Metallic", "Metallic (R) and Smoothness (A)"); public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value"); public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor"); public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel"); public static GUIContent highlightsText = new GUIContent( "Specular Highlights", "Specular Highlights"); public static GUIContent reflectionsText = new GUIContent( "Reflections", "Glossy Reflections"); public static GUIContent normalMapText = new GUIContent( "Normal Map (R)", "Normal Map for red splat channel"); public static GUIContent secondNormalMapText = new GUIContent( "Normal Map (G)", "Normal Map for green splat channel"); public static GUIContent thirdNormalMapText = new GUIContent( "Normal Map (B)", "Normal Map for blue splat channel"); public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)"); public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); public static GUIContent emissionText = new GUIContent("Color", "Emission (RGB)"); public static GUIContent detailMaskText = new GUIContent( "Detail Mask", "Mask for Secondary Maps (A)"); public static GUIContent detailAlbedoText = new GUIContent( "Detail Albedo x2", "Albedo (RGB) multiplied by 2"); public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map"); public static string primaryMapsText = "Main Maps"; public static string secondaryMapsText = "Secondary Maps"; public static string forwardText = "Forward Rendering Options"; public static string renderingMode = "Rendering Mode"; public static string advancedText = "Advanced Options"; public static GUIContent emissiveWarning = new GUIContent( "Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive.") ; public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode)); } MaterialProperty blendMode = null; MaterialProperty albedoMap = null; MaterialProperty secondAlbedoMap = null; MaterialProperty thirdAlbedoMap = null; MaterialProperty albedoColor = null; MaterialProperty alphaCutoff = null; MaterialProperty specularMap = null; MaterialProperty specularColor = null; MaterialProperty metallicMap = null; MaterialProperty metallic = null; MaterialProperty smoothness = null; MaterialProperty smoothnessScale = null; MaterialProperty smoothnessMapChannel = null; MaterialProperty highlights = null; MaterialProperty reflections = null; MaterialProperty bumpScale = null; MaterialProperty bumpMap = null; MaterialProperty secondBumpMap = null; MaterialProperty thirdBumpMap = null; MaterialProperty occlusionStrength = null; MaterialProperty occlusionMap = null; MaterialProperty heigtMapScale = null; MaterialProperty heightMap = null; MaterialProperty emissionColorForRendering = null; MaterialProperty emissionMap = null; MaterialProperty detailMask = null; MaterialProperty detailAlbedoMap = null; MaterialProperty detailNormalMapScale = null; MaterialProperty detailNormalMap = null; MaterialProperty uvSetSecondary = null; MaterialEditor m_MaterialEditor; WorkflowMode m_WorkflowMode = WorkflowMode.Specular; ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1 / 99f, 3f); bool m_FirstTimeApply = true; public void FindProperties(MaterialProperty[] props) { blendMode = FindProperty("_Mode", props); albedoMap = FindProperty("_MainTex", props); secondAlbedoMap = FindProperty("_SecondMainTex", props); thirdAlbedoMap = FindProperty("_ThirdMainTex", props); albedoColor = FindProperty("_Color", props); alphaCutoff = FindProperty("_Cutoff", props); specularMap = FindProperty("_SpecGlossMap", props, false); specularColor = FindProperty("_SpecColor", props, false); metallicMap = FindProperty("_MetallicGlossMap", props, false); metallic = FindProperty("_Metallic", props, false); if(specularMap != null && specularColor != null) m_WorkflowMode = WorkflowMode.Specular; else if(metallicMap != null && metallic != null) m_WorkflowMode = WorkflowMode.Metallic; else m_WorkflowMode = WorkflowMode.Dielectric; smoothness = FindProperty("_Glossiness", props); smoothnessScale = FindProperty("_GlossMapScale", props, false); smoothnessMapChannel = FindProperty("_SmoothnessTextureChannel", props, false); highlights = FindProperty("_SpecularHighlights", props, false); reflections = FindProperty("_GlossyReflections", props, false); bumpScale = FindProperty("_BumpScale", props); bumpMap = FindProperty("_BumpMap", props); secondBumpMap = FindProperty("_SecondBumpMap", props); thirdBumpMap = FindProperty("_ThirdBumpMap", props); heigtMapScale = FindProperty("_Parallax", props); heightMap = FindProperty("_ParallaxMap", props); occlusionStrength = FindProperty("_OcclusionStrength", props); occlusionMap = FindProperty("_OcclusionMap", props); emissionColorForRendering = FindProperty("_EmissionColor", props); emissionMap = FindProperty("_EmissionMap", props); detailMask = FindProperty("_DetailMask", props); detailAlbedoMap = FindProperty("_DetailAlbedoMap", props); detailNormalMapScale = FindProperty("_DetailNormalMapScale", props); detailNormalMap = FindProperty("_DetailNormalMap", props); uvSetSecondary = FindProperty("_UVSec", props); } public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) { FindProperties( props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly m_MaterialEditor = materialEditor; Material material = materialEditor.target as Material; // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing // material to a standard shader. // Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071) if(m_FirstTimeApply) { MaterialChanged(material, m_WorkflowMode); m_FirstTimeApply = false; } ShaderPropertiesGUI(material); } public void ShaderPropertiesGUI(Material material) { // Use default labelWidth EditorGUIUtility.labelWidth = 0f; // Detect any changes to the material EditorGUI.BeginChangeCheck(); { BlendModePopup(); // Primary properties GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel); DoAlbedoArea(material); DoSpecularMetallicArea(); m_MaterialEditor.TexturePropertySingleLine( Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); m_MaterialEditor.TexturePropertySingleLine( Styles.secondNormalMapText, secondBumpMap, secondBumpMap.textureValue != null ? bumpScale : null); m_MaterialEditor.TexturePropertySingleLine( Styles.thirdNormalMapText, thirdBumpMap, thirdBumpMap.textureValue != null ? bumpScale : null); m_MaterialEditor.TexturePropertySingleLine( Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null); m_MaterialEditor.TexturePropertySingleLine( Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null); m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); DoEmissionArea(material); EditorGUI.BeginChangeCheck(); m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); if(EditorGUI.EndChangeCheck()) emissionMap.textureScaleAndOffset = albedoMap .textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake EditorGUILayout.Space(); // Secondary properties GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel); m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap); m_MaterialEditor.TexturePropertySingleLine( Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale); m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text); // Third properties GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel); if(highlights != null) m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText); if(reflections != null) m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText); } if(EditorGUI.EndChangeCheck()) { foreach(var obj in blendMode.targets) MaterialChanged((Material) obj, m_WorkflowMode); } EditorGUILayout.Space(); GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel); m_MaterialEditor.RenderQueueField(); m_MaterialEditor.EnableInstancingField(); m_MaterialEditor.DoubleSidedGIField(); } internal void DetermineWorkflow(MaterialProperty[] props) { if(FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null) m_WorkflowMode = WorkflowMode.Specular; else if(FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null) m_WorkflowMode = WorkflowMode.Metallic; else m_WorkflowMode = WorkflowMode.Dielectric; } public override void AssignNewShaderToMaterial( Material material, Shader oldShader, Shader newShader) { // _Emission property is lost after assigning Standard shader to the material // thus transfer it before assigning the new shader if(material.HasProperty("_Emission")) { material.SetColor("_EmissionColor", material.GetColor("_Emission")); } base.AssignNewShaderToMaterial(material, oldShader, newShader); if(oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) { SetupMaterialWithBlendMode(material, (BlendMode) material.GetFloat("_Mode")); return; } BlendMode blendMode = BlendMode.Opaque; if(oldShader.name.Contains("/Transparent/Cutout/")) { blendMode = BlendMode.Cutout; } else if(oldShader.name.Contains("/Transparent/")) { // NOTE: legacy shaders did not provide physically based transparency // therefore Fade mode blendMode = BlendMode.Fade; } material.SetFloat("_Mode", (float) blendMode); DetermineWorkflow(MaterialEditor.GetMaterialProperties(new Material[] {material})); MaterialChanged(material, m_WorkflowMode); } void BlendModePopup() { EditorGUI.showMixedValue = blendMode.hasMixedValue; var mode = (BlendMode) blendMode.floatValue; EditorGUI.BeginChangeCheck(); mode = (BlendMode) EditorGUILayout.Popup(Styles.renderingMode, (int) mode, Styles.blendNames); if(EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); blendMode.floatValue = (float) mode; } EditorGUI.showMixedValue = false; } void DoAlbedoArea(Material material) { m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); m_MaterialEditor.TexturePropertySingleLine(Styles.secondAlbedoText, secondAlbedoMap); m_MaterialEditor.TexturePropertySingleLine(Styles.thirdAlbedoText, thirdAlbedoMap); if(((BlendMode) material.GetFloat("_Mode") == BlendMode.Cutout)) { m_MaterialEditor.ShaderProperty( alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); } } void DoEmissionArea(Material material) { // Emission for GI? if(m_MaterialEditor.EmissionEnabledProperty()) { bool hadEmissionTexture = emissionMap.textureValue != null; // Texture and HDR color controls m_MaterialEditor.TexturePropertyWithHDRColor( Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); // If texture was assigned and color was black set color to white float brightness = emissionColorForRendering.colorValue.maxColorComponent; if(emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) emissionColorForRendering.colorValue = Color.white; // change the GI flag and fix it up with emissive as black if necessary m_MaterialEditor.LightmapEmissionFlagsProperty( MaterialEditor.kMiniTextureFieldLabelIndentLevel, true); } } void DoSpecularMetallicArea() { bool hasGlossMap = false; if(m_WorkflowMode == WorkflowMode.Specular) { hasGlossMap = specularMap.textureValue != null; m_MaterialEditor.TexturePropertySingleLine( Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor); } else if(m_WorkflowMode == WorkflowMode.Metallic) { hasGlossMap = metallicMap.textureValue != null; m_MaterialEditor.TexturePropertySingleLine( Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic); } bool showSmoothnessScale = hasGlossMap; if(smoothnessMapChannel != null) { int smoothnessChannel = (int) smoothnessMapChannel.floatValue; if(smoothnessChannel == (int) SmoothnessMapChannel.AlbedoAlpha) showSmoothnessScale = true; } int indentation = 2; // align with labels of texture properties m_MaterialEditor.ShaderProperty( showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); ++indentation; if(smoothnessMapChannel != null) m_MaterialEditor.ShaderProperty( smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation); } public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) { switch(blendMode) { case BlendMode.Opaque: material.SetOverrideTag("RenderType", ""); material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = -1; break; case BlendMode.Cutout: material.SetOverrideTag("RenderType", "TransparentCutout"); material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.EnableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int) UnityEngine.Rendering.RenderQueue.AlphaTest; break; case BlendMode.Fade: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int) UnityEngine.Rendering.RenderQueue.Transparent; break; case BlendMode.Transparent: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int) UnityEngine.Rendering.RenderQueue.Transparent; break; } } static SmoothnessMapChannel GetSmoothnessMapChannel(Material material) { int ch = (int) material.GetFloat("_SmoothnessTextureChannel"); if(ch == (int) SmoothnessMapChannel.AlbedoAlpha) return SmoothnessMapChannel.AlbedoAlpha; else return SmoothnessMapChannel.SpecularMetallicAlpha; } static void SetMaterialKeywords(Material material, WorkflowMode workflowMode) { // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation // (MaterialProperty value might come from renderer material property block) bool hasNormalMap = material.GetTexture("_BumpMap") || material.GetTexture("_SecondBumpMap") || material.GetTexture("_ThirdBumpMap") || material.GetTexture("_DetailNormalMap"); SetKeyword(material, "_NORMALMAP", hasNormalMap); if(workflowMode == WorkflowMode.Specular) SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap")); else if(workflowMode == WorkflowMode.Metallic) SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap")); SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap")); SetKeyword( material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap")); // Vertex colors are required for texture splatting bool doesTextureSplatting = material.GetTexture("_SecondMainTex") || material.GetTexture("_ThirdMainTex"); SetKeyword(material, "_VERTEXCOLORS", doesTextureSplatting); // A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect // or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color. // The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color. MaterialEditor.FixupEmissiveFlag(material); bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); if(material.HasProperty("_SmoothnessTextureChannel")) { SetKeyword( material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha); } } static void MaterialChanged(Material material, WorkflowMode workflowMode) { SetupMaterialWithBlendMode(material, (BlendMode) material.GetFloat("_Mode")); SetMaterialKeywords(material, workflowMode); } static void SetKeyword(Material m, string keyword, bool state) { if(state) m.EnableKeyword(keyword); else m.DisableKeyword(keyword); } } } // namespace Framework.Terrain