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92 lines
3.1 KiB
92 lines
3.1 KiB
using System; |
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using UnityEngine; |
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using UnityEditor.Rendering.Universal; |
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namespace UnityEditor.Rendering.Universal.ShaderGUI |
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{ |
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internal class BakedLitShader : BaseShaderGUI |
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{ |
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// Properties |
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private BakedLitGUI.BakedLitProperties shadingModelProperties; |
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// collect properties from the material properties |
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public override void FindProperties(MaterialProperty[] properties) |
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{ |
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base.FindProperties(properties); |
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shadingModelProperties = new BakedLitGUI.BakedLitProperties(properties); |
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} |
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// material changed check |
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public override void ValidateMaterial(Material material) |
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{ |
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SetMaterialKeywords(material); |
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} |
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// material main surface options |
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public override void DrawSurfaceOptions(Material material) |
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{ |
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if (material == null) |
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throw new ArgumentNullException("material"); |
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// Use default labelWidth |
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EditorGUIUtility.labelWidth = 0f; |
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base.DrawSurfaceOptions(material); |
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} |
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// material main surface inputs |
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public override void DrawSurfaceInputs(Material material) |
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{ |
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base.DrawSurfaceInputs(material); |
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BakedLitGUI.Inputs(shadingModelProperties, materialEditor); |
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DrawTileOffset(materialEditor, baseMapProp); |
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} |
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public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) |
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{ |
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if (material == null) |
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throw new ArgumentNullException("material"); |
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// _Emission property is lost after assigning Standard shader to the material |
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// thus transfer it before assigning the new shader |
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if (material.HasProperty("_Emission")) |
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{ |
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material.SetColor("_EmissionColor", material.GetColor("_Emission")); |
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} |
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base.AssignNewShaderToMaterial(material, oldShader, newShader); |
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if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) |
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{ |
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SetupMaterialBlendMode(material); |
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return; |
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} |
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SurfaceType surfaceType = SurfaceType.Opaque; |
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BlendMode blendMode = BlendMode.Alpha; |
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if (oldShader.name.Contains("/Transparent/Cutout/")) |
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{ |
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surfaceType = SurfaceType.Opaque; |
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material.SetFloat("_AlphaClip", 1); |
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} |
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else if (oldShader.name.Contains("/Transparent/")) |
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{ |
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// NOTE: legacy shaders did not provide physically based transparency |
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// therefore Fade mode |
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surfaceType = SurfaceType.Transparent; |
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blendMode = BlendMode.Alpha; |
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} |
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material.SetFloat("_Blend", (float)blendMode); |
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material.SetFloat("_Surface", (float)surfaceType); |
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if (surfaceType == SurfaceType.Opaque) |
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{ |
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material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT"); |
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} |
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else |
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{ |
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material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT"); |
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} |
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} |
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} |
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}
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