天天看點

unity-shader-滑稽一下unity内置pbr-Standard着色器

title: unity-shader-滑稽一下unity内置pbr-Standard着色器

categories: Unity3d

tags: [unity, shader standard, pbr]

date: 2019-03-28 19:53:12

comments: false

純屬娛樂, 加個溶解的消失的效果

效果

unity-shader-滑稽一下unity内置pbr-Standard着色器

unity 内置的 shader 去從官網中下

這裡用的版本是 unity2018.2.8f1

改造流程

這裡隻在pc測試, 是以修改的隻有 target 3.0 部分的 pass. ( vert frag 寫法的着色器 )

  1. 提取内置 standard 的 shader ( StandardExt.shader ) 和 材質編輯器擴充 ( StandardShaderGUIExt.cs ).
  2. 修改 ForwardBase 和 ForwardAdd, 增加 消失 邏輯 , 不消失部分則直接 return 原函數值.
  3. 自定義 shadow caster pass, 也增加 消失 邏輯. 模型消失的影子跟着消失.
  4. 修改材質編輯擴充, 增加一個 噪點圖 及 門檻值 控制

代碼

請原諒我簡單粗暴貼代碼, 由于腳本較少就不用git倉庫了. ( 滑稽.gif )

shader

StandardExt.shader

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "test/StandardExt"
{
	Properties
	{
		_Color("Color", Color) = (1,1,1,1)
		_MainTex("Albedo", 2D) = "white" {}
		
		_NoiseTex ("Noise tex", 2D) = "white" {}
		_BurnAmout ("Burn Amount", Range(0.0, 1.0)) = 0.0

		_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

		_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
		_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
		[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0

		[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
		_MetallicGlossMap("Metallic", 2D) = "white" {}

		[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
		[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

		_BumpScale("Scale", Float) = 1.0
		_BumpMap("Normal Map", 2D) = "bump" {}

		_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
		_ParallaxMap ("Height Map", 2D) = "black" {}

		_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
		_OcclusionMap("Occlusion", 2D) = "white" {}

		_EmissionColor("Color", Color) = (0,0,0)
		_EmissionMap("Emission", 2D) = "white" {}
		
		_DetailMask("Detail Mask", 2D) = "white" {}

		_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
		
		_DetailNormalMapScale("Scale", Float) = 1.0
		_DetailNormalMap("Normal Map", 2D) = "bump" {}

		[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0

		// Blending state
		[HideInInspector] _Mode ("__mode", Float) = 0.0
		[HideInInspector] _SrcBlend ("__src", Float) = 1.0
		[HideInInspector] _DstBlend ("__dst", Float) = 0.0
		[HideInInspector] _ZWrite ("__zw", Float) = 1.0
	}

	CGINCLUDE
	#define UNITY_SETUP_BRDF_INPUT MetallicSetup
	ENDCG

	SubShader
	{
		Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
		LOD 300
		
		CGINCLUDE
			sampler2D _NoiseTex;
			float _BurnAmout;
		ENDCG

		// ------------------------------------------------------------------
		//  Base forward pass (directional light, emission, lightmaps, ...)
		Pass
		{
			Name "FORWARD" 
			Tags { "LightMode" = "ForwardBase" }

			Blend [_SrcBlend] [_DstBlend]
			ZWrite [_ZWrite]

			CGPROGRAM
			#pragma target 3.0

			// -------------------------------------

			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			#pragma shader_feature ___ _DETAIL_MULX2
			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
			#pragma shader_feature _PARALLAXMAP

			#pragma multi_compile_fwdbase
			#pragma multi_compile_fog
			#pragma multi_compile_instancing

			

			#pragma vertex vertBase
			#pragma fragment fragBase_ext
			#include "UnityStandardCoreForward.cginc"


			
			half4 fragBase_ext (VertexOutputForwardBase i) : SV_Target {

				fixed3 burn = tex2D(_NoiseTex, i.tex.xy).rgb;
				fixed diff = burn.r - _BurnAmout;
				fixed4 edgeClr = fixed4(1, 1, 0, 1);

				clip(diff);

				fixed isEdge = step(diff, 0.05);
				return lerp(fragBase(i), edgeClr, isEdge);
			}

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Additive forward pass (one light per pass)
		Pass
		{
			Name "FORWARD_DELTA"
			Tags { "LightMode" = "ForwardAdd" }
			Blend [_SrcBlend] One
			Fog { Color (0,0,0,0) } // in additive pass fog should be black
			ZWrite Off
			ZTest LEqual

			CGPROGRAM
			#pragma target 3.0

			// -------------------------------------


			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _METALLICGLOSSMAP
			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			#pragma shader_feature ___ _DETAIL_MULX2
			#pragma shader_feature _PARALLAXMAP

			#pragma multi_compile_fwdadd_fullshadows
			#pragma multi_compile_fog

			

			#pragma vertex vertAdd
			#pragma fragment fragAddExt
			#include "UnityStandardCoreForward.cginc"



			half4 fragAddExt (VertexOutputForwardAdd i) : SV_Target {
				fixed3 burn = tex2D(_NoiseTex, i.tex.xy).rgb;
				fixed diff = burn.r - _BurnAmout;
				
				clip(burn.r - _BurnAmout);
				if (diff < 0) {
					discard;
				} else if (diff < 0.05 ) { // 消失邊緣加個顔色
					return fixed4(1, 1, 0, 1);
				}
				return fragAdd(i); 
			}

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Shadow rendering pass 内置的 陰影投射
		// Pass {
		// 	Name "ShadowCaster"
		// 	Tags { "LightMode" = "ShadowCaster" }

		// 	ZWrite On ZTest LEqual

		// 	CGPROGRAM
		// 	#pragma target 3.0

		// 	// -------------------------------------


		// 	#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
		// 	#pragma shader_feature _METALLICGLOSSMAP
		// 	#pragma shader_feature _PARALLAXMAP
		// 	#pragma multi_compile_shadowcaster
		// 	#pragma multi_compile_instancing

		// 	#pragma vertex vertShadowCaster
		// 	#pragma fragment fragShadowCaster

		// 	sampler2D _NoiseTex;
		// 	float _BurnAmout;


		// 	half4 fragShadowCasterExt(VertexOutputShadowCaster i) : SV_Target {
		// 		fixed3 burn = tex2D(_NoiseTex, i.tex.xy).rgb;
		// 		fixed diff = burn.r - _BurnAmout;
				
		// 		clip(burn.r - _BurnAmout);
		// 		if (diff < 0) {
		// 			discard;
		// 			} else if (diff < 0.05 ) { // 消失邊緣加個顔色
		// 			return fixed4(1, 1, 0, 1);
		// 		}
		// 		return half4(0, 0, 0, 1);
		// 	}

		// 	#include "UnityStandardShadow.cginc"

		// 	ENDCG
		// }
		
		Pass
		{
			Name "ShadowCaster"
			Tags{ "LightMode" = "ShadowCaster" }
 
			Fog { Mode Off }
			ZWrite On
			Offset 1, 1
			Cull[_DoubleSided]
 
			CGPROGRAM
			#pragma target 3.0
 
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_shadowcaster
			#pragma fragmentoption ARB_precision_hint_fastest
 
			#pragma shader_feature _ALPHA_TEST_ON
 
			#include "UnityCG.cginc"
 
			struct v2f
			{
				V2F_SHADOW_CASTER;
				fixed2 uv0 : TEXCOORD1;
			};
 
			v2f vert(appdata_base v)
			{
				v2f o;
				TRANSFER_SHADOW_CASTER(o)
				o.uv0 = v.texcoord.xy;
				return o;
			}
 
			fixed4 frag(v2f i) : COLOR
			{
				fixed3 burn = tex2D(_NoiseTex, i.uv0).rgb;
				clip(burn.r - _BurnAmout);
				SHADOW_CASTER_FRAGMENT(i)
			}
 
			ENDCG
		}

		// ------------------------------------------------------------------
		//  Deferred pass
		Pass
		{
			Name "DEFERRED"
			Tags { "LightMode" = "Deferred" }

			CGPROGRAM
			#pragma target 3.0
			#pragma exclude_renderers nomrt


			// -------------------------------------

			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			#pragma shader_feature ___ _DETAIL_MULX2
			#pragma shader_feature _PARALLAXMAP

			#pragma multi_compile_prepassfinal
			#pragma multi_compile_instancing

			#pragma vertex vertDeferred
			#pragma fragment fragDeferred

			#include "UnityStandardCore.cginc"

			ENDCG
		}

		// ------------------------------------------------------------------
		// Extracts information for lightmapping, GI (emission, albedo, ...)
		// This pass it not used during regular rendering.
		Pass
		{
			Name "META" 
			Tags { "LightMode"="Meta" }

			Cull Off

			CGPROGRAM
			#pragma vertex vert_meta
			#pragma fragment frag_meta

			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			#pragma shader_feature ___ _DETAIL_MULX2
			#pragma shader_feature EDITOR_VISUALIZATION

			#include "UnityStandardMeta.cginc"
			ENDCG
		}
	}

	SubShader
	{
		Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
		LOD 150

		// ------------------------------------------------------------------
		//  Base forward pass (directional light, emission, lightmaps, ...)
		Pass
		{
			Name "FORWARD" 
			Tags { "LightMode" = "ForwardBase" }

			Blend [_SrcBlend] [_DstBlend]
			ZWrite [_ZWrite]

			CGPROGRAM
			#pragma target 2.0
			
			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _EMISSION 
			#pragma shader_feature _METALLICGLOSSMAP 
			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
			// SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
			// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP

			#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED

			#pragma multi_compile_fwdbase
			#pragma multi_compile_fog

			#pragma vertex vertBase
			#pragma fragment fragBase
			#include "UnityStandardCoreForward.cginc"

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Additive forward pass (one light per pass)
		Pass
		{
			Name "FORWARD_DELTA"
			Tags { "LightMode" = "ForwardAdd" }
			Blend [_SrcBlend] One
			Fog { Color (0,0,0,0) } // in additive pass fog should be black
			ZWrite Off
			ZTest LEqual
			
			CGPROGRAM
			#pragma target 2.0

			#pragma shader_feature _NORMALMAP
			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _METALLICGLOSSMAP
			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
			#pragma shader_feature ___ _DETAIL_MULX2
			// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
			#pragma skip_variants SHADOWS_SOFT
			
			#pragma multi_compile_fwdadd_fullshadows
			#pragma multi_compile_fog
			
			#pragma vertex vertAdd
			#pragma fragment fragAdd
			#include "UnityStandardCoreForward.cginc"

			ENDCG
		}
		// ------------------------------------------------------------------
		//  Shadow rendering pass
		Pass {
			Name "ShadowCaster"
			Tags { "LightMode" = "ShadowCaster" }
			
			ZWrite On ZTest LEqual

			CGPROGRAM
			#pragma target 2.0

			#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
			#pragma shader_feature _METALLICGLOSSMAP
			#pragma skip_variants SHADOWS_SOFT
			#pragma multi_compile_shadowcaster

			#pragma vertex vertShadowCaster
			#pragma fragment fragShadowCaster

			#include "UnityStandardShadow.cginc"

			ENDCG
		}

		// ------------------------------------------------------------------
		// Extracts information for lightmapping, GI (emission, albedo, ...)
		// This pass it not used during regular rendering.
		Pass
		{
			Name "META" 
			Tags { "LightMode"="Meta" }

			Cull Off

			CGPROGRAM
			#pragma vertex vert_meta
			#pragma fragment frag_meta

			#pragma shader_feature _EMISSION
			#pragma shader_feature _METALLICGLOSSMAP
			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
			#pragma shader_feature ___ _DETAIL_MULX2
			#pragma shader_feature EDITOR_VISUALIZATION

			#include "UnityStandardMeta.cginc"
			ENDCG
		}
	}


	FallBack "VertexLit"
	CustomEditor "StandardShaderGUIExt"
}
           

材質編輯器擴充腳本

StandardShaderGUIExt.cs, 此腳本要丢在 Editor 目錄下

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

using System;
using UnityEngine;

namespace UnityEditor
{
    internal class StandardShaderGUIExt : 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 = EditorGUIUtility.TrTextContent("UV Set");

            public static GUIContent albedoText = EditorGUIUtility.TrTextContent("Albedo", "Albedo (RGB) and Transparency (A)");
            public static GUIContent alphaCutoffText = EditorGUIUtility.TrTextContent("Alpha Cutoff", "Threshold for alpha cutoff");
            public static GUIContent specularMapText = EditorGUIUtility.TrTextContent("Specular", "Specular (RGB) and Smoothness (A)");
            public static GUIContent metallicMapText = EditorGUIUtility.TrTextContent("Metallic", "Metallic (R) and Smoothness (A)");
            public static GUIContent smoothnessText = EditorGUIUtility.TrTextContent("Smoothness", "Smoothness value");
            public static GUIContent smoothnessScaleText = EditorGUIUtility.TrTextContent("Smoothness", "Smoothness scale factor");
            public static GUIContent smoothnessMapChannelText = EditorGUIUtility.TrTextContent("Source", "Smoothness texture and channel");
            public static GUIContent highlightsText = EditorGUIUtility.TrTextContent("Specular Highlights", "Specular Highlights");
            public static GUIContent reflectionsText = EditorGUIUtility.TrTextContent("Reflections", "Glossy Reflections");
            public static GUIContent normalMapText = EditorGUIUtility.TrTextContent("Normal Map", "Normal Map");
            public static GUIContent heightMapText = EditorGUIUtility.TrTextContent("Height Map", "Height Map (G)");
            public static GUIContent occlusionText = EditorGUIUtility.TrTextContent("Occlusion", "Occlusion (G)");
            public static GUIContent emissionText = EditorGUIUtility.TrTextContent("Color", "Emission (RGB)");
            public static GUIContent detailMaskText = EditorGUIUtility.TrTextContent("Detail Mask", "Mask for Secondary Maps (A)");
            public static GUIContent detailAlbedoText = EditorGUIUtility.TrTextContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2");
            public static GUIContent detailNormalMapText = EditorGUIUtility.TrTextContent("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 readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
        }

        MaterialProperty blendMode = null;
        MaterialProperty albedoMap = null;
        MaterialProperty noiseMap = null;
        MaterialProperty burnAmout = 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 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;

        bool m_FirstTimeApply = true;

        public void FindProperties(MaterialProperty[] props)
        {
            blendMode = FindProperty("_Mode", props);
            albedoMap = FindProperty("_MainTex", props);

            noiseMap = FindProperty("_NoiseTex", props);
            burnAmout = FindProperty("_BurnAmout", 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);
            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();

                DoNoiseArea(material); // ext

                // Primary properties
                GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel);
                DoAlbedoArea(material);
                DoSpecularMetallicArea();
                DoNormalArea();
                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();

            // NB renderqueue editor is not shown on purpose: we want to override it based on blend mode
            GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel);
            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 DoNormalArea()
        {
            m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null);
            if (bumpScale.floatValue != 1 && UnityEditorInternal.InternalEditorUtility.IsMobilePlatform(EditorUserBuildSettings.activeBuildTarget))
                if (m_MaterialEditor.HelpBoxWithButton(
                        EditorGUIUtility.TrTextContent("Bump scale is not supported on mobile platforms"),
                        EditorGUIUtility.TrTextContent("Fix Now")))
                {
                    bumpScale.floatValue = 1;
                }
        }

        void DoAlbedoArea(Material material)
        {
            m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor);
            if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout))
            {
                m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
            }
        }

        void DoNoiseArea(Material material)
        {
            GUIContent ctx = EditorGUIUtility.TrTextContent("NoiseTex");
            m_MaterialEditor.TexturePropertySingleLine(ctx, noiseMap);
            m_MaterialEditor.ShaderProperty(burnAmout, "");
        }

        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, 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)
            SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
            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"));

            // 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 UnityEditor

           

繼續閱讀