mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[unity] Simplified Sprite shader GUI.
This commit is contained in:
parent
a4ee7e3b4d
commit
5779d0e09a
@ -32,6 +32,8 @@ using System;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
using SpineInspectorUtility = Spine.Unity.Editor.SpineInspectorUtility;
|
||||
|
||||
public class SpineSpriteShaderGUI : ShaderGUI {
|
||||
static readonly string kShaderVertexLit = "Spine/Sprite/Vertex Lit";
|
||||
static readonly string kShaderPixelLit = "Spine/Sprite/Pixel Lit";
|
||||
@ -90,9 +92,10 @@ public class SpineSpriteShaderGUI : ShaderGUI {
|
||||
//Blend texture
|
||||
MaterialProperty _blendTexture = null;
|
||||
MaterialProperty _blendTextureLerp = null;
|
||||
|
||||
|
||||
bool _firstTimeApply = true;
|
||||
eLightMode _lightMode;
|
||||
static bool showAdvanced = false;
|
||||
|
||||
#region ShaderGUI
|
||||
public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] properties) {
|
||||
@ -119,14 +122,14 @@ public class SpineSpriteShaderGUI : ShaderGUI {
|
||||
#endregion
|
||||
|
||||
#region Virtual Interface
|
||||
protected virtual void FindProperties(MaterialProperty[] props) {
|
||||
protected virtual void FindProperties (MaterialProperty[] props) {
|
||||
_mainTexture = FindProperty("_MainTex", props);
|
||||
_color = FindProperty("_Color", props);
|
||||
_blendMode = FindProperty("_BlendMode", props);
|
||||
|
||||
_emissionMap = FindProperty("_EmissionMap", props, false);
|
||||
_emissionColor = FindProperty("_EmissionColor", props, false);
|
||||
_emissionPower = FindProperty("_EmissionPower", props, false);
|
||||
_emissionPower = FindProperty("_EmissionPower", props, false);
|
||||
|
||||
_writeToDepth = FindProperty("_ZWrite", props);
|
||||
_depthAlphaCutoff = FindProperty("_Cutoff", props);
|
||||
@ -149,259 +152,204 @@ public class SpineSpriteShaderGUI : ShaderGUI {
|
||||
_rimColor = FindProperty("_RimColor", props, false);
|
||||
}
|
||||
|
||||
protected virtual void ShaderPropertiesGUI(Material material) {
|
||||
// Use default labelWidth
|
||||
EditorGUIUtility.labelWidth = 0f;
|
||||
protected virtual void ShaderPropertiesGUI (Material material) {
|
||||
using (new EditorGUILayout.HorizontalScope()) {
|
||||
GUILayout.FlexibleSpace();
|
||||
var showAdvancedLabel = new GUIContent("Show Advanced", "Show extra options under all sections. This only affects the inspector. The Material's resulting shader is still compiled/optimized based on what features you actually use and don't use.");
|
||||
float lw = GUI.skin.toggle.CalcSize(showAdvancedLabel).x;
|
||||
|
||||
EditorGUIUtility.labelWidth = lw;
|
||||
showAdvanced = EditorGUILayout.Toggle(showAdvancedLabel, showAdvanced);
|
||||
EditorGUIUtility.labelWidth = 0f;
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Detect any changes to the material
|
||||
EditorGUI.BeginChangeCheck();
|
||||
{
|
||||
//GUILayout.Label("Rendering", EditorStyles.boldLabel);
|
||||
{
|
||||
RenderModes(material);
|
||||
LightingModePopup();
|
||||
BlendModePopup();
|
||||
|
||||
if (showAdvanced) {
|
||||
EditorGUILayout.Space();
|
||||
EditorGUI.BeginChangeCheck();
|
||||
int renderQueue = EditorGUILayout.IntSlider("Renderer Queue Offset", (int)_renderQueue.floatValue, 0, 49);
|
||||
if (EditorGUI.EndChangeCheck()) material.SetInt("_RenderQueue", renderQueue);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
eCulling culling = (eCulling)Mathf.RoundToInt(_culling.floatValue);
|
||||
culling = (eCulling)EditorGUILayout.EnumPopup("Culling", culling);
|
||||
if (EditorGUI.EndChangeCheck()) material.SetInt("_Cull", (int)culling);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool fog = EditorGUILayout.Toggle("Use fog", material.IsKeywordEnabled("_FOG"));
|
||||
if (EditorGUI.EndChangeCheck()) SetKeyword(material, "_FOG", fog);
|
||||
}
|
||||
|
||||
GUILayout.Label("Main Maps", EditorStyles.boldLabel);
|
||||
{
|
||||
RenderTextureProperties(material);
|
||||
}
|
||||
using (new SpineInspectorUtility.BoxScope())
|
||||
RenderTextureProperties("Main Maps", material);
|
||||
|
||||
GUILayout.Label("Depth", EditorStyles.boldLabel);
|
||||
{
|
||||
RenderDepthProperties(material);
|
||||
}
|
||||
if (showAdvanced) {
|
||||
using (new SpineInspectorUtility.BoxScope()) {
|
||||
Heading("Depth and Cast Shadow");
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
|
||||
|
||||
if (_fixedNormal != null)
|
||||
{
|
||||
GUILayout.Label("Normals", EditorStyles.boldLabel);
|
||||
RenderNormalsProperties(material);
|
||||
}
|
||||
if (writeTodepth)
|
||||
_materialEditor.RangeProperty(_depthAlphaCutoff, "Depth Alpha Cutoff");
|
||||
|
||||
GUILayout.Label("Shadows", EditorStyles.boldLabel);
|
||||
{
|
||||
RenderShadowsProperties(material);
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
|
||||
GUILayout.Label("Color Adjustment", EditorStyles.boldLabel);
|
||||
{
|
||||
RenderColorProperties(material);
|
||||
}
|
||||
_materialEditor.RangeProperty(_shadowAlphaCutoff, "Shadow Alpha Cutoff");
|
||||
}
|
||||
|
||||
if (_emissionMap != null && _emissionColor != null)
|
||||
{
|
||||
GUILayout.Label("Emission", EditorStyles.boldLabel);
|
||||
{
|
||||
RenderEmissionProperties(material);
|
||||
if (_fixedNormal != null) {
|
||||
using (new SpineInspectorUtility.BoxScope()) {
|
||||
Heading("Normals");
|
||||
bool meshNormals = UseMeshNormalsCheckbox(material);
|
||||
if (!meshNormals) {
|
||||
Vector3 normal;
|
||||
EditorGUI.BeginChangeCheck();
|
||||
normal = showAdvanced ? EditorGUILayout.Vector3Field(new GUIContent("Fixed Normal", "Defined in Camera Space. Should normally be (0,0,-1)."), _fixedNormal.vectorValue) : (Vector3)_fixedNormal.vectorValue;
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
_fixedNormal.vectorValue = new Vector4(normal.x, normal.y, normal.z, 1.0f);
|
||||
|
||||
bool backRendering;
|
||||
EditorGUI.BeginChangeCheck();
|
||||
if (showAdvanced) {
|
||||
backRendering = EditorGUILayout.Toggle(new GUIContent("Fixed Normal Back Rendering", "Tick only if you are going to rotate the sprite to face away from the camera, the fixed normal will be flipped to compensate."),
|
||||
material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING"));
|
||||
} else {
|
||||
backRendering = material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING");
|
||||
}
|
||||
if (EditorGUI.EndChangeCheck()) {
|
||||
SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", backRendering);
|
||||
SetKeyword(material, "_FIXED_NORMALS", !backRendering);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
using (new SpineInspectorUtility.BoxScope()) {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
|
||||
|
||||
if (_fixedNormal != null)
|
||||
UseMeshNormalsCheckbox(material);
|
||||
}
|
||||
}
|
||||
|
||||
if (_rimColor != null)
|
||||
{
|
||||
GUILayout.Label("Rim Lighting", EditorStyles.boldLabel);
|
||||
RenderRimLightingProperties(material);
|
||||
}
|
||||
using (new SpineInspectorUtility.BoxScope())
|
||||
RenderColorProperties("Color Adjustment", material);
|
||||
|
||||
GUILayout.Label("Fog", EditorStyles.boldLabel);
|
||||
{
|
||||
RenderFogProperties(material);
|
||||
if (_emissionMap != null && _emissionColor != null && _rimColor != null) {
|
||||
Heading("Extra Lighting");
|
||||
|
||||
if (_emissionMap != null && _emissionColor != null)
|
||||
using (new SpineInspectorUtility.BoxScope())
|
||||
RenderEmissionProperties(material);
|
||||
|
||||
if (_rimColor != null)
|
||||
using (new SpineInspectorUtility.BoxScope())
|
||||
RenderRimLightingProperties(material);
|
||||
}
|
||||
}
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
if (EditorGUI.EndChangeCheck()) {
|
||||
foreach (var obj in _blendMode.targets)
|
||||
MaterialChanged((Material)obj);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RenderModes (Material material) {
|
||||
LightingModePopup();
|
||||
BlendModePopup();
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
int renderQueue = EditorGUILayout.IntSlider("Renderer Queue", (int)_renderQueue.floatValue, 0, 49);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
material.SetInt("_RenderQueue", renderQueue);
|
||||
}
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
eCulling culling = (eCulling)Mathf.RoundToInt(_culling.floatValue);
|
||||
culling = (eCulling)EditorGUILayout.EnumPopup("Culling", culling);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
material.SetInt("_Cull", (int)culling);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RenderTextureProperties (Material material) {
|
||||
_materialEditor.TexturePropertySingleLine(new GUIContent("Albedo"), _mainTexture, _color);
|
||||
protected virtual void RenderTextureProperties (string label, Material material) {
|
||||
if (showAdvanced)
|
||||
Heading(label);
|
||||
|
||||
_materialEditor.TexturePropertySingleLine(new GUIContent(showAdvanced ? "Albedo" : "Main Texture"), _mainTexture, _color);
|
||||
|
||||
if (_bumpMap != null)
|
||||
_materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map"), _bumpMap);
|
||||
|
||||
if (_diffuseRamp != null)
|
||||
_materialEditor.TexturePropertySingleLine(new GUIContent("Diffuse Ramp", "A black and white gradient can be used to create a 'Toon Shading' effect."), _diffuseRamp);
|
||||
|
||||
if (_blendTexture != null)
|
||||
{
|
||||
EditorGUI.BeginChangeCheck();
|
||||
_materialEditor.TexturePropertySingleLine(new GUIContent("Blend Texture", "When a blend texture is set the albedo will be a mix of the blend texture and main texture based on the blend amount."), _blendTexture, _blendTextureLerp);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
SetKeyword(material, "_TEXTURE_BLEND", _blendTexture != null);
|
||||
if (showAdvanced) {
|
||||
if (_blendTexture != null) {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
_materialEditor.TexturePropertySingleLine(new GUIContent("Blend Texture", "When a blend texture is set the albedo will be a mix of the blend texture and main texture based on the blend amount."), _blendTexture, _blendTextureLerp);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
SetKeyword(material, "_TEXTURE_BLEND", _blendTexture != null);
|
||||
}
|
||||
}
|
||||
|
||||
_materialEditor.TextureScaleOffsetProperty(_mainTexture);
|
||||
}
|
||||
|
||||
protected virtual void RenderEmissionProperties (Material material) {
|
||||
bool emission = material.IsKeywordEnabled("_EMISSION");
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
emission = EditorGUILayout.Toggle("Enable Emission", emission);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
SetKeyword(material, "_EMISSION", emission);
|
||||
if (_diffuseRamp != null) {
|
||||
EditorGUILayout.Space();
|
||||
_materialEditor.TexturePropertySingleLine(new GUIContent("Diffuse Ramp", "A gradient can be used to create a 'Toon Shading' effect."), _diffuseRamp);
|
||||
}
|
||||
|
||||
if (emission)
|
||||
{
|
||||
_materialEditor.TexturePropertyWithHDRColor(new GUIContent("Emission"), _emissionMap, _emissionColor, new ColorPickerHDRConfig(0,1, 0.01010101f, 3), true);
|
||||
_materialEditor.FloatProperty(_emissionPower, "Emission Power");
|
||||
}
|
||||
// if (showAdvanced)
|
||||
// _materialEditor.TextureScaleOffsetProperty(_mainTexture);
|
||||
}
|
||||
|
||||
protected virtual void RenderDepthProperties (Material material) {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
|
||||
}
|
||||
protected virtual void RenderDepthProperties (string label, Material material) {
|
||||
|
||||
|
||||
if (writeTodepth)
|
||||
{
|
||||
_materialEditor.RangeProperty(_depthAlphaCutoff, "Depth Alpha Cutoff");
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RenderNormalsProperties (Material material) {
|
||||
protected virtual void RenderNormalsProperties (string label, Material material) {
|
||||
|
||||
}
|
||||
|
||||
bool UseMeshNormalsCheckbox (Material material) {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool fixedNormals = material.IsKeywordEnabled("_FIXED_NORMALS");
|
||||
bool fixedNormalsBackRendering = material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING");
|
||||
|
||||
bool meshNormals = EditorGUILayout.Toggle(new GUIContent("Use Mesh Normals", "If this is unticked instead of requiring mesh normals a Fixed Normal will be used instead (it's quicker and can result in better looking lighting effects on 2d objects)."),
|
||||
!fixedNormals && !fixedNormalsBackRendering);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
bool meshNormals = EditorGUILayout.Toggle(new GUIContent("Use Mesh Normals", "If this is unticked, a Fixed Normal value will be used instead of the vertex normals on the mesh. Using a fixed normal is better for performance and can result in better looking lighting effects on 2d objects."),
|
||||
!fixedNormals && !fixedNormalsBackRendering);
|
||||
if (EditorGUI.EndChangeCheck()) {
|
||||
SetKeyword(material, "_FIXED_NORMALS", meshNormals ? false : fixedNormalsBackRendering ? false : true);
|
||||
SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", meshNormals ? false : fixedNormalsBackRendering);
|
||||
}
|
||||
return meshNormals;
|
||||
}
|
||||
|
||||
if (!meshNormals)
|
||||
{
|
||||
Vector3 normal = EditorGUILayout.Vector3Field(new GUIContent("Fixed Normal", "Defined in Camera Space. Should normally be (0,0,-1)."), _fixedNormal.vectorValue);
|
||||
_fixedNormal.vectorValue = new Vector4(normal.x, normal.y, normal.z, 1.0f);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
|
||||
|
||||
bool backRendering = EditorGUILayout.Toggle(new GUIContent("Fixed Normal Back Rendering", "Tick only if you are going to rotate the sprite to face away from the camera, the fixed normal will be flipped to compensate."),
|
||||
material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING"));
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", backRendering);
|
||||
SetKeyword(material, "_FIXED_NORMALS", !backRendering);
|
||||
protected virtual void RenderColorProperties (string label, Material material) {
|
||||
if (ToggleHeadingKeyword(label, material, "_COLOR_ADJUST")) {
|
||||
_materialEditor.ColorProperty(_overlayColor, "Overlay Color");
|
||||
EditorGUILayout.Space();
|
||||
using (new SpineInspectorUtility.IndentScope()) {
|
||||
_materialEditor.RangeProperty(_hue, "Hue");
|
||||
_materialEditor.RangeProperty(_saturation, "Saturation");
|
||||
_materialEditor.RangeProperty(_brightness, "Brightness");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RenderShadowsProperties (Material material) {
|
||||
_materialEditor.FloatProperty(_shadowAlphaCutoff, "Shadow Alpha Cutoff");
|
||||
}
|
||||
|
||||
protected virtual void RenderColorProperties (Material material) {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool colorAdjust = EditorGUILayout.Toggle("Enable Color Adjustment", material.IsKeywordEnabled("_COLOR_ADJUST"));
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
SetKeyword(material, "_COLOR_ADJUST", colorAdjust);
|
||||
}
|
||||
|
||||
if (colorAdjust) {
|
||||
_materialEditor.ColorProperty(_overlayColor, "Overlay Color");
|
||||
_materialEditor.RangeProperty(_hue, "Hue");
|
||||
_materialEditor.RangeProperty(_saturation, "Saturation");
|
||||
_materialEditor.RangeProperty(_brightness, "Brightness");
|
||||
protected virtual void RenderEmissionProperties (Material material) {
|
||||
if (ToggleHeadingKeyword("Emission", material, "_EMISSION")) {
|
||||
_materialEditor.TexturePropertyWithHDRColor(new GUIContent("Emission"), _emissionMap, _emissionColor, new ColorPickerHDRConfig(0,1, 0.01010101f, 3), true);
|
||||
_materialEditor.FloatProperty(_emissionPower, "Emission Power");
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RenderRimLightingProperties (Material material) {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool rimLighting = EditorGUILayout.Toggle("Enable Rim Lighting", material.IsKeywordEnabled("_RIM_LIGHTING"));
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
SetKeyword(material, "_RIM_LIGHTING", rimLighting);
|
||||
}
|
||||
|
||||
if (rimLighting)
|
||||
{
|
||||
if (ToggleHeadingKeyword("Rim Lighting", material, "_RIM_LIGHTING")) {
|
||||
_materialEditor.ColorProperty(_rimColor, "Rim Color");
|
||||
_materialEditor.FloatProperty(_rimPower, "Rim Power");
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RenderFogProperties (Material material) {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool fog = EditorGUILayout.Toggle("Enable Fog", material.IsKeywordEnabled("_FOG"));
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
SetKeyword(material, "_FOG", fog);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
void SetLightModeFromShader (Material material) {
|
||||
if (material.shader.name == kShaderPixelLit)
|
||||
{
|
||||
_lightMode = eLightMode.PixelLit;
|
||||
}
|
||||
else if (material.shader.name == kShaderUnlit)
|
||||
{
|
||||
_lightMode = eLightMode.Unlit;
|
||||
}
|
||||
else
|
||||
{
|
||||
_lightMode = eLightMode.VertexLit;
|
||||
}
|
||||
}
|
||||
|
||||
void SetShaderFromLightMode() {
|
||||
Material material = _materialEditor.target as Material;
|
||||
|
||||
switch (_lightMode)
|
||||
{
|
||||
case eLightMode.VertexLit:
|
||||
if (material.shader.name != kShaderVertexLit)
|
||||
_materialEditor.SetShader(Shader.Find(kShaderVertexLit), false);
|
||||
break;
|
||||
case eLightMode.PixelLit:
|
||||
if (material.shader.name != kShaderPixelLit)
|
||||
_materialEditor.SetShader(Shader.Find(kShaderPixelLit), false);
|
||||
break;
|
||||
case eLightMode.Unlit:
|
||||
if (material.shader.name != kShaderUnlit)
|
||||
_materialEditor.SetShader(Shader.Find(kShaderUnlit), false);
|
||||
break;
|
||||
}
|
||||
|
||||
MaterialChanged(material);
|
||||
}
|
||||
|
||||
static void SetMaterialKeywords(Material material) {
|
||||
static void SetMaterialKeywords (Material material) {
|
||||
eBlendMode blendMode = (eBlendMode)material.GetFloat("_BlendMode");
|
||||
|
||||
bool normalMap = material.HasProperty("_BumpMap") && material.GetTexture("_BumpMap") != null;
|
||||
@ -426,79 +374,114 @@ public class SpineSpriteShaderGUI : ShaderGUI {
|
||||
int renderQueue;
|
||||
|
||||
switch (blendMode) {
|
||||
case eBlendMode.Solid:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||||
material.SetOverrideTag("RenderType", "Opaque");
|
||||
renderQueue = kSolidQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.Additive:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
renderQueue = kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.SoftAdditive:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcColor);
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
renderQueue = kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.Multiply:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
renderQueue = kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.Multiplyx2:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
renderQueue = kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.PreMultipliedAlpha:
|
||||
case eBlendMode.StandardAlpha:
|
||||
default:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||||
material.SetOverrideTag("RenderType", zWrite ? "TransparentCutout" : "Transparent");
|
||||
renderQueue = zWrite ? kAlphaTestQueue : kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.Solid:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||||
material.SetOverrideTag("RenderType", "Opaque");
|
||||
renderQueue = kSolidQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.Additive:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
renderQueue = kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.SoftAdditive:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcColor);
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
renderQueue = kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.Multiply:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
renderQueue = kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.Multiplyx2:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
|
||||
material.SetOverrideTag("RenderType", "Transparent");
|
||||
renderQueue = kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
case eBlendMode.PreMultipliedAlpha:
|
||||
case eBlendMode.StandardAlpha:
|
||||
default:
|
||||
{
|
||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||||
material.SetOverrideTag("RenderType", zWrite ? "TransparentCutout" : "Transparent");
|
||||
renderQueue = zWrite ? kAlphaTestQueue : kTransparentQueue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
material.renderQueue = renderQueue + material.GetInt("_RenderQueue");
|
||||
}
|
||||
|
||||
static void MaterialChanged (Material material) {
|
||||
static void Heading (string label) {
|
||||
GUILayout.Label(label, EditorStyles.boldLabel);
|
||||
}
|
||||
|
||||
static bool ToggleHeadingKeyword (string label, Material material, string keyword) {
|
||||
int i = EditorGUI.indentLevel;
|
||||
var o = EditorStyles.label.fontStyle;
|
||||
EditorGUI.indentLevel = 0;
|
||||
EditorStyles.label.fontStyle = FontStyle.Bold;
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool r = EditorGUILayout.Toggle(new GUIContent(label, string.Format("This checkbox sets shader keyword: '{0}', which causes the Material to use extra shader features.", keyword)), material.IsKeywordEnabled(keyword));
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
SetKeyword(material, keyword, r);
|
||||
|
||||
EditorStyles.label.fontStyle = o;
|
||||
EditorGUI.indentLevel = i;
|
||||
return r;
|
||||
}
|
||||
|
||||
static void MaterialChanged (Material material) {
|
||||
SetMaterialKeywords(material);
|
||||
}
|
||||
|
||||
static void SetKeyword (Material m, string keyword, bool state) {
|
||||
if (state)
|
||||
m.EnableKeyword (keyword);
|
||||
m.EnableKeyword(keyword);
|
||||
else
|
||||
m.DisableKeyword (keyword);
|
||||
m.DisableKeyword(keyword);
|
||||
}
|
||||
|
||||
void LightingModePopup ()
|
||||
{
|
||||
void LightingModePopup () {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
_lightMode = (eLightMode)EditorGUILayout.Popup("Lighting Mode", (int)_lightMode, Enum.GetNames(typeof(eLightMode)));
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
SetShaderFromLightMode();
|
||||
if (EditorGUI.EndChangeCheck()) {
|
||||
var material = _materialEditor.target as Material;
|
||||
|
||||
switch (_lightMode) {
|
||||
case eLightMode.VertexLit:
|
||||
if (material.shader.name != kShaderVertexLit)
|
||||
_materialEditor.SetShader(Shader.Find(kShaderVertexLit), false);
|
||||
break;
|
||||
case eLightMode.PixelLit:
|
||||
if (material.shader.name != kShaderPixelLit)
|
||||
_materialEditor.SetShader(Shader.Find(kShaderPixelLit), false);
|
||||
break;
|
||||
case eLightMode.Unlit:
|
||||
if (material.shader.name != kShaderUnlit)
|
||||
_materialEditor.SetShader(Shader.Find(kShaderUnlit), false);
|
||||
break;
|
||||
}
|
||||
|
||||
MaterialChanged(material);
|
||||
}
|
||||
}
|
||||
|
||||
@ -506,8 +489,7 @@ public class SpineSpriteShaderGUI : ShaderGUI {
|
||||
eBlendMode mode = (eBlendMode)_blendMode.floatValue;
|
||||
EditorGUI.BeginChangeCheck();
|
||||
mode = (eBlendMode)EditorGUILayout.Popup("Blend Mode", (int)mode, Enum.GetNames(typeof(eBlendMode)));
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
if (EditorGUI.EndChangeCheck()) {
|
||||
_materialEditor.RegisterPropertyChangeUndo("Blend Mode");
|
||||
_blendMode.floatValue = (float)mode;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user