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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-28 20:51:38 +08:00
[unity] Simplified Sprite shader GUI.
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commit
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@ -32,6 +32,8 @@ using System;
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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using SpineInspectorUtility = Spine.Unity.Editor.SpineInspectorUtility;
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public class SpineSpriteShaderGUI : ShaderGUI {
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public class SpineSpriteShaderGUI : ShaderGUI {
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static readonly string kShaderVertexLit = "Spine/Sprite/Vertex Lit";
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static readonly string kShaderVertexLit = "Spine/Sprite/Vertex Lit";
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static readonly string kShaderPixelLit = "Spine/Sprite/Pixel Lit";
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static readonly string kShaderPixelLit = "Spine/Sprite/Pixel Lit";
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@ -90,9 +92,10 @@ public class SpineSpriteShaderGUI : ShaderGUI {
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//Blend texture
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//Blend texture
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MaterialProperty _blendTexture = null;
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MaterialProperty _blendTexture = null;
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MaterialProperty _blendTextureLerp = null;
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MaterialProperty _blendTextureLerp = null;
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bool _firstTimeApply = true;
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bool _firstTimeApply = true;
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eLightMode _lightMode;
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eLightMode _lightMode;
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static bool showAdvanced = false;
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#region ShaderGUI
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#region ShaderGUI
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public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] properties) {
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public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] properties) {
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@ -119,14 +122,14 @@ public class SpineSpriteShaderGUI : ShaderGUI {
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#endregion
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#endregion
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#region Virtual Interface
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#region Virtual Interface
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protected virtual void FindProperties(MaterialProperty[] props) {
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protected virtual void FindProperties (MaterialProperty[] props) {
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_mainTexture = FindProperty("_MainTex", props);
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_mainTexture = FindProperty("_MainTex", props);
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_color = FindProperty("_Color", props);
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_color = FindProperty("_Color", props);
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_blendMode = FindProperty("_BlendMode", props);
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_blendMode = FindProperty("_BlendMode", props);
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_emissionMap = FindProperty("_EmissionMap", props, false);
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_emissionMap = FindProperty("_EmissionMap", props, false);
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_emissionColor = FindProperty("_EmissionColor", props, false);
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_emissionColor = FindProperty("_EmissionColor", props, false);
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_emissionPower = FindProperty("_EmissionPower", props, false);
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_emissionPower = FindProperty("_EmissionPower", props, false);
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_writeToDepth = FindProperty("_ZWrite", props);
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_writeToDepth = FindProperty("_ZWrite", props);
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_depthAlphaCutoff = FindProperty("_Cutoff", props);
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_depthAlphaCutoff = FindProperty("_Cutoff", props);
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@ -149,259 +152,204 @@ public class SpineSpriteShaderGUI : ShaderGUI {
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_rimColor = FindProperty("_RimColor", props, false);
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_rimColor = FindProperty("_RimColor", props, false);
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}
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}
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protected virtual void ShaderPropertiesGUI(Material material) {
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protected virtual void ShaderPropertiesGUI (Material material) {
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// Use default labelWidth
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using (new EditorGUILayout.HorizontalScope()) {
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EditorGUIUtility.labelWidth = 0f;
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GUILayout.FlexibleSpace();
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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.");
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float lw = GUI.skin.toggle.CalcSize(showAdvancedLabel).x;
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EditorGUIUtility.labelWidth = lw;
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showAdvanced = EditorGUILayout.Toggle(showAdvancedLabel, showAdvanced);
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EditorGUIUtility.labelWidth = 0f;
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}
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EditorGUILayout.Space();
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// Detect any changes to the material
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EditorGUI.BeginChangeCheck();
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EditorGUI.BeginChangeCheck();
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{
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{
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//GUILayout.Label("Rendering", EditorStyles.boldLabel);
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LightingModePopup();
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{
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BlendModePopup();
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RenderModes(material);
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if (showAdvanced) {
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EditorGUILayout.Space();
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EditorGUI.BeginChangeCheck();
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int renderQueue = EditorGUILayout.IntSlider("Renderer Queue Offset", (int)_renderQueue.floatValue, 0, 49);
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if (EditorGUI.EndChangeCheck()) material.SetInt("_RenderQueue", renderQueue);
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EditorGUI.BeginChangeCheck();
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eCulling culling = (eCulling)Mathf.RoundToInt(_culling.floatValue);
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culling = (eCulling)EditorGUILayout.EnumPopup("Culling", culling);
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if (EditorGUI.EndChangeCheck()) material.SetInt("_Cull", (int)culling);
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EditorGUI.BeginChangeCheck();
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bool fog = EditorGUILayout.Toggle("Use fog", material.IsKeywordEnabled("_FOG"));
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if (EditorGUI.EndChangeCheck()) SetKeyword(material, "_FOG", fog);
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}
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}
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GUILayout.Label("Main Maps", EditorStyles.boldLabel);
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using (new SpineInspectorUtility.BoxScope())
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{
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RenderTextureProperties("Main Maps", material);
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RenderTextureProperties(material);
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}
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GUILayout.Label("Depth", EditorStyles.boldLabel);
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if (showAdvanced) {
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{
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using (new SpineInspectorUtility.BoxScope()) {
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RenderDepthProperties(material);
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Heading("Depth and Cast Shadow");
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}
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EditorGUI.BeginChangeCheck();
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bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
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if (EditorGUI.EndChangeCheck())
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material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
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if (_fixedNormal != null)
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if (writeTodepth)
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{
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_materialEditor.RangeProperty(_depthAlphaCutoff, "Depth Alpha Cutoff");
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GUILayout.Label("Normals", EditorStyles.boldLabel);
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RenderNormalsProperties(material);
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}
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GUILayout.Label("Shadows", EditorStyles.boldLabel);
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EditorGUILayout.Space();
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{
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RenderShadowsProperties(material);
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}
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GUILayout.Label("Color Adjustment", EditorStyles.boldLabel);
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_materialEditor.RangeProperty(_shadowAlphaCutoff, "Shadow Alpha Cutoff");
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{
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}
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RenderColorProperties(material);
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}
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if (_emissionMap != null && _emissionColor != null)
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if (_fixedNormal != null) {
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{
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using (new SpineInspectorUtility.BoxScope()) {
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GUILayout.Label("Emission", EditorStyles.boldLabel);
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Heading("Normals");
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{
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bool meshNormals = UseMeshNormalsCheckbox(material);
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RenderEmissionProperties(material);
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if (!meshNormals) {
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Vector3 normal;
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EditorGUI.BeginChangeCheck();
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normal = showAdvanced ? EditorGUILayout.Vector3Field(new GUIContent("Fixed Normal", "Defined in Camera Space. Should normally be (0,0,-1)."), _fixedNormal.vectorValue) : (Vector3)_fixedNormal.vectorValue;
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if (EditorGUI.EndChangeCheck())
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_fixedNormal.vectorValue = new Vector4(normal.x, normal.y, normal.z, 1.0f);
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bool backRendering;
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EditorGUI.BeginChangeCheck();
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if (showAdvanced) {
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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."),
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material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING"));
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} else {
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backRendering = material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING");
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}
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if (EditorGUI.EndChangeCheck()) {
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SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", backRendering);
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SetKeyword(material, "_FIXED_NORMALS", !backRendering);
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}
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}
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}
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}
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} else {
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using (new SpineInspectorUtility.BoxScope()) {
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EditorGUI.BeginChangeCheck();
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bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
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if (EditorGUI.EndChangeCheck())
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material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
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if (_fixedNormal != null)
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UseMeshNormalsCheckbox(material);
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}
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}
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}
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}
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if (_rimColor != null)
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using (new SpineInspectorUtility.BoxScope())
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{
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RenderColorProperties("Color Adjustment", material);
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GUILayout.Label("Rim Lighting", EditorStyles.boldLabel);
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RenderRimLightingProperties(material);
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}
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GUILayout.Label("Fog", EditorStyles.boldLabel);
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if (_emissionMap != null && _emissionColor != null && _rimColor != null) {
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{
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Heading("Extra Lighting");
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RenderFogProperties(material);
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if (_emissionMap != null && _emissionColor != null)
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using (new SpineInspectorUtility.BoxScope())
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RenderEmissionProperties(material);
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if (_rimColor != null)
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using (new SpineInspectorUtility.BoxScope())
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RenderRimLightingProperties(material);
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}
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}
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}
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}
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if (EditorGUI.EndChangeCheck()) {
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var obj in _blendMode.targets)
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foreach (var obj in _blendMode.targets)
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MaterialChanged((Material)obj);
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MaterialChanged((Material)obj);
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}
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}
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}
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}
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protected virtual void RenderModes (Material material) {
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protected virtual void RenderTextureProperties (string label, Material material) {
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LightingModePopup();
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if (showAdvanced)
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BlendModePopup();
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Heading(label);
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EditorGUI.BeginChangeCheck();
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_materialEditor.TexturePropertySingleLine(new GUIContent(showAdvanced ? "Albedo" : "Main Texture"), _mainTexture, _color);
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int renderQueue = EditorGUILayout.IntSlider("Renderer Queue", (int)_renderQueue.floatValue, 0, 49);
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if (EditorGUI.EndChangeCheck())
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{
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material.SetInt("_RenderQueue", renderQueue);
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}
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EditorGUI.BeginChangeCheck();
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eCulling culling = (eCulling)Mathf.RoundToInt(_culling.floatValue);
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culling = (eCulling)EditorGUILayout.EnumPopup("Culling", culling);
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if (EditorGUI.EndChangeCheck())
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{
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material.SetInt("_Cull", (int)culling);
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}
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}
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protected virtual void RenderTextureProperties (Material material) {
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_materialEditor.TexturePropertySingleLine(new GUIContent("Albedo"), _mainTexture, _color);
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if (_bumpMap != null)
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if (_bumpMap != null)
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_materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map"), _bumpMap);
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_materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map"), _bumpMap);
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if (_diffuseRamp != null)
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if (showAdvanced) {
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_materialEditor.TexturePropertySingleLine(new GUIContent("Diffuse Ramp", "A black and white gradient can be used to create a 'Toon Shading' effect."), _diffuseRamp);
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if (_blendTexture != null) {
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EditorGUI.BeginChangeCheck();
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if (_blendTexture != null)
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_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);
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{
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if (EditorGUI.EndChangeCheck())
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EditorGUI.BeginChangeCheck();
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SetKeyword(material, "_TEXTURE_BLEND", _blendTexture != null);
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_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);
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if (EditorGUI.EndChangeCheck())
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{
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SetKeyword(material, "_TEXTURE_BLEND", _blendTexture != null);
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}
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}
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}
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}
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_materialEditor.TextureScaleOffsetProperty(_mainTexture);
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if (_diffuseRamp != null) {
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}
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EditorGUILayout.Space();
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_materialEditor.TexturePropertySingleLine(new GUIContent("Diffuse Ramp", "A gradient can be used to create a 'Toon Shading' effect."), _diffuseRamp);
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protected virtual void RenderEmissionProperties (Material material) {
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bool emission = material.IsKeywordEnabled("_EMISSION");
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EditorGUI.BeginChangeCheck();
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emission = EditorGUILayout.Toggle("Enable Emission", emission);
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if (EditorGUI.EndChangeCheck())
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{
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SetKeyword(material, "_EMISSION", emission);
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}
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}
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if (emission)
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// if (showAdvanced)
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{
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// _materialEditor.TextureScaleOffsetProperty(_mainTexture);
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_materialEditor.TexturePropertyWithHDRColor(new GUIContent("Emission"), _emissionMap, _emissionColor, new ColorPickerHDRConfig(0,1, 0.01010101f, 3), true);
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_materialEditor.FloatProperty(_emissionPower, "Emission Power");
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}
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}
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}
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protected virtual void RenderDepthProperties (Material material) {
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protected virtual void RenderDepthProperties (string label, Material material) {
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EditorGUI.BeginChangeCheck();
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bool writeTodepth = EditorGUILayout.Toggle(new GUIContent("Write to Depth", "Write to Depth Buffer by clipping alpha."), _writeToDepth.floatValue != 0.0f);
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if (EditorGUI.EndChangeCheck())
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{
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material.SetInt("_ZWrite", writeTodepth ? 1 : 0);
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}
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if (writeTodepth)
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{
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_materialEditor.RangeProperty(_depthAlphaCutoff, "Depth Alpha Cutoff");
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}
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}
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}
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protected virtual void RenderNormalsProperties (Material material) {
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protected virtual void RenderNormalsProperties (string label, Material material) {
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}
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bool UseMeshNormalsCheckbox (Material material) {
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EditorGUI.BeginChangeCheck();
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EditorGUI.BeginChangeCheck();
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bool fixedNormals = material.IsKeywordEnabled("_FIXED_NORMALS");
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bool fixedNormals = material.IsKeywordEnabled("_FIXED_NORMALS");
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bool fixedNormalsBackRendering = material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING");
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bool fixedNormalsBackRendering = material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING");
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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."),
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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)."),
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!fixedNormals && !fixedNormalsBackRendering);
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!fixedNormals && !fixedNormalsBackRendering);
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if (EditorGUI.EndChangeCheck()) {
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if (EditorGUI.EndChangeCheck())
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{
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SetKeyword(material, "_FIXED_NORMALS", meshNormals ? false : fixedNormalsBackRendering ? false : true);
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SetKeyword(material, "_FIXED_NORMALS", meshNormals ? false : fixedNormalsBackRendering ? false : true);
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SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", meshNormals ? false : fixedNormalsBackRendering);
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SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", meshNormals ? false : fixedNormalsBackRendering);
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}
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}
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return meshNormals;
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}
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if (!meshNormals)
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protected virtual void RenderColorProperties (string label, Material material) {
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{
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if (ToggleHeadingKeyword(label, material, "_COLOR_ADJUST")) {
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Vector3 normal = EditorGUILayout.Vector3Field(new GUIContent("Fixed Normal", "Defined in Camera Space. Should normally be (0,0,-1)."), _fixedNormal.vectorValue);
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_materialEditor.ColorProperty(_overlayColor, "Overlay Color");
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_fixedNormal.vectorValue = new Vector4(normal.x, normal.y, normal.z, 1.0f);
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EditorGUILayout.Space();
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using (new SpineInspectorUtility.IndentScope()) {
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EditorGUI.BeginChangeCheck();
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_materialEditor.RangeProperty(_hue, "Hue");
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_materialEditor.RangeProperty(_saturation, "Saturation");
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_materialEditor.RangeProperty(_brightness, "Brightness");
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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."),
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material.IsKeywordEnabled("_FIXED_NORMALS_BACK_RENDERING"));
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if (EditorGUI.EndChangeCheck())
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{
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SetKeyword(material, "_FIXED_NORMALS_BACK_RENDERING", backRendering);
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SetKeyword(material, "_FIXED_NORMALS", !backRendering);
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}
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}
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}
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}
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}
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}
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protected virtual void RenderShadowsProperties (Material material) {
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protected virtual void RenderEmissionProperties (Material material) {
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_materialEditor.FloatProperty(_shadowAlphaCutoff, "Shadow Alpha Cutoff");
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if (ToggleHeadingKeyword("Emission", material, "_EMISSION")) {
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}
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_materialEditor.TexturePropertyWithHDRColor(new GUIContent("Emission"), _emissionMap, _emissionColor, new ColorPickerHDRConfig(0,1, 0.01010101f, 3), true);
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_materialEditor.FloatProperty(_emissionPower, "Emission Power");
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protected virtual void RenderColorProperties (Material material) {
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EditorGUI.BeginChangeCheck();
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bool colorAdjust = EditorGUILayout.Toggle("Enable Color Adjustment", material.IsKeywordEnabled("_COLOR_ADJUST"));
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if (EditorGUI.EndChangeCheck())
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{
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SetKeyword(material, "_COLOR_ADJUST", colorAdjust);
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}
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if (colorAdjust) {
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_materialEditor.ColorProperty(_overlayColor, "Overlay Color");
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_materialEditor.RangeProperty(_hue, "Hue");
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|
||||||
_materialEditor.RangeProperty(_saturation, "Saturation");
|
|
||||||
_materialEditor.RangeProperty(_brightness, "Brightness");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void RenderRimLightingProperties (Material material) {
|
protected virtual void RenderRimLightingProperties (Material material) {
|
||||||
EditorGUI.BeginChangeCheck();
|
if (ToggleHeadingKeyword("Rim Lighting", material, "_RIM_LIGHTING")) {
|
||||||
bool rimLighting = EditorGUILayout.Toggle("Enable Rim Lighting", material.IsKeywordEnabled("_RIM_LIGHTING"));
|
|
||||||
if (EditorGUI.EndChangeCheck())
|
|
||||||
{
|
|
||||||
SetKeyword(material, "_RIM_LIGHTING", rimLighting);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (rimLighting)
|
|
||||||
{
|
|
||||||
_materialEditor.ColorProperty(_rimColor, "Rim Color");
|
_materialEditor.ColorProperty(_rimColor, "Rim Color");
|
||||||
_materialEditor.FloatProperty(_rimPower, "Rim Power");
|
_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
|
#endregion
|
||||||
|
|
||||||
void SetLightModeFromShader (Material material) {
|
void SetLightModeFromShader (Material material) {
|
||||||
if (material.shader.name == kShaderPixelLit)
|
if (material.shader.name == kShaderPixelLit)
|
||||||
{
|
|
||||||
_lightMode = eLightMode.PixelLit;
|
_lightMode = eLightMode.PixelLit;
|
||||||
}
|
|
||||||
else if (material.shader.name == kShaderUnlit)
|
else if (material.shader.name == kShaderUnlit)
|
||||||
{
|
|
||||||
_lightMode = eLightMode.Unlit;
|
_lightMode = eLightMode.Unlit;
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
|
||||||
_lightMode = eLightMode.VertexLit;
|
_lightMode = eLightMode.VertexLit;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetShaderFromLightMode() {
|
static void SetMaterialKeywords (Material material) {
|
||||||
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) {
|
|
||||||
eBlendMode blendMode = (eBlendMode)material.GetFloat("_BlendMode");
|
eBlendMode blendMode = (eBlendMode)material.GetFloat("_BlendMode");
|
||||||
|
|
||||||
bool normalMap = material.HasProperty("_BumpMap") && material.GetTexture("_BumpMap") != null;
|
bool normalMap = material.HasProperty("_BumpMap") && material.GetTexture("_BumpMap") != null;
|
||||||
@ -426,79 +374,114 @@ public class SpineSpriteShaderGUI : ShaderGUI {
|
|||||||
int renderQueue;
|
int renderQueue;
|
||||||
|
|
||||||
switch (blendMode) {
|
switch (blendMode) {
|
||||||
case eBlendMode.Solid:
|
case eBlendMode.Solid:
|
||||||
{
|
{
|
||||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||||||
material.SetOverrideTag("RenderType", "Opaque");
|
material.SetOverrideTag("RenderType", "Opaque");
|
||||||
renderQueue = kSolidQueue;
|
renderQueue = kSolidQueue;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case eBlendMode.Additive:
|
case eBlendMode.Additive:
|
||||||
{
|
{
|
||||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
||||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||||
material.SetOverrideTag("RenderType", "Transparent");
|
material.SetOverrideTag("RenderType", "Transparent");
|
||||||
renderQueue = kTransparentQueue;
|
renderQueue = kTransparentQueue;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case eBlendMode.SoftAdditive:
|
case eBlendMode.SoftAdditive:
|
||||||
{
|
{
|
||||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcColor);
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcColor);
|
||||||
material.SetOverrideTag("RenderType", "Transparent");
|
material.SetOverrideTag("RenderType", "Transparent");
|
||||||
renderQueue = kTransparentQueue;
|
renderQueue = kTransparentQueue;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case eBlendMode.Multiply:
|
case eBlendMode.Multiply:
|
||||||
{
|
{
|
||||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
|
||||||
material.SetOverrideTag("RenderType", "Transparent");
|
material.SetOverrideTag("RenderType", "Transparent");
|
||||||
renderQueue = kTransparentQueue;
|
renderQueue = kTransparentQueue;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case eBlendMode.Multiplyx2:
|
case eBlendMode.Multiplyx2:
|
||||||
{
|
{
|
||||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
|
||||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.SrcColor);
|
||||||
material.SetOverrideTag("RenderType", "Transparent");
|
material.SetOverrideTag("RenderType", "Transparent");
|
||||||
renderQueue = kTransparentQueue;
|
renderQueue = kTransparentQueue;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case eBlendMode.PreMultipliedAlpha:
|
case eBlendMode.PreMultipliedAlpha:
|
||||||
case eBlendMode.StandardAlpha:
|
case eBlendMode.StandardAlpha:
|
||||||
default:
|
default:
|
||||||
{
|
{
|
||||||
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||||
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||||||
material.SetOverrideTag("RenderType", zWrite ? "TransparentCutout" : "Transparent");
|
material.SetOverrideTag("RenderType", zWrite ? "TransparentCutout" : "Transparent");
|
||||||
renderQueue = zWrite ? kAlphaTestQueue : kTransparentQueue;
|
renderQueue = zWrite ? kAlphaTestQueue : kTransparentQueue;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
material.renderQueue = renderQueue + material.GetInt("_RenderQueue");
|
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);
|
SetMaterialKeywords(material);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void SetKeyword (Material m, string keyword, bool state) {
|
static void SetKeyword (Material m, string keyword, bool state) {
|
||||||
if (state)
|
if (state)
|
||||||
m.EnableKeyword (keyword);
|
m.EnableKeyword(keyword);
|
||||||
else
|
else
|
||||||
m.DisableKeyword (keyword);
|
m.DisableKeyword(keyword);
|
||||||
}
|
}
|
||||||
|
|
||||||
void LightingModePopup ()
|
void LightingModePopup () {
|
||||||
{
|
|
||||||
EditorGUI.BeginChangeCheck();
|
EditorGUI.BeginChangeCheck();
|
||||||
_lightMode = (eLightMode)EditorGUILayout.Popup("Lighting Mode", (int)_lightMode, Enum.GetNames(typeof(eLightMode)));
|
_lightMode = (eLightMode)EditorGUILayout.Popup("Lighting Mode", (int)_lightMode, Enum.GetNames(typeof(eLightMode)));
|
||||||
if (EditorGUI.EndChangeCheck())
|
if (EditorGUI.EndChangeCheck()) {
|
||||||
{
|
var material = _materialEditor.target as Material;
|
||||||
SetShaderFromLightMode();
|
|
||||||
|
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;
|
eBlendMode mode = (eBlendMode)_blendMode.floatValue;
|
||||||
EditorGUI.BeginChangeCheck();
|
EditorGUI.BeginChangeCheck();
|
||||||
mode = (eBlendMode)EditorGUILayout.Popup("Blend Mode", (int)mode, Enum.GetNames(typeof(eBlendMode)));
|
mode = (eBlendMode)EditorGUILayout.Popup("Blend Mode", (int)mode, Enum.GetNames(typeof(eBlendMode)));
|
||||||
if (EditorGUI.EndChangeCheck())
|
if (EditorGUI.EndChangeCheck()) {
|
||||||
{
|
|
||||||
_materialEditor.RegisterPropertyChangeUndo("Blend Mode");
|
_materialEditor.RegisterPropertyChangeUndo("Blend Mode");
|
||||||
_blendMode.floatValue = (float)mode;
|
_blendMode.floatValue = (float)mode;
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user