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// Fantasy Adventure Environment
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// Copyright Staggart Creations
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// staggart.xyz
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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namespace FAE
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{
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public class TreeBranchShaderGUI : ShaderGUI
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{
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MaterialProperty _MaskClipValue;
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MaterialProperty _UseSpeedTreeWind;
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//Main maps
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MaterialProperty _MainTex;
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MaterialProperty _BumpMap;
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//Color
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MaterialProperty _Color;
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MaterialProperty _HueVariation;
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MaterialProperty _AmbientOcclusion;
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MaterialProperty _TransmissionColor;
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MaterialProperty _GradientBrightness;
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MaterialProperty _Smoothness;
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MaterialProperty _FlatLighting;
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//Animation
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MaterialProperty _MaxWindStrength;
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MaterialProperty _WindAmplitudeMultiplier;
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MaterialEditor m_MaterialEditor;
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//Meta
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bool showHelp;
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bool showHelpColor;
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bool showHelpAnimation;
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bool hasWindController;
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WindController windController;
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GUIContent mainTexName = new GUIContent("Diffuse", "Diffuse (RGB) and Transparency (A)");
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GUIContent normalMapName = new GUIContent("Normal Map");
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private Material targetMat;
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private bool visualizeVectors;
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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
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{
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if (windController == null) LocateWindController();
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//Receive
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visualizeVectors = WindController._visualizeVectors;
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this.m_MaterialEditor = materialEditor;
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targetMat = (Material)materialEditor.target;
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this.FindProperties(props);
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//Style similar to Standard shader
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m_MaterialEditor.SetDefaultGUIWidths();
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m_MaterialEditor.UseDefaultMargins();
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EditorGUIUtility.labelWidth = 0f;
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#if UNITY_2019_3_OR_NEWER
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if (UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline != null &&
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!targetMat.shader.name.Contains("Universal Render Pipeline"))
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{
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EditorGUILayout.HelpBox("A render pipeline is in use, but this material is using a shader for the Built-in render pipeline.\n\nShaders and materials can be converted through the Help window", MessageType.Error);
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EditorGUILayout.Space();
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}
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#endif
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EditorGUI.BeginChangeCheck();
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//Draw fields
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DoHeader();
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DoMapsArea();
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DoColorArea();
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DoAnimationArea();
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if (EditorGUI.EndChangeCheck())
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{
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//Send
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WindController.VisualizeVectors(visualizeVectors);
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}
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GUILayout.Label("Advanced Options", EditorStyles.boldLabel);
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GUIHelper.DrawExtraFields(m_MaterialEditor);
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GUIHelper.DrawFooter();
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}
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void DoHeader()
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{
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EditorGUILayout.BeginHorizontal();
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showHelp = GUILayout.Toggle(showHelp, "Toggle help", "Button");
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GUILayout.Label("FAE Tree Branch Shader", GUIHelper.Header);
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EditorGUILayout.EndHorizontal();
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if (showHelp) EditorGUILayout.HelpBox("Please bear in mind, when using custom meshes, that most shader features require the Ambient Occlusion to be baked into the RGB vertex colors.", MessageType.Warning);
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}
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void DoMapsArea()
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{
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GUILayout.Label("Main maps", EditorStyles.boldLabel);
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PrefixLabel(_MaskClipValue.displayName);
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_MaskClipValue.floatValue = EditorGUILayout.Slider(_MaskClipValue.floatValue, 0f, 1f);
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EditorGUILayout.EndHorizontal();
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this.m_MaterialEditor.TexturePropertySingleLine(mainTexName, this._MainTex, this._Color);
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if(targetMat.HasProperty("_BumpMap")) this.m_MaterialEditor.TexturePropertySingleLine(normalMapName, this._BumpMap);
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EditorGUILayout.Space();
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}
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void DoColorArea()
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{
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EditorGUILayout.BeginHorizontal();
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showHelpColor = GUILayout.Toggle(showHelpColor, "?", "Button", GUILayout.Width(25f)); GUILayout.Label("Color", EditorStyles.boldLabel);
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EditorGUILayout.EndHorizontal();
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m_MaterialEditor.ShaderProperty(_HueVariation, _HueVariation.displayName);
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if (showHelpColor) EditorGUILayout.HelpBox("Uses the object's world-space position to add a color variation. This effect is controlled through the alpha channel.\n\n Note: Does not work with meshes that are batched or combined", MessageType.None);
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m_MaterialEditor.ShaderProperty(_AmbientOcclusion, _AmbientOcclusion.displayName);
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if (showHelpColor) EditorGUILayout.HelpBox("Darkens the areas of the mesh where red vertex colors are applied", MessageType.None);
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m_MaterialEditor.ShaderProperty(_TransmissionColor, new GUIContent("Translucency"));
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if (showHelpColor) EditorGUILayout.HelpBox("Simulates light passing through the material. The alpha channel controls the intensity. This effect is controlled through the blue channel.", MessageType.None);
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m_MaterialEditor.ShaderProperty(_GradientBrightness, _GradientBrightness.displayName);
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if (showHelpColor) EditorGUILayout.HelpBox("Adds a gradient to the branch mesh from bottom to top. This information is stored in the alpha vertex color channel.\n\nWithout this information, the parameter will have no effect.", MessageType.None);
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m_MaterialEditor.ShaderProperty(_Smoothness, _Smoothness.displayName);
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if (showHelpColor) EditorGUILayout.HelpBox("Determines the shininess of the material", MessageType.None);
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m_MaterialEditor.ShaderProperty(_FlatLighting, _FlatLighting.displayName);
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if (showHelpColor) EditorGUILayout.HelpBox("A value of 1 makes the mesh normals point upwards. For some trees this is necessary to achieve the best visual result.", MessageType.None);
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EditorGUILayout.Space();
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}
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void DoAnimationArea()
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{
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EditorGUILayout.BeginHorizontal();
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showHelpAnimation = GUILayout.Toggle(showHelpAnimation, "?", "Button", GUILayout.Width(25f)); GUILayout.Label("Wind animation", EditorStyles.boldLabel);
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EditorGUILayout.EndHorizontal();
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#if !VEGETATION_STUDIO_PRO //VS Pro has an FAE wind controller
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if (!hasWindController)
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{
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EditorGUILayout.HelpBox("No \"WindController\" component was found in your scene. Please add this script to an empty GameObject\n\nGo to GameObject->3D Object to create one", MessageType.Warning);
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EditorGUI.BeginDisabledGroup(true);
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}
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#else
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EditorGUI.BeginDisabledGroup(false);
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#endif
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#if UNITY_2019_3_OR_NEWER
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if (UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline == null)
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{
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#endif
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visualizeVectors = EditorGUILayout.Toggle("Visualize wind", visualizeVectors);
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#if UNITY_2019_3_OR_NEWER
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}
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#endif
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if (showHelpAnimation) EditorGUILayout.HelpBox("Toggle a visualisation of the wind vectors on all the objects that use FAE shaders featuring wind.\n\nThis allows you to more clearly see the effects of the settings.", MessageType.None);
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m_MaterialEditor.ShaderProperty(_UseSpeedTreeWind, new GUIContent("Sample SpeedTree wind"));
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if (showHelpAnimation) EditorGUILayout.HelpBox("If this is a tree created using the Unity SpeedTree Modeler, this toggle will make the shader read the wind information as stored by SpeedTree.", MessageType.None);
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m_MaterialEditor.ShaderProperty(_MaxWindStrength, new GUIContent("Max wind strength"));
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if (showHelpAnimation) EditorGUILayout.HelpBox("Determines how much influence the wind has on the branches", MessageType.None);
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(new GUIContent("Wind Amplitude Multiplier"));
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_WindAmplitudeMultiplier.floatValue = EditorGUILayout.FloatField(_WindAmplitudeMultiplier.floatValue, GUILayout.Width(65f));
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EditorGUILayout.EndHorizontal();
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//m_MaterialEditor.ShaderProperty(_WindAmplitudeMultiplier, _WindAmplitudeMultiplier.displayName);
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if (showHelpAnimation) EditorGUILayout.HelpBox("Multiply the wind amplitude for this material. Essentally this is the size of the wind waves.", MessageType.None);
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if (hasWindController && showHelpAnimation)
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{
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GUIHelper.DrawWindInfo();
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}
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EditorGUI.EndDisabledGroup();
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EditorGUILayout.Space();
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}
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void LocateWindController()
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{
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//Debug.Log("Searching scene for WindController script");
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windController = GameObject.FindObjectOfType<WindController>();
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hasWindController = (windController) ? true : false;
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}
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public void FindProperties(MaterialProperty[] props)
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{
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//Rendering
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_MaskClipValue = FindProperty("_Cutoff", props);
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_UseSpeedTreeWind = FindProperty("_UseSpeedTreeWind", props);
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//Main maps
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_Color = FindProperty("_Color", props);
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_MainTex = FindProperty("_MainTex", props);
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if(targetMat.HasProperty("_BumpMap")) _BumpMap = FindProperty("_BumpMap", props);
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//Color
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_HueVariation = FindProperty("_HueVariation", props);
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_AmbientOcclusion = FindProperty("_AmbientOcclusion", props);
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_TransmissionColor = FindProperty("_TransmissionColor", props);
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_GradientBrightness = FindProperty("_GradientBrightness", props);
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_Smoothness = FindProperty("_Smoothness", props);
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_FlatLighting = FindProperty("_FlatLighting", props);
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//Animation
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_MaxWindStrength = FindProperty("_MaxWindStrength", props);
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_WindAmplitudeMultiplier = FindProperty("_WindAmplitudeMultiplier", props);
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}
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}
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}
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