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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 TreeTrunkShaderGUI : ShaderGUI
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{
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//Main maps
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MaterialProperty _MainTex;
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MaterialProperty _BumpMap;
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MaterialProperty _UseSpeedTreeWind;
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//Color
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MaterialProperty _AmbientOcclusion;
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MaterialProperty _GradientBrightness;
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MaterialProperty _Smoothness;
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MaterialEditor m_MaterialEditor;
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#if UNITY_2019_3_OR_NEWER
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private Material targetMat;
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#endif
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//Meta
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bool showHelp;
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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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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
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{
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this.m_MaterialEditor = materialEditor;
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#if UNITY_2019_3_OR_NEWER
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targetMat = materialEditor.target as Material;
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#endif
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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("Universal 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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if (EditorGUI.EndChangeCheck())
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{
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//Apply changes
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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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m_MaterialEditor.ShaderProperty(_UseSpeedTreeWind, new GUIContent("Sample SpeedTree wind"));
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if (showHelp) EditorGUILayout.HelpBox("If this is a tree created using the SpeedTree Unity Modeler, this toggle will make the shader read the wind information as stored by SpeedTree.", MessageType.None);
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if(showHelp) GUIHelper.DrawWindInfo();
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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 Trunk Shader", GUIHelper.Header);
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EditorGUILayout.EndHorizontal();
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if (showHelp) EditorGUILayout.HelpBox("Tree trunk shader, featuring global wind motion", MessageType.Info);
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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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this.m_MaterialEditor.TexturePropertySingleLine(mainTexName, this._MainTex);
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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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m_MaterialEditor.ShaderProperty(_AmbientOcclusion, _AmbientOcclusion.displayName);
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if (showHelp) EditorGUILayout.HelpBox("Darkens the areas of the mesh where red vertex colors are applied", MessageType.None);
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m_MaterialEditor.ShaderProperty(_GradientBrightness, _GradientBrightness.displayName);
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if (showHelp) 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 (showHelp) EditorGUILayout.HelpBox("Multiplies the value of the texture's alpha channel to decrease the roughness amount", MessageType.None);
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EditorGUILayout.Space();
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}
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public void FindProperties(MaterialProperty[] props)
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{
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_UseSpeedTreeWind = FindProperty("_UseSpeedTreeWind", props);
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//Main maps
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_MainTex = FindProperty("_MainTex", props);
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_BumpMap = FindProperty("_BumpMap", props);
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//Color
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_AmbientOcclusion = FindProperty("_AmbientOcclusion", props);
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_GradientBrightness = FindProperty("_GradientBrightness", props);
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_Smoothness = FindProperty("_Smoothness", props);
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}
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}
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}
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