res-avatar-unity/Assets/RalivDynamicPenetrationSystem/Plugins/Xiexes-Unity-Shaders-development/Editor/XSToonInspector.cs

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2023-07-16 02:51:23 +00:00
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;
using System.Reflection;
namespace XSToonDynamicPenetration
{
public class XSToonInspector : ShaderGUI
{
BindingFlags bindingFlags = BindingFlags.Public |
BindingFlags.NonPublic |
BindingFlags.Instance |
BindingFlags.Static;
//Assign all properties as null at first to stop hundreds of warnings spamming the log when script gets compiled.
//If they aren't we get warnings, because assigning with reflection seems to make Unity think that the properties never actually get used.
private MaterialProperty _VertexColorAlbedo = null;
private MaterialProperty _TilingMode = null;
private MaterialProperty _Culling = null;
private MaterialProperty _BlendMode = null;
private MaterialProperty _MainTex = null;
private MaterialProperty _HSVMask = null;
private MaterialProperty _Saturation = null;
private MaterialProperty _Hue = null;
private MaterialProperty _Value = null;
private MaterialProperty _Color = null;
private MaterialProperty _Cutoff = null;
private MaterialProperty _FadeDither = null;
private MaterialProperty _FadeDitherDistance = null;
private MaterialProperty _BumpMap = null;
private MaterialProperty _BumpScale = null;
private MaterialProperty _DetailNormalMap = null;
private MaterialProperty _DetailMask = null;
private MaterialProperty _DetailNormalMapScale = null;
private MaterialProperty _ReflectionMode = null;
private MaterialProperty _ReflectionBlendMode = null;
private MaterialProperty _MetallicGlossMap = null;
private MaterialProperty _BakedCubemap = null;
private MaterialProperty _Matcap = null;
private MaterialProperty _MatcapTintToDiffuse = null;
private MaterialProperty _MatcapTint = null;
private MaterialProperty _ReflectivityMask = null;
private MaterialProperty _Metallic = null;
private MaterialProperty _Glossiness = null;
private MaterialProperty _Reflectivity = null;
private MaterialProperty _ClearCoat = null;
private MaterialProperty _ClearcoatStrength = null;
private MaterialProperty _ClearcoatSmoothness = null;
private MaterialProperty _EmissionMap = null;
private MaterialProperty _ScaleWithLight = null;
private MaterialProperty _ScaleWithLightSensitivity = null;
private MaterialProperty _EmissionColor = null;
private MaterialProperty _EmissionToDiffuse = null;
private MaterialProperty _RimColor = null;
private MaterialProperty _RimIntensity = null;
private MaterialProperty _RimRange = null;
private MaterialProperty _RimThreshold = null;
private MaterialProperty _RimSharpness = null;
private MaterialProperty _RimAlbedoTint = null;
private MaterialProperty _RimCubemapTint = null;
private MaterialProperty _RimAttenEffect = null;
private MaterialProperty _SpecularSharpness = null;
private MaterialProperty _SpecularMap = null;
private MaterialProperty _SpecularIntensity = null;
private MaterialProperty _SpecularArea = null;
private MaterialProperty _AnisotropicSpecular = null;
private MaterialProperty _AnisotropicReflection = null;
private MaterialProperty _SpecularAlbedoTint = null;
private MaterialProperty _RampSelectionMask = null;
private MaterialProperty _Ramp = null;
private MaterialProperty _ShadowRim = null;
private MaterialProperty _ShadowRimRange = null;
private MaterialProperty _ShadowRimThreshold = null;
private MaterialProperty _ShadowRimSharpness = null;
private MaterialProperty _ShadowRimAlbedoTint = null;
private MaterialProperty _OcclusionMap = null;
private MaterialProperty _OcclusionIntensity = null;
private MaterialProperty _OcclusionMode = null;
private MaterialProperty _ThicknessMap = null;
private MaterialProperty _SSColor = null;
private MaterialProperty _SSDistortion = null;
private MaterialProperty _SSPower = null;
private MaterialProperty _SSScale = null;
private MaterialProperty _HalftoneDotSize = null;
private MaterialProperty _HalftoneDotAmount = null;
private MaterialProperty _HalftoneLineAmount = null;
private MaterialProperty _HalftoneLineIntensity = null;
private MaterialProperty _HalftoneType = null;
private MaterialProperty _UVSetAlbedo = null;
private MaterialProperty _UVSetNormal = null;
private MaterialProperty _UVSetDetNormal = null;
private MaterialProperty _UVSetDetMask = null;
private MaterialProperty _UVSetMetallic = null;
private MaterialProperty _UVSetSpecular = null;
private MaterialProperty _UVSetReflectivity = null;
private MaterialProperty _UVSetThickness = null;
private MaterialProperty _UVSetOcclusion = null;
private MaterialProperty _UVSetEmission = null;
private MaterialProperty _UVSetClipMap = null;
private MaterialProperty _UVSetDissolve = null;
private MaterialProperty _Stencil = null;
private MaterialProperty _StencilComp = null;
private MaterialProperty _StencilOp = null;
private MaterialProperty _OutlineAlbedoTint = null;
private MaterialProperty _OutlineLighting = null;
private MaterialProperty _OutlineMask = null;
private MaterialProperty _OutlineWidth = null;
private MaterialProperty _OutlineColor = null;
private MaterialProperty _OutlineNormalMode = null;
private MaterialProperty _OutlineUVSelect = null;
private MaterialProperty _ShadowSharpness = null;
private MaterialProperty _AdvMode = null;
private MaterialProperty _ClipMap = null;
private MaterialProperty _ClipAgainstVertexColorGreaterZeroFive = null;
private MaterialProperty _ClipAgainstVertexColorLessZeroFive = null;
private MaterialProperty _IOR = null;
private MaterialProperty _UseRefraction = null;
private MaterialProperty _RefractionModel = null;
private MaterialProperty _NormalMapMode = null;
private MaterialProperty _DissolveCoordinates = null;
private MaterialProperty _DissolveTexture = null;
private MaterialProperty _DissolveStrength = null;
private MaterialProperty _DissolveColor = null;
private MaterialProperty _DissolveProgress = null;
private MaterialProperty _UseClipsForDissolve = null;
//Material Properties for Dynamic Penetration System
private MaterialProperty _Squeeze = null;
private MaterialProperty _SqueezeDist = null;
private MaterialProperty _BulgeOffset = null;
private MaterialProperty _BulgePower = null;
private MaterialProperty _Length = null;
private MaterialProperty _EntranceStiffness = null;
private MaterialProperty _Curvature = null;
private MaterialProperty _ReCurvature = null;
private MaterialProperty _WriggleSpeed = null;
private MaterialProperty _Wriggle = null;
private MaterialProperty _OrificeChannel = null;
private MaterialProperty _OrificeData = null;
private MaterialProperty _EntryOpenDuration = null;
private MaterialProperty _Shape1Depth = null;
private MaterialProperty _Shape1Duration = null;
private MaterialProperty _Shape2Depth = null;
private MaterialProperty _Shape2Duration = null;
private MaterialProperty _Shape3Depth = null;
private MaterialProperty _Shape3Duration = null;
private MaterialProperty _BlendshapePower = null;
private MaterialProperty _BlendshapeBadScaleFix = null;
//--
//Material Properties for Patreon Plugins
private MaterialProperty _LeftRightPan = null;
private MaterialProperty _UpDownPan = null;
private MaterialProperty _Twitchyness = null;
private MaterialProperty _AttentionSpan = null;
private MaterialProperty _FollowPower = null;
private MaterialProperty _FollowLimit = null;
private MaterialProperty _LookSpeed = null;
private MaterialProperty _IrisSize = null;
private MaterialProperty _EyeOffsetLimit = null;
//--
private static bool showMainSettings = true;
private static bool showNormalMapSettings = false;
private static bool showShadows = true;
private static bool showSpecular = false;
private static bool showReflection = false;
private static bool showRimlight = false;
private static bool showHalftones = false;
private static bool showSubsurface = false;
private static bool showOutlines = false;
private static bool showEmission = false;
private static bool showAdvanced = false;
private static bool showEyeTracking = false;
private static bool showRefractionSettings = false;
private static bool showDissolveSettings = false;
private static bool showPenetrator = true;
private bool isPatreonShader = false;
private bool isEyeTracking = false;
private bool isOutlined = false;
private bool isCutout = false;
private bool isCutoutMasked = false;
private bool isDithered = false;
private bool isRefractive = false;
private bool isPenetratorShader = false;
private bool isOrificeShader = false;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
Material material = materialEditor.target as Material;
Shader shader = material.shader;
isCutout = material.GetInt("_BlendMode") == 1;
isDithered = material.GetInt("_BlendMode") == 2;
isRefractive = material.GetInt("_UseRefraction") == 1;
isOutlined = shader.name.Contains("Outline");
isPatreonShader = shader.name.Contains("Patreon");
isEyeTracking = shader.name.Contains("EyeTracking");
isPenetratorShader = shader.name.Contains("Penetrator");
isOrificeShader = shader.name.Contains("Orifice");
//Find all material properties listed in the script using reflection, and set them using a loop only if they're of type MaterialProperty.
//This makes things a lot nicer to maintain and cleaner to look at.
foreach (var property in GetType().GetFields(bindingFlags))
{
if (property.FieldType == typeof(MaterialProperty))
{
try { property.SetValue(this, FindProperty(property.Name, props)); } catch { /*Is it really a problem if it doesn't exist?*/ }
}
}
EditorGUI.BeginChangeCheck();
{
XSStyles.ShurikenHeaderCentered("XSToon v" + XSStyles.ver);
material.SetShaderPassEnabled("Always", isRefractive);
materialEditor.ShaderProperty(_AdvMode, new GUIContent("Shader Mode", "Setting this to 'Advanced' will give you access to things such as stenciling, and other expiremental/advanced features."));
materialEditor.ShaderProperty(_Culling, new GUIContent("Culling Mode", "Changes the culling mode. 'Off' will result in a two sided material, while 'Front' and 'Back' will cull those sides respectively"));
materialEditor.ShaderProperty(_TilingMode, new GUIContent("Tiling Mode", "Setting this to Merged will tile and offset all textures based on the Main texture's Tiling/Offset."));
materialEditor.ShaderProperty(_BlendMode, new GUIContent("Blend Mode", "Blend mode of the material. (Opaque, transparent, cutout, etc.)"));
materialEditor.ShaderProperty(_UseRefraction, new GUIContent("Refraction", "Should this material be refractive? (Warning, this can be expensive!)"));
DoBlendModeSettings(material);
DrawPenetratorSettings(materialEditor);
DrawOrificeSettings(materialEditor);
DrawMainSettings(materialEditor);
DrawDissolveSettings(materialEditor);
DrawShadowSettings(materialEditor, material);
DrawOutlineSettings(materialEditor);
DrawNormalSettings(materialEditor);
DrawSpecularSettings(materialEditor);
DrawReflectionsSettings(materialEditor, material);
DrawRefractionSettings(materialEditor);
DrawEmissionSettings(materialEditor);
DrawRimlightSettings(materialEditor);
DrawHalfToneSettings(materialEditor);
DrawTransmissionSettings(materialEditor);
DrawAdvancedSettings(materialEditor);
DrawPatreonSettings(materialEditor);
XSStyles.DoFooter();
}
}
private void DoBlendModeSettings(Material material)
{
int mode = material.GetInt("_BlendMode");
switch (mode)
{
case 0: //Opaque
SetBlend(material, (int)UnityEngine.Rendering.BlendMode.One, (int)UnityEngine.Rendering.BlendMode.Zero, (int)UnityEngine.Rendering.RenderQueue.Geometry, 1, 0);
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHATEST_ON");
break;
case 1: //Cutout
SetBlend(material, (int)UnityEngine.Rendering.BlendMode.One, (int)UnityEngine.Rendering.BlendMode.Zero, (int)UnityEngine.Rendering.RenderQueue.AlphaTest, 1, 0);
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHATEST_ON");
break;
case 2: //Dithered
SetBlend(material, (int)UnityEngine.Rendering.BlendMode.One, (int)UnityEngine.Rendering.BlendMode.Zero, (int)UnityEngine.Rendering.RenderQueue.AlphaTest, 1, 0);
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHATEST_ON");
break;
case 3: //Alpha To Coverage
SetBlend(material, (int)UnityEngine.Rendering.BlendMode.One, (int)UnityEngine.Rendering.BlendMode.Zero, (int)UnityEngine.Rendering.RenderQueue.AlphaTest, 1, 1);
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHATEST_ON");
break;
case 4: //Transparent
SetBlend(material, (int)UnityEngine.Rendering.BlendMode.One, (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha, (int)UnityEngine.Rendering.RenderQueue.Transparent, 0, 0);
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHATEST_ON");
break;
case 5: //Fade
SetBlend(material, (int)UnityEngine.Rendering.BlendMode.SrcAlpha, (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha, (int)UnityEngine.Rendering.RenderQueue.Transparent, 0, 0);
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHATEST_ON");
break;
case 6: //Additive
SetBlend(material, (int)UnityEngine.Rendering.BlendMode.One, (int)UnityEngine.Rendering.BlendMode.One, (int)UnityEngine.Rendering.RenderQueue.Transparent, 0, 0);
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHATEST_ON");
break;
}
}
private void SetBlend(Material material, int src, int dst, int renderQueue, int zwrite, int alphatocoverage)
{
material.SetInt("_SrcBlend", src);
material.SetInt("_DstBlend", dst);
material.SetInt("_ZWrite", zwrite);
material.SetInt("_AlphaToCoverage", alphatocoverage);
material.renderQueue = isRefractive ? (int)UnityEngine.Rendering.RenderQueue.Overlay - 1 : renderQueue;
}
private void DrawMainSettings(MaterialEditor materialEditor)
{
showMainSettings = XSStyles.ShurikenFoldout("Main Settings", showMainSettings);
if (showMainSettings)
{
materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "The main Albedo texture."), _MainTex, _Color);
if (isCutout)
{
materialEditor.ShaderProperty(_Cutoff, new GUIContent("Cutoff", "The Cutoff Amount"), 2);
}
materialEditor.ShaderProperty(_UVSetAlbedo, new GUIContent("UV Set", "The UV set to use for the Albedo Texture."), 2);
materialEditor.TextureScaleOffsetProperty(_MainTex);
materialEditor.TexturePropertySingleLine(new GUIContent("HSV Mask", "RGB Mask: R = Hue, G = Saturation, B = Brightness"), _HSVMask);
materialEditor.ShaderProperty(_Hue, new GUIContent("Hue", "Controls Hue of the final output from the shader."));
materialEditor.ShaderProperty(_Saturation, new GUIContent("Saturation", "Controls saturation of the final output from the shader."));
materialEditor.ShaderProperty(_Value, new GUIContent("Brightness", "Controls value of the final output from the shader."));
if (isDithered)
{
XSStyles.SeparatorThin();
materialEditor.ShaderProperty(_FadeDither, new GUIContent("Distance Fading", "Make the shader dither out based on the distance to the camera."));
materialEditor.ShaderProperty(_FadeDitherDistance, new GUIContent("Fade Threshold", "The distance at which the fading starts happening."));
}
}
}
private void DrawDissolveSettings(MaterialEditor materialEditor)
{
if (isCutout || isDithered)
{
showDissolveSettings = XSStyles.ShurikenFoldout("Dissolve", showDissolveSettings);
if (showDissolveSettings)
{
materialEditor.ShaderProperty(_DissolveCoordinates, new GUIContent("Dissolve Coordinates", "Should Dissolve happen in world space, texture space, or vertically?"));
materialEditor.TexturePropertySingleLine(new GUIContent("Dissolve Texture", "Noise texture used to control up dissolve pattern"), _DissolveTexture, _DissolveColor);
materialEditor.TextureScaleOffsetProperty(_DissolveTexture);
materialEditor.ShaderProperty(_UVSetDissolve, new GUIContent("UV Set", "The UV set to use for the Dissolve Texture."), 2);
materialEditor.ShaderProperty(_DissolveStrength, new GUIContent("Dissolve Sharpness", "Sharpness of the dissolve texture."));
materialEditor.ShaderProperty(_DissolveProgress, new GUIContent("Dissolve Progress", "Progress of the dissolve effect."));
}
}
}
private void DrawShadowSettings(MaterialEditor materialEditor, Material material)
{
showShadows = XSStyles.ShurikenFoldout("Shadows", showShadows);
if (showShadows)
{
materialEditor.TexturePropertySingleLine(new GUIContent("Ramp Selection Mask", "A black to white mask that determins how far up on the multi ramp to sample. 0 for bottom, 1 for top, 0.5 for middle, 0.25, and 0.75 for mid bottom and mid top respectively."), _RampSelectionMask);
XSStyles.SeparatorThin();
if (_RampSelectionMask.textureValue != null)
{
string rampMaskPath = AssetDatabase.GetAssetPath(_RampSelectionMask.textureValue);
TextureImporter ti = (TextureImporter)TextureImporter.GetAtPath(rampMaskPath);
if (ti.sRGBTexture)
{
if (XSStyles.HelpBoxWithButton(new GUIContent("This texture is not marked as Linear.", "This is recommended for the mask"), new GUIContent("Fix Now")))
{
ti.sRGBTexture = false;
AssetDatabase.ImportAsset(rampMaskPath, ImportAssetOptions.ForceUpdate);
AssetDatabase.Refresh();
}
}
}
materialEditor.TexturePropertySingleLine(new GUIContent("Shadow Ramp", "Shadow Ramp, Dark to Light should be Left to Right"), _Ramp);
materialEditor.ShaderProperty(_ShadowSharpness, new GUIContent("Shadow Sharpness", "Controls the sharpness of recieved shadows, as well as the sharpness of 'shadows' from Vertex Lighting."));
XSStyles.SeparatorThin();
materialEditor.ShaderProperty(_OcclusionMode, new GUIContent("Occlusion Mode", "How to calculate the occlusion map contribution"));
materialEditor.TexturePropertySingleLine(new GUIContent("Occlusion Map", "Occlusion Map, used to darken areas on the model artifically."), _OcclusionMap);
materialEditor.ShaderProperty(_OcclusionIntensity, new GUIContent("Intensity", "Occlusion intensity"), 2);
materialEditor.ShaderProperty(_UVSetOcclusion, new GUIContent("UV Set", "The UV set to use for the Occlusion Texture"), 2);
materialEditor.TextureScaleOffsetProperty(_OcclusionMap);
XSStyles.SeparatorThin();
XSStyles.constrainedShaderProperty(materialEditor, _ShadowRim, new GUIContent("Shadow Rim", "Shadow Rim Color. Set to white to disable."), 0);
materialEditor.ShaderProperty(_ShadowRimAlbedoTint, new GUIContent("Shadow Rim Albedo Tint", "How much the Albedo texture should effect the Shadow Rim color."));
materialEditor.ShaderProperty(_ShadowRimRange, new GUIContent("Range", "Range of the Shadow Rim"), 2);
materialEditor.ShaderProperty(_ShadowRimThreshold, new GUIContent("Threshold", "Threshold of the Shadow Rim"), 2);
materialEditor.ShaderProperty(_ShadowRimSharpness, new GUIContent("Sharpness", "Sharpness of the Shadow Rim"), 2);
XSStyles.callGradientEditor(material);
}
}
private void DrawOutlineSettings(MaterialEditor materialEditor)
{
if (isOutlined)
{
showOutlines = XSStyles.ShurikenFoldout("Outlines", showOutlines);
if (showOutlines)
{
materialEditor.ShaderProperty(_OutlineNormalMode, new GUIContent("Outline Normal Mode", "How to calcuate the outline expand direction. Using mesh normals may result in split edges."));
if (_OutlineNormalMode.floatValue == 2)
materialEditor.ShaderProperty(_OutlineUVSelect, new GUIContent("Normals UV", "UV Channel to pull the modified normals from for outlines."));
materialEditor.ShaderProperty(_OutlineLighting, new GUIContent("Outline Lighting", "Makes outlines respect the lighting, or be emissive."));
materialEditor.ShaderProperty(_OutlineAlbedoTint, new GUIContent("Outline Albedo Tint", "Includes the color of the Albedo Texture in the calculation for the color of the outline."));
materialEditor.TexturePropertySingleLine(new GUIContent("Outline Mask", "Outline width mask, black will make the outline minimum width."), _OutlineMask);
materialEditor.ShaderProperty(_OutlineWidth, new GUIContent("Outline Width", "Width of the Outlines"));
XSStyles.constrainedShaderProperty(materialEditor, _OutlineColor, new GUIContent("Outline Color", "Color of the outlines"), 0);
}
}
}
private void DrawNormalSettings(MaterialEditor materialEditor)
{
showNormalMapSettings = XSStyles.ShurikenFoldout("Normal Maps", showNormalMapSettings);
if (showNormalMapSettings)
{
materialEditor.ShaderProperty(_NormalMapMode, new GUIContent("Normal Map Source", "How to alter the normals of the mesh, using which source?"));
if (_NormalMapMode.floatValue == 0)
{
materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map", "Normal Map"), _BumpMap);
materialEditor.ShaderProperty(_BumpScale, new GUIContent("Normal Strength", "Strength of the main Normal Map"), 2);
materialEditor.ShaderProperty(_UVSetNormal, new GUIContent("UV Set", "The UV set to use for the Normal Map"), 2);
materialEditor.TextureScaleOffsetProperty(_BumpMap);
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Detail Normal Map", "Detail Normal Map"), _DetailNormalMap);
materialEditor.ShaderProperty(_DetailNormalMapScale, new GUIContent("Detail Normal Strength", "Strength of the detail Normal Map"), 2);
materialEditor.ShaderProperty(_UVSetDetNormal, new GUIContent("UV Set", "The UV set to use for the Detail Normal Map"), 2);
materialEditor.TextureScaleOffsetProperty(_DetailNormalMap);
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Detail Mask", "Mask for Detail Maps"), _DetailMask);
materialEditor.ShaderProperty(_UVSetDetMask, new GUIContent("UV Set", "The UV set to use for the Detail Mask"), 2);
materialEditor.TextureScaleOffsetProperty(_DetailMask);
}
}
}
private void DrawSpecularSettings(MaterialEditor materialEditor)
{
showSpecular = XSStyles.ShurikenFoldout("Specular", showSpecular);
if (showSpecular)
{
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Specular Map(R,G,B)", "Specular Map. Red channel controls Intensity, Green controls how much specular is tinted by Albedo, and Blue controls Smoothness (Only for Blinn-Phong, and GGX)."), _SpecularMap);
materialEditor.TextureScaleOffsetProperty(_SpecularMap);
materialEditor.ShaderProperty(_UVSetSpecular, new GUIContent("UV Set", "The UV set to use for the Specular Map"), 2);
materialEditor.ShaderProperty(_SpecularIntensity, new GUIContent("Intensity", "Specular Intensity."), 2);
materialEditor.ShaderProperty(_SpecularArea, new GUIContent("Roughness", "Roughness"), 2);
materialEditor.ShaderProperty(_SpecularAlbedoTint, new GUIContent("Albedo Tint", "How much the specular highlight should derive color from the albedo of the object."), 2);
materialEditor.ShaderProperty(_SpecularSharpness, new GUIContent("Sharpness", "How hard of and edge transitions should the specular have?"), 2);
materialEditor.ShaderProperty(_AnisotropicSpecular, new GUIContent("Anisotropy", "The amount of anisotropy the surface has - this will stretch the reflection along an axis (think bottom of a frying pan)"), 2);
}
}
private void DrawReflectionsSettings(MaterialEditor materialEditor, Material material)
{
showReflection = XSStyles.ShurikenFoldout("Reflections", showReflection);
if (showReflection)
{
materialEditor.ShaderProperty(_ReflectionMode, new GUIContent("Reflection Mode", "Reflection Mode."));
if (_ReflectionMode.floatValue == 0) // PBR
{
materialEditor.ShaderProperty(_ReflectionBlendMode, new GUIContent("Reflection Blend Mode", "Blend mode for reflection. Additive is Color + reflection, Multiply is Color * reflection, and subtractive is Color - reflection"));
materialEditor.ShaderProperty(_ClearCoat, new GUIContent("Clearcoat", "Clearcoat"));
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Fallback Cubemap", " Used as fallback in 'Unity' reflection mode if reflection probe is black."), _BakedCubemap);
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Metallic Map", "Metallic Map, Metallic on Red Channel, Smoothness on Alpha Channel. \nIf Clearcoat is enabled, Clearcoat Smoothness on Green Channel, Clearcoat Reflectivity on Blue Channel."), _MetallicGlossMap);
materialEditor.TextureScaleOffsetProperty(_MetallicGlossMap);
materialEditor.ShaderProperty(_UVSetMetallic, new GUIContent("UV Set", "The UV set to use for the Metallic Smoothness Map"), 2);
materialEditor.ShaderProperty(_AnisotropicReflection, new GUIContent("Anisotropy", "The amount of anisotropy the surface has - this will stretch the reflection along an axis (think bottom of a frying pan)"), 2);
materialEditor.ShaderProperty(_Metallic, new GUIContent("Metallic", "Metallic, set to 1 if using metallic map"), 2);
materialEditor.ShaderProperty(_Glossiness, new GUIContent("Smoothness", "Smoothness, set to 1 if using metallic map"), 2);
materialEditor.ShaderProperty(_ClearcoatSmoothness, new GUIContent("Clearcoat Smoothness", "Smoothness of the clearcoat."), 2);
materialEditor.ShaderProperty(_ClearcoatStrength, new GUIContent("Clearcoat Reflectivity", "The strength of the clearcoat reflection."), 2);
}
else if (_ReflectionMode.floatValue == 1) //Baked cube
{
materialEditor.ShaderProperty(_ReflectionBlendMode, new GUIContent("Reflection Blend Mode", "Blend mode for reflection. Additive is Color + reflection, Multiply is Color * reflection, and subtractive is Color - reflection"));
materialEditor.ShaderProperty(_ClearCoat, new GUIContent("Clearcoat", "Clearcoat"));
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Baked Cubemap", "Baked cubemap."), _BakedCubemap);
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Metallic Map", "Metallic Map, Metallic on Red Channel, Smoothness on Alpha Channel. \nIf Clearcoat is enabled, Clearcoat Smoothness on Green Channel, Clearcoat Reflectivity on Blue Channel."), _MetallicGlossMap);
materialEditor.TextureScaleOffsetProperty(_MetallicGlossMap);
materialEditor.ShaderProperty(_UVSetMetallic, new GUIContent("UV Set", "The UV set to use for the MetallicSmoothness Map"), 2);
materialEditor.ShaderProperty(_AnisotropicReflection, new GUIContent("Anisotropic", "Anisotropic, stretches reflection in an axis."), 2);
materialEditor.ShaderProperty(_Metallic, new GUIContent("Metallic", "Metallic, set to 1 if using metallic map"), 2);
materialEditor.ShaderProperty(_Glossiness, new GUIContent("Smoothness", "Smoothness, set to 1 if using metallic map"), 2);
materialEditor.ShaderProperty(_ClearcoatSmoothness, new GUIContent("Clearcoat Smoothness", "Smoothness of the clearcoat."), 2);
materialEditor.ShaderProperty(_ClearcoatStrength, new GUIContent("Clearcoat Reflectivity", "The strength of the clearcoat reflection."), 2);
}
else if (_ReflectionMode.floatValue == 2) //Matcap
{
materialEditor.ShaderProperty(_ReflectionBlendMode, new GUIContent("Reflection Blend Mode", "Blend mode for reflection. Additive is Color + reflection, Multiply is Color * reflection, and subtractive is Color - reflection"));
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Matcap", "Matcap Texture"), _Matcap, _MatcapTint);
materialEditor.ShaderProperty(_Glossiness, new GUIContent("Matcap Blur", "Matcap blur, blurs the Matcap, set to 1 for full clarity"), 2);
materialEditor.ShaderProperty(_MatcapTintToDiffuse, new GUIContent("Tint To Diffuse", "Tints matcap to diffuse color."), 2);
material.SetFloat("_Metallic", 0);
material.SetFloat("_ClearCoat", 0);
material.SetTexture("_MetallicGlossMap", null);
}
if (_ReflectionMode.floatValue != 3)
{
XSStyles.SeparatorThin();
materialEditor.TexturePropertySingleLine(new GUIContent("Reflectivity Mask", "Mask for reflections."), _ReflectivityMask);
materialEditor.TextureScaleOffsetProperty(_ReflectivityMask);
materialEditor.ShaderProperty(_UVSetReflectivity, new GUIContent("UV Set", "The UV set to use for the Reflectivity Mask"), 2);
materialEditor.ShaderProperty(_Reflectivity, new GUIContent("Reflectivity", "The strength of the reflections."), 2);
}
if (_ReflectionMode.floatValue == 3)
{
material.SetFloat("_Metallic", 0);
material.SetFloat("_ReflectionBlendMode", 0);
material.SetFloat("_ClearCoat", 0);
}
}
}
private void DrawEmissionSettings(MaterialEditor materialEditor)
{
showEmission = XSStyles.ShurikenFoldout("Emission", showEmission);
if (showEmission)
{
materialEditor.TexturePropertySingleLine(new GUIContent("Emission Map", "Emissive map. White to black, unless you want multiple colors."), _EmissionMap, _EmissionColor);
materialEditor.TextureScaleOffsetProperty(_EmissionMap);
materialEditor.ShaderProperty(_UVSetEmission, new GUIContent("UV Set", "The UV set to use for the Emission Map"), 2);
materialEditor.ShaderProperty(_EmissionToDiffuse, new GUIContent("Tint To Diffuse", "Tints the emission to the Diffuse Color"), 2);
XSStyles.SeparatorThin();
materialEditor.ShaderProperty(_ScaleWithLight, new GUIContent("Scale w/ Light", "Scales the emission intensity based on how dark or bright the environment is."));
if (_ScaleWithLight.floatValue == 0)
materialEditor.ShaderProperty(_ScaleWithLightSensitivity, new GUIContent("Scaling Sensitivity", "How agressively the emission should scale with the light."));
}
}
private void DrawRimlightSettings(MaterialEditor materialEditor)
{
showRimlight = XSStyles.ShurikenFoldout("Rimlight", showRimlight);
if (showRimlight)
{
materialEditor.ShaderProperty(_RimColor, new GUIContent("Rimlight Tint", "The Tint of the Rimlight."));
materialEditor.ShaderProperty(_RimAlbedoTint, new GUIContent("Rim Albedo Tint", "How much the Albedo texture should effect the rimlight color."));
materialEditor.ShaderProperty(_RimCubemapTint, new GUIContent("Rim Environment Tint", "How much the Environment cubemap should effect the rimlight color."));
materialEditor.ShaderProperty(_RimAttenEffect, new GUIContent("Rim Attenuation Effect", "How much should realtime shadows mask out the rimlight?"));
materialEditor.ShaderProperty(_RimIntensity, new GUIContent("Rimlight Intensity", "Strength of the Rimlight."));
materialEditor.ShaderProperty(_RimRange, new GUIContent("Range", "Range of the Rim"), 2);
materialEditor.ShaderProperty(_RimThreshold, new GUIContent("Threshold", "Threshold of the Rim"), 2);
materialEditor.ShaderProperty(_RimSharpness, new GUIContent("Sharpness", "Sharpness of the Rim"), 2);
}
}
private void DrawHalfToneSettings(MaterialEditor materialEditor)
{
showHalftones = XSStyles.ShurikenFoldout("Halftones", showHalftones);
if (showHalftones)
{
materialEditor.ShaderProperty(_HalftoneType, new GUIContent("Halftone Style", "Controls where halftone and stippling effects are drawn."));
if (_HalftoneType.floatValue == 1 || _HalftoneType.floatValue == 2)
{
materialEditor.ShaderProperty(_HalftoneDotSize, new GUIContent("Stippling Scale", "How large should the stippling pattern be?"));
materialEditor.ShaderProperty(_HalftoneDotAmount, new GUIContent("Stippling Density", "How dense is the stippling effect?"));
}
if (_HalftoneType.floatValue == 0 || _HalftoneType.floatValue == 2)
{
materialEditor.ShaderProperty(_HalftoneLineAmount, new GUIContent("Halftone Line Count", "How many lines should the halftone shadows have?"));
materialEditor.ShaderProperty(_HalftoneLineIntensity, new GUIContent("Halftone Line Intensity", "How dark should the halftone lines be?"));
}
}
}
private void DrawTransmissionSettings(MaterialEditor materialEditor)
{
showSubsurface = XSStyles.ShurikenFoldout("Transmission", showSubsurface);
if (showSubsurface)
{
materialEditor.TexturePropertySingleLine(new GUIContent("Thickness Map", "Thickness Map, used to mask areas where transmission can happen"), _ThicknessMap);
materialEditor.TextureScaleOffsetProperty(_ThicknessMap);
materialEditor.ShaderProperty(_UVSetThickness, new GUIContent("UV Set", "The UV set to use for the Thickness Map"), 2);
XSStyles.constrainedShaderProperty(materialEditor, _SSColor, new GUIContent("Transmission Color", "Transmission Color"), 2);
materialEditor.ShaderProperty(_SSDistortion, new GUIContent("Transmission Distortion", "How much the Transmission should follow the normals of the mesh and/or normal map."), 2);
materialEditor.ShaderProperty(_SSPower, new GUIContent("Transmission Power", "Subsurface Power"), 2);
materialEditor.ShaderProperty(_SSScale, new GUIContent("Transmission Scale", "Subsurface Scale"), 2);
}
}
private void DrawRefractionSettings(MaterialEditor materialEditor)
{
if (isRefractive)
{
showRefractionSettings = XSStyles.ShurikenFoldout("Refraction", showRefractionSettings);
if (showRefractionSettings)
{
materialEditor.ShaderProperty(_RefractionModel, new GUIContent("Refraction Model", "Refraction technique"));
materialEditor.ShaderProperty(_IOR, new GUIContent("Index of Refraction", "The index of refraction of the material. Glass: 1.5, Crystal: 2.0, Ice: 1.309, Water: 1.325"));
}
}
}
private void DrawAdvancedSettings(MaterialEditor materialEditor)
{
if (_AdvMode.floatValue == 1)
{
showAdvanced = XSStyles.ShurikenFoldout("Advanced Settings", showAdvanced);
if (showAdvanced)
{
materialEditor.ShaderProperty(_VertexColorAlbedo, new GUIContent("Vertex Color Albedo", "Multiplies the vertex color of the mesh by the Albedo texture to derive the final Albedo color."));
if (isDithered || isCutout)
{
materialEditor.ShaderProperty(_UseClipsForDissolve, new GUIContent("Control Dissolve With Clip"));
materialEditor.TexturePropertySingleLine(new GUIContent("Clip Map (RGBA)", "Used to control clipping in an advanced manner, read tooltip for Clip Mask Vectors below."), _ClipMap);
materialEditor.TextureScaleOffsetProperty(_ClipMap);
materialEditor.ShaderProperty(_UVSetClipMap, new GUIContent("UV Set", "The UV set to use for the Clip Map"), 2);
materialEditor.ShaderProperty(_ClipAgainstVertexColorGreaterZeroFive, new GUIContent("Clip Mask > 0.5 Opacity", "Uses the Clip Map RGBA channels as a multiplier for clipping."));
_ClipAgainstVertexColorGreaterZeroFive.vectorValue = ClampVec4(_ClipAgainstVertexColorGreaterZeroFive.vectorValue);
materialEditor.ShaderProperty(_ClipAgainstVertexColorLessZeroFive, new GUIContent("Clip Mask Color < 0.5 Opacity", "Uses the Clip Map RGBA channels as a multiplier for clipping."));
_ClipAgainstVertexColorLessZeroFive.vectorValue = ClampVec4(_ClipAgainstVertexColorLessZeroFive.vectorValue);
}
materialEditor.ShaderProperty(_Stencil, _Stencil.displayName);
materialEditor.ShaderProperty(_StencilComp, _StencilComp.displayName);
materialEditor.ShaderProperty(_StencilOp, _StencilOp.displayName);
materialEditor.RenderQueueField();
}
}
}
private void DrawPatreonSettings(MaterialEditor materialEditor)
{
//Plugins for Patreon releases
if (isPatreonShader)
{
if (isEyeTracking)
{
showEyeTracking = XSStyles.ShurikenFoldout("Eye Tracking Settings", showEyeTracking);
if (showEyeTracking)
{
materialEditor.ShaderProperty(_LeftRightPan, new GUIContent("Left Right Adj.", "Adjusts the eyes manually left or right."));
materialEditor.ShaderProperty(_UpDownPan, new GUIContent("Up Down Adj.", "Adjusts the eyes manually up or down."));
XSStyles.SeparatorThin();
materialEditor.ShaderProperty(_AttentionSpan, new GUIContent("Attention Span", "How often should the eyes look at the target; 0 = never, 1 = always, 0.5 = half of the time."));
materialEditor.ShaderProperty(_FollowPower, new GUIContent("Follow Power", "The influence the target has on the eye"));
materialEditor.ShaderProperty(_LookSpeed, new GUIContent("Look Speed", "How fast the eye transitions to looking at the target"));
materialEditor.ShaderProperty(_Twitchyness, new GUIContent("Refocus Frequency", "How much should the eyes look around near the target?"));
XSStyles.SeparatorThin();
materialEditor.ShaderProperty(_IrisSize, new GUIContent("Iris Size", "Size of the iris"));
materialEditor.ShaderProperty(_FollowLimit, new GUIContent("Follow Limit", "Limits the angle from the front of the face on how far the eyes can track/rotate."));
materialEditor.ShaderProperty(_EyeOffsetLimit, new GUIContent("Offset Limit", "Limit for how far the eyes can turn"));
}
}
}
//
}
private void DrawPenetratorSettings(MaterialEditor materialEditor)
{
//Plugin for Dynamic Penetration System
if(isPenetratorShader)
{
showPenetrator = XSStyles.ShurikenFoldout("Dynamic Penetration System", showPenetrator);
if (showPenetrator) {
materialEditor.ShaderProperty(_Squeeze, new GUIContent("Squeeze Minimum Size", "Minimum diameter the penetrator squeezes to when entering an orifice"));
materialEditor.ShaderProperty(_SqueezeDist, new GUIContent("Squeeze Smoothness", "How far along the length the penetrator is squeezed when entering an orifice (Squeeze Smoothing)"));
materialEditor.ShaderProperty(_BulgePower, new GUIContent("Bulge Amount", "How much the penetrator bulges when entering an orifice"));
materialEditor.ShaderProperty(_BulgeOffset, new GUIContent("Bulge Length", "How far along the length the buldge goes"));
materialEditor.ShaderProperty(_Length, new GUIContent("Length of Penetrator Model", "Set this to zero, then slowly increase it until your model is fully visible"));
materialEditor.ShaderProperty(_EntranceStiffness, new GUIContent("Entrance Stiffness", "Reduces tip bending when entering an orifice"));
materialEditor.ShaderProperty(_Curvature, new GUIContent("Curvature", "You see those warriors from Hammerfell? They've got curved swords. Curved. Swords!"));
materialEditor.ShaderProperty(_ReCurvature, new GUIContent("ReCurvature", "S curve"));
materialEditor.ShaderProperty(_Wriggle, new GUIContent("Wriggle Amount", "The amount of wriggle"));
materialEditor.ShaderProperty(_WriggleSpeed, new GUIContent("Wriggle Speed", "How fast the penetrator wriggles!"));
XSStyles.SeparatorThin();
materialEditor.ShaderProperty(_OrificeChannel, new GUIContent("OrificeChannel", "Set to 1 to make the penetrator to only interact with channel 1 orifices"));
}
}
//
}
private void DrawOrificeSettings(MaterialEditor materialEditor)
{
//Plugin for Dynamic Penetration System
if(isOrificeShader)
{
showPenetrator = XSStyles.ShurikenFoldout("Dynamic Penetration System", showPenetrator);
if (showPenetrator)
{
materialEditor.TexturePropertySingleLine(new GUIContent("OrificeData", "Generate with Tools > Raliv > Orifice Setup"), _OrificeData);
materialEditor.ShaderProperty(_EntryOpenDuration, new GUIContent("Entry Trigger Duration", "How much penetration it takes the entry deformation to activate"));
materialEditor.ShaderProperty(_Shape1Depth, new GUIContent("Shape 1 Trigger Depth", "Penetration depth at which shape 1 begins deforming"));
materialEditor.ShaderProperty(_Shape1Duration, new GUIContent("Shape 1 Trigger Duration", "How much penetration it takes shape 1 deformation to activate"));
materialEditor.ShaderProperty(_Shape2Depth, new GUIContent("Shape 2 Trigger Depth", "Penetration depth at which shape 2 begins deforming"));
materialEditor.ShaderProperty(_Shape2Duration, new GUIContent("Shape 2 Trigger Duration", "How much penetration it takes shape 2 deformation to activate"));
materialEditor.ShaderProperty(_Shape3Depth, new GUIContent("Shape 3 Trigger Depth", "Penetration depth at which shape 3 begins deforming"));
materialEditor.ShaderProperty(_Shape3Duration, new GUIContent("Shape 3 Trigger Duration", "How much penetration it takes shape 3 deformation to activate"));
materialEditor.ShaderProperty(_BlendshapePower, new GUIContent("Blend Shape Power", "Adjusts the amount the mesh deforms"));
materialEditor.ShaderProperty(_BlendshapeBadScaleFix, new GUIContent("Blend Shape Bad Scale Fix", "If your model has 100s in its scale, and you can't figure out how to fix it"));
XSStyles.SeparatorThin();
materialEditor.ShaderProperty(_OrificeChannel, new GUIContent("OrificeChannel", "Set to 1 to make the penetrator to only interact with channel 1 orifices"));
}
}
//
}
private Vector4 ClampVec4(Vector4 vec)
{
Vector4 value = vec;
value.x = Mathf.Clamp01(value.x);
value.y = Mathf.Clamp01(value.y);
value.z = Mathf.Clamp01(value.z);
value.w = Mathf.Clamp01(value.w);
return value;
}
}
}