Heroes_of_Hiis/Assets/Fantasy Adventure Environment/Editor/TreeBranchShaderGUI.cs

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2022-03-07 16:33:30 +00:00
// Fantasy Adventure Environment
// Copyright Staggart Creations
// staggart.xyz
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace FAE
{
public class TreeBranchShaderGUI : ShaderGUI
{
MaterialProperty _MaskClipValue;
MaterialProperty _UseSpeedTreeWind;
//Main maps
MaterialProperty _MainTex;
MaterialProperty _BumpMap;
//Color
MaterialProperty _Color;
MaterialProperty _HueVariation;
MaterialProperty _AmbientOcclusion;
MaterialProperty _TransmissionColor;
MaterialProperty _GradientBrightness;
MaterialProperty _Smoothness;
MaterialProperty _FlatLighting;
//Animation
MaterialProperty _MaxWindStrength;
MaterialProperty _WindAmplitudeMultiplier;
MaterialEditor m_MaterialEditor;
//Meta
bool showHelp;
bool showHelpColor;
bool showHelpAnimation;
bool hasWindController;
WindController windController;
GUIContent mainTexName = new GUIContent("Diffuse", "Diffuse (RGB) and Transparency (A)");
GUIContent normalMapName = new GUIContent("Normal Map");
private Material targetMat;
private bool visualizeVectors;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
if (windController == null) LocateWindController();
//Receive
visualizeVectors = WindController._visualizeVectors;
this.m_MaterialEditor = materialEditor;
targetMat = (Material)materialEditor.target;
this.FindProperties(props);
//Style similar to Standard shader
m_MaterialEditor.SetDefaultGUIWidths();
m_MaterialEditor.UseDefaultMargins();
EditorGUIUtility.labelWidth = 0f;
#if UNITY_2019_3_OR_NEWER
if (UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline != null &&
!targetMat.shader.name.Contains("Universal Render Pipeline"))
{
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);
EditorGUILayout.Space();
}
#endif
EditorGUI.BeginChangeCheck();
//Draw fields
DoHeader();
DoMapsArea();
DoColorArea();
DoAnimationArea();
if (EditorGUI.EndChangeCheck())
{
//Send
WindController.VisualizeVectors(visualizeVectors);
}
GUILayout.Label("Advanced Options", EditorStyles.boldLabel);
GUIHelper.DrawExtraFields(m_MaterialEditor);
GUIHelper.DrawFooter();
}
void DoHeader()
{
EditorGUILayout.BeginHorizontal();
showHelp = GUILayout.Toggle(showHelp, "Toggle help", "Button");
GUILayout.Label("FAE Tree Branch Shader", GUIHelper.Header);
EditorGUILayout.EndHorizontal();
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);
}
void DoMapsArea()
{
GUILayout.Label("Main maps", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel(_MaskClipValue.displayName);
_MaskClipValue.floatValue = EditorGUILayout.Slider(_MaskClipValue.floatValue, 0f, 1f);
EditorGUILayout.EndHorizontal();
this.m_MaterialEditor.TexturePropertySingleLine(mainTexName, this._MainTex, this._Color);
if(targetMat.HasProperty("_BumpMap")) this.m_MaterialEditor.TexturePropertySingleLine(normalMapName, this._BumpMap);
EditorGUILayout.Space();
}
void DoColorArea()
{
EditorGUILayout.BeginHorizontal();
showHelpColor = GUILayout.Toggle(showHelpColor, "?", "Button", GUILayout.Width(25f)); GUILayout.Label("Color", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
m_MaterialEditor.ShaderProperty(_HueVariation, _HueVariation.displayName);
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);
m_MaterialEditor.ShaderProperty(_AmbientOcclusion, _AmbientOcclusion.displayName);
if (showHelpColor) EditorGUILayout.HelpBox("Darkens the areas of the mesh where red vertex colors are applied", MessageType.None);
m_MaterialEditor.ShaderProperty(_TransmissionColor, new GUIContent("Translucency"));
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);
m_MaterialEditor.ShaderProperty(_GradientBrightness, _GradientBrightness.displayName);
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);
m_MaterialEditor.ShaderProperty(_Smoothness, _Smoothness.displayName);
if (showHelpColor) EditorGUILayout.HelpBox("Determines the shininess of the material", MessageType.None);
m_MaterialEditor.ShaderProperty(_FlatLighting, _FlatLighting.displayName);
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);
EditorGUILayout.Space();
}
void DoAnimationArea()
{
EditorGUILayout.BeginHorizontal();
showHelpAnimation = GUILayout.Toggle(showHelpAnimation, "?", "Button", GUILayout.Width(25f)); GUILayout.Label("Wind animation", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
#if !VEGETATION_STUDIO_PRO //VS Pro has an FAE wind controller
if (!hasWindController)
{
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);
EditorGUI.BeginDisabledGroup(true);
}
#else
EditorGUI.BeginDisabledGroup(false);
#endif
#if UNITY_2019_3_OR_NEWER
if (UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline == null)
{
#endif
visualizeVectors = EditorGUILayout.Toggle("Visualize wind", visualizeVectors);
#if UNITY_2019_3_OR_NEWER
}
#endif
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);
m_MaterialEditor.ShaderProperty(_UseSpeedTreeWind, new GUIContent("Sample SpeedTree wind"));
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);
m_MaterialEditor.ShaderProperty(_MaxWindStrength, new GUIContent("Max wind strength"));
if (showHelpAnimation) EditorGUILayout.HelpBox("Determines how much influence the wind has on the branches", MessageType.None);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Wind Amplitude Multiplier"));
_WindAmplitudeMultiplier.floatValue = EditorGUILayout.FloatField(_WindAmplitudeMultiplier.floatValue, GUILayout.Width(65f));
EditorGUILayout.EndHorizontal();
//m_MaterialEditor.ShaderProperty(_WindAmplitudeMultiplier, _WindAmplitudeMultiplier.displayName);
if (showHelpAnimation) EditorGUILayout.HelpBox("Multiply the wind amplitude for this material. Essentally this is the size of the wind waves.", MessageType.None);
if (hasWindController && showHelpAnimation)
{
GUIHelper.DrawWindInfo();
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.Space();
}
void LocateWindController()
{
//Debug.Log("Searching scene for WindController script");
windController = GameObject.FindObjectOfType<WindController>();
hasWindController = (windController) ? true : false;
}
public void FindProperties(MaterialProperty[] props)
{
//Rendering
_MaskClipValue = FindProperty("_Cutoff", props);
_UseSpeedTreeWind = FindProperty("_UseSpeedTreeWind", props);
//Main maps
_Color = FindProperty("_Color", props);
_MainTex = FindProperty("_MainTex", props);
if(targetMat.HasProperty("_BumpMap")) _BumpMap = FindProperty("_BumpMap", props);
//Color
_HueVariation = FindProperty("_HueVariation", props);
_AmbientOcclusion = FindProperty("_AmbientOcclusion", props);
_TransmissionColor = FindProperty("_TransmissionColor", props);
_GradientBrightness = FindProperty("_GradientBrightness", props);
_Smoothness = FindProperty("_Smoothness", props);
_FlatLighting = FindProperty("_FlatLighting", props);
//Animation
_MaxWindStrength = FindProperty("_MaxWindStrength", props);
_WindAmplitudeMultiplier = FindProperty("_WindAmplitudeMultiplier", props);
}
}
}