Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /ShaderGUI /ParticleGUI.cs
| using UnityEngine; | |
| using UnityEditorInternal; | |
| using System.Linq; | |
| using System.Collections.Generic; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| namespace UnityEditor.Rendering.Universal.ShaderGUI | |
| { | |
| /// <summary> | |
| /// Editor script for the particle material inspector. | |
| /// </summary> | |
| public static class ParticleGUI | |
| { | |
| /// <summary> | |
| /// The available color modes. | |
| /// Controls how the Particle color and the Material color blend together. | |
| /// </summary> | |
| public enum ColorMode | |
| { | |
| /// <summary> | |
| /// Use this to select multiply mode. | |
| /// </summary> | |
| Multiply, | |
| /// <summary> | |
| /// Use this to select additive mode. | |
| /// </summary> | |
| Additive, | |
| /// <summary> | |
| /// Use this to select subtractive mode. | |
| /// </summary> | |
| Subtractive, | |
| /// <summary> | |
| /// Use this to select overlay mode. | |
| /// </summary> | |
| Overlay, | |
| /// <summary> | |
| /// Use this to select color mode. | |
| /// </summary> | |
| Color, | |
| /// <summary> | |
| /// Use this to select difference mode. | |
| /// </summary> | |
| Difference | |
| } | |
| /// <summary> | |
| /// Container for the text and tooltips used to display the shader. | |
| /// </summary> | |
| public static class Styles | |
| { | |
| /// <summary> | |
| /// The text and tooltip color mode. | |
| /// </summary> | |
| public static GUIContent colorMode = EditorGUIUtility.TrTextContent("Color Mode", | |
| "Controls how the Particle color and the Material color blend together."); | |
| /// <summary> | |
| /// The text and tooltip flip-book blending. | |
| /// </summary> | |
| public static GUIContent flipbookMode = EditorGUIUtility.TrTextContent("Flip-Book Blending", | |
| "Blends the frames in a flip-book together in a smooth animation."); | |
| /// <summary> | |
| /// The text and tooltip soft particles. | |
| /// </summary> | |
| public static GUIContent softParticlesEnabled = EditorGUIUtility.TrTextContent("Soft Particles", | |
| "Makes particles fade out when they get close to intersecting with the surface of other geometry in the depth buffer."); | |
| /// <summary> | |
| /// The text and tooltip soft particles surface fade. | |
| /// </summary> | |
| public static GUIContent softParticlesFadeText = EditorGUIUtility.TrTextContent("Surface Fade"); | |
| /// <summary> | |
| /// The text and tooltip soft particles near fade distance. | |
| /// </summary> | |
| public static GUIContent softParticlesNearFadeDistanceText = | |
| EditorGUIUtility.TrTextContent("Near", | |
| "The distance from the other surface where the particle is completely transparent."); | |
| /// <summary> | |
| /// The text and tooltip soft particles far fade distance. | |
| /// </summary> | |
| public static GUIContent softParticlesFarFadeDistanceText = | |
| EditorGUIUtility.TrTextContent("Far", | |
| "The distance from the other surface where the particle is completely opaque."); | |
| /// <summary> | |
| /// The text and tooltip camera fading. | |
| /// </summary> | |
| public static GUIContent cameraFadingEnabled = EditorGUIUtility.TrTextContent("Camera Fading", | |
| "Makes particles fade out when they get close to the camera."); | |
| /// <summary> | |
| /// The text and tooltip camera fading distance. | |
| /// </summary> | |
| public static GUIContent cameraFadingDistanceText = EditorGUIUtility.TrTextContent("Distance"); | |
| /// <summary> | |
| /// The text and tooltip camera fading near distance. | |
| /// </summary> | |
| public static GUIContent cameraNearFadeDistanceText = | |
| EditorGUIUtility.TrTextContent("Near", | |
| "The distance from the camera where the particle is completely transparent."); | |
| /// <summary> | |
| /// The text and tooltip camera fading far distance. | |
| /// </summary> | |
| public static GUIContent cameraFarFadeDistanceText = | |
| EditorGUIUtility.TrTextContent("Far", "The distance from the camera where the particle is completely opaque."); | |
| /// <summary> | |
| /// The text and tooltip distortion. | |
| /// </summary> | |
| public static GUIContent distortionEnabled = EditorGUIUtility.TrTextContent("Distortion", | |
| "Creates a distortion effect by making particles perform refraction with the objects drawn before them."); | |
| /// <summary> | |
| /// The text and tooltip distortion strength. | |
| /// </summary> | |
| public static GUIContent distortionStrength = EditorGUIUtility.TrTextContent("Strength", | |
| "Controls how much the Particle distorts the background. "); | |
| /// <summary> | |
| /// The text and tooltip distortion blend. | |
| /// </summary> | |
| public static GUIContent distortionBlend = EditorGUIUtility.TrTextContent("Blend", | |
| "Controls how visible the distortion effect is. At 0, there’s no visible distortion. At 1, only the distortion effect is visible, not the background."); | |
| /// <summary> | |
| /// The text and tooltip for vertex streams. | |
| /// </summary> | |
| public static GUIContent VertexStreams = EditorGUIUtility.TrTextContent("Vertex Streams", | |
| "List detailing the expected layout of data sent to the shader from the particle system."); | |
| /// <summary> | |
| /// The string for position vertex stream. | |
| /// </summary> | |
| public static string streamPositionText = "Position (POSITION.xyz)"; | |
| /// <summary> | |
| /// The string for normal vertex stream. | |
| /// </summary> | |
| public static string streamNormalText = "Normal (NORMAL.xyz)"; | |
| /// <summary> | |
| /// The string for color vertex stream. | |
| /// </summary> | |
| public static string streamColorText = "Color (COLOR.xyzw)"; | |
| /// <summary> | |
| /// The string for color instanced vertex stream. | |
| /// </summary> | |
| public static string streamColorInstancedText = "Color (INSTANCED0.xyzw)"; | |
| /// <summary> | |
| /// The string for UV vertex stream. | |
| /// </summary> | |
| public static string streamUVText = "UV (TEXCOORD0.xy)"; | |
| /// <summary> | |
| /// The string for UV2 vertex stream. | |
| /// </summary> | |
| public static string streamUV2Text = "UV2 (TEXCOORD0.zw)"; | |
| /// <summary> | |
| /// The string for AnimBlend Texcoord1 vertex stream. | |
| /// </summary> | |
| public static string streamAnimBlendText = "AnimBlend (TEXCOORD1.x)"; | |
| /// <summary> | |
| /// The string for AnimBlend Instanced1 vertex stream. | |
| /// </summary> | |
| public static string streamAnimFrameText = "AnimFrame (INSTANCED1.x)"; | |
| /// <summary> | |
| /// The string for tangent vertex stream. | |
| /// </summary> | |
| public static string streamTangentText = "Tangent (TANGENT.xyzw)"; | |
| /// <summary> | |
| /// The text and tooltip for the vertex stream fix now GUI. | |
| /// </summary> | |
| public static GUIContent streamApplyToAllSystemsText = EditorGUIUtility.TrTextContent("Fix Now", | |
| "Apply the vertex stream layout to all Particle Systems using this material"); | |
| /// <summary> | |
| /// The string for applying custom vertex streams from material. | |
| /// </summary> | |
| public static string undoApplyCustomVertexStreams = L10n.Tr("Apply custom vertex streams from material"); | |
| /// <summary> | |
| /// The vertex stream icon. | |
| /// </summary> | |
| public static GUIStyle vertexStreamIcon = new GUIStyle(); | |
| } | |
| private static ReorderableList vertexStreamList; | |
| /// <summary> | |
| /// Container for the properties used in the <c>ParticleGUI</c> editor script. | |
| /// </summary> | |
| public struct ParticleProperties | |
| { | |
| // Surface Option Props | |
| /// <summary> | |
| /// The MaterialProperty for color mode. | |
| /// </summary> | |
| public MaterialProperty colorMode; | |
| // Advanced Props | |
| /// <summary> | |
| /// The MaterialProperty for flip-book blending. | |
| /// </summary> | |
| public MaterialProperty flipbookMode; | |
| /// <summary> | |
| /// The MaterialProperty for soft particles enabled. | |
| /// </summary> | |
| public MaterialProperty softParticlesEnabled; | |
| /// <summary> | |
| /// The MaterialProperty for camera fading. | |
| /// </summary> | |
| public MaterialProperty cameraFadingEnabled; | |
| /// <summary> | |
| /// The MaterialProperty for distortion enabled. | |
| /// </summary> | |
| public MaterialProperty distortionEnabled; | |
| /// <summary> | |
| /// The MaterialProperty for soft particles near fade distance. | |
| /// </summary> | |
| public MaterialProperty softParticlesNearFadeDistance; | |
| /// <summary> | |
| /// The MaterialProperty for soft particles far fade distance. | |
| /// </summary> | |
| public MaterialProperty softParticlesFarFadeDistance; | |
| /// <summary> | |
| /// The MaterialProperty for camera fading near distance. | |
| /// </summary> | |
| public MaterialProperty cameraNearFadeDistance; | |
| /// <summary> | |
| /// The MaterialProperty for camera fading far distance. | |
| /// </summary> | |
| public MaterialProperty cameraFarFadeDistance; | |
| /// <summary> | |
| /// The MaterialProperty for distortion blend. | |
| /// </summary> | |
| public MaterialProperty distortionBlend; | |
| /// <summary> | |
| /// The MaterialProperty for distortion strength. | |
| /// </summary> | |
| public MaterialProperty distortionStrength; | |
| /// <summary> | |
| /// Constructor for the <c>ParticleProperties</c> container struct. | |
| /// </summary> | |
| /// <param name="properties"></param> | |
| public ParticleProperties(MaterialProperty[] properties) | |
| { | |
| // Surface Option Props | |
| colorMode = BaseShaderGUI.FindProperty("_ColorMode", properties, false); | |
| // Advanced Props | |
| flipbookMode = BaseShaderGUI.FindProperty("_FlipbookBlending", properties); | |
| softParticlesEnabled = BaseShaderGUI.FindProperty("_SoftParticlesEnabled", properties); | |
| cameraFadingEnabled = BaseShaderGUI.FindProperty("_CameraFadingEnabled", properties); | |
| distortionEnabled = BaseShaderGUI.FindProperty("_DistortionEnabled", properties, false); | |
| softParticlesNearFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesNearFadeDistance", properties); | |
| softParticlesFarFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesFarFadeDistance", properties); | |
| cameraNearFadeDistance = BaseShaderGUI.FindProperty("_CameraNearFadeDistance", properties); | |
| cameraFarFadeDistance = BaseShaderGUI.FindProperty("_CameraFarFadeDistance", properties); | |
| distortionBlend = BaseShaderGUI.FindProperty("_DistortionBlend", properties, false); | |
| distortionStrength = BaseShaderGUI.FindProperty("_DistortionStrength", properties, false); | |
| } | |
| } | |
| /// <summary> | |
| /// Sets up the material with correct keywords based on the color mode. | |
| /// </summary> | |
| /// <param name="material">The material to use.</param> | |
| public static void SetupMaterialWithColorMode(Material material) | |
| { | |
| var colorMode = (ColorMode)material.GetFloat("_ColorMode"); | |
| switch (colorMode) | |
| { | |
| case ColorMode.Multiply: | |
| material.DisableKeyword("_COLOROVERLAY_ON"); | |
| material.DisableKeyword("_COLORCOLOR_ON"); | |
| material.DisableKeyword("_COLORADDSUBDIFF_ON"); | |
| break; | |
| case ColorMode.Overlay: | |
| material.DisableKeyword("_COLORCOLOR_ON"); | |
| material.DisableKeyword("_COLORADDSUBDIFF_ON"); | |
| material.EnableKeyword("_COLOROVERLAY_ON"); | |
| break; | |
| case ColorMode.Color: | |
| material.DisableKeyword("_COLOROVERLAY_ON"); | |
| material.DisableKeyword("_COLORADDSUBDIFF_ON"); | |
| material.EnableKeyword("_COLORCOLOR_ON"); | |
| break; | |
| case ColorMode.Difference: | |
| material.DisableKeyword("_COLOROVERLAY_ON"); | |
| material.DisableKeyword("_COLORCOLOR_ON"); | |
| material.EnableKeyword("_COLORADDSUBDIFF_ON"); | |
| material.SetVector("_BaseColorAddSubDiff", new Vector4(-1.0f, 1.0f, 0.0f, 0.0f)); | |
| break; | |
| case ColorMode.Additive: | |
| material.DisableKeyword("_COLOROVERLAY_ON"); | |
| material.DisableKeyword("_COLORCOLOR_ON"); | |
| material.EnableKeyword("_COLORADDSUBDIFF_ON"); | |
| material.SetVector("_BaseColorAddSubDiff", new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); | |
| break; | |
| case ColorMode.Subtractive: | |
| material.DisableKeyword("_COLOROVERLAY_ON"); | |
| material.DisableKeyword("_COLORCOLOR_ON"); | |
| material.EnableKeyword("_COLORADDSUBDIFF_ON"); | |
| material.SetVector("_BaseColorAddSubDiff", new Vector4(-1.0f, 0.0f, 0.0f, 0.0f)); | |
| break; | |
| } | |
| } | |
| /// <summary> | |
| /// Draws the fading options GUI. | |
| /// </summary> | |
| /// <param name="material">The material to use.</param> | |
| /// <param name="materialEditor">The material editor to use.</param> | |
| /// <param name="properties">The particle properties to use.</param> | |
| public static void FadingOptions(Material material, MaterialEditor materialEditor, ParticleProperties properties) | |
| { | |
| // Z write doesn't work with fading | |
| bool hasZWrite = (material.GetFloat("_ZWrite") > 0.0f); | |
| if (!hasZWrite) | |
| { | |
| // Soft Particles | |
| { | |
| materialEditor.ShaderProperty(properties.softParticlesEnabled, Styles.softParticlesEnabled); | |
| if (properties.softParticlesEnabled.floatValue >= 0.5f) | |
| { | |
| UniversalRenderPipelineAsset urpAsset = UniversalRenderPipeline.asset; | |
| if (urpAsset != null && !urpAsset.supportsCameraDepthTexture) | |
| { | |
| GUIStyle warnStyle = new GUIStyle(GUI.skin.label); | |
| warnStyle.fontStyle = FontStyle.BoldAndItalic; | |
| warnStyle.wordWrap = true; | |
| EditorGUILayout.HelpBox("Soft Particles require depth texture. Please enable \"Depth Texture\" in the Universal Render Pipeline settings.", MessageType.Warning); | |
| } | |
| EditorGUI.indentLevel++; | |
| BaseShaderGUI.TwoFloatSingleLine(Styles.softParticlesFadeText, | |
| properties.softParticlesNearFadeDistance, | |
| Styles.softParticlesNearFadeDistanceText, | |
| properties.softParticlesFarFadeDistance, | |
| Styles.softParticlesFarFadeDistanceText, | |
| materialEditor); | |
| EditorGUI.indentLevel--; | |
| } | |
| } | |
| // Camera Fading | |
| { | |
| materialEditor.ShaderProperty(properties.cameraFadingEnabled, Styles.cameraFadingEnabled); | |
| if (properties.cameraFadingEnabled.floatValue >= 0.5f) | |
| { | |
| EditorGUI.indentLevel++; | |
| BaseShaderGUI.TwoFloatSingleLine(Styles.cameraFadingDistanceText, | |
| properties.cameraNearFadeDistance, | |
| Styles.cameraNearFadeDistanceText, | |
| properties.cameraFarFadeDistance, | |
| Styles.cameraFarFadeDistanceText, | |
| materialEditor); | |
| EditorGUI.indentLevel--; | |
| } | |
| } | |
| // Distortion | |
| if (properties.distortionEnabled != null) | |
| { | |
| materialEditor.ShaderProperty(properties.distortionEnabled, Styles.distortionEnabled); | |
| if (properties.distortionEnabled.floatValue >= 0.5f) | |
| { | |
| EditorGUI.indentLevel++; | |
| materialEditor.ShaderProperty(properties.distortionStrength, Styles.distortionStrength); | |
| materialEditor.ShaderProperty(properties.distortionBlend, Styles.distortionBlend); | |
| EditorGUI.indentLevel--; | |
| } | |
| } | |
| EditorGUI.showMixedValue = false; | |
| } | |
| } | |
| /// <summary> | |
| /// Draws the vertex streams area. | |
| /// </summary> | |
| /// <param name="material">The material to use.</param> | |
| /// <param name="renderers">List of particle system renderers.</param> | |
| /// <param name="useLighting">Marks whether the renderers uses lighting or not.</param> | |
| public static void DoVertexStreamsArea(Material material, List<ParticleSystemRenderer> renderers, bool useLighting = false) | |
| { | |
| EditorGUILayout.Space(); | |
| // Display list of streams required to make this shader work | |
| bool useNormalMap = false; | |
| bool useFlipbookBlending = (material.GetFloat("_FlipbookBlending") > 0.0f); | |
| if (material.HasProperty("_BumpMap")) | |
| useNormalMap = material.GetTexture("_BumpMap"); | |
| bool useGPUInstancing = ShaderUtil.HasProceduralInstancing(material.shader); | |
| if (useGPUInstancing && renderers.Count > 0) | |
| { | |
| if (!renderers[0].enableGPUInstancing || renderers[0].renderMode != ParticleSystemRenderMode.Mesh) | |
| useGPUInstancing = false; | |
| } | |
| // Build the list of expected vertex streams | |
| List<ParticleSystemVertexStream> streams = new List<ParticleSystemVertexStream>(); | |
| List<string> streamList = new List<string>(); | |
| streams.Add(ParticleSystemVertexStream.Position); | |
| streamList.Add(Styles.streamPositionText); | |
| if (useLighting || useNormalMap) | |
| { | |
| streams.Add(ParticleSystemVertexStream.Normal); | |
| streamList.Add(Styles.streamNormalText); | |
| if (useNormalMap) | |
| { | |
| streams.Add(ParticleSystemVertexStream.Tangent); | |
| streamList.Add(Styles.streamTangentText); | |
| } | |
| } | |
| streams.Add(ParticleSystemVertexStream.Color); | |
| streamList.Add(useGPUInstancing ? Styles.streamColorInstancedText : Styles.streamColorText); | |
| streams.Add(ParticleSystemVertexStream.UV); | |
| streamList.Add(Styles.streamUVText); | |
| List<ParticleSystemVertexStream> instancedStreams = new List<ParticleSystemVertexStream>(streams); | |
| if (useGPUInstancing) | |
| { | |
| instancedStreams.Add(ParticleSystemVertexStream.AnimFrame); | |
| streamList.Add(Styles.streamAnimFrameText); | |
| } | |
| else if (useFlipbookBlending && !useGPUInstancing) | |
| { | |
| streams.Add(ParticleSystemVertexStream.UV2); | |
| streamList.Add(Styles.streamUV2Text); | |
| streams.Add(ParticleSystemVertexStream.AnimBlend); | |
| streamList.Add(Styles.streamAnimBlendText); | |
| } | |
| vertexStreamList = new ReorderableList(streamList, typeof(string), false, true, false, false); | |
| vertexStreamList.drawHeaderCallback = (Rect rect) => | |
| { | |
| EditorGUI.LabelField(rect, Styles.VertexStreams); | |
| }; | |
| vertexStreamList.DoLayoutList(); | |
| // Display a warning if any renderers have incorrect vertex streams | |
| string Warnings = ""; | |
| List<ParticleSystemVertexStream> rendererStreams = new List<ParticleSystemVertexStream>(); | |
| foreach (ParticleSystemRenderer renderer in renderers) | |
| { | |
| renderer.GetActiveVertexStreams(rendererStreams); | |
| bool streamsValid; | |
| if (useGPUInstancing && renderer.renderMode == ParticleSystemRenderMode.Mesh && renderer.supportsMeshInstancing) | |
| streamsValid = CompareVertexStreams(rendererStreams, instancedStreams); | |
| else | |
| streamsValid = CompareVertexStreams(rendererStreams, streams); | |
| if (!streamsValid) | |
| Warnings += "-" + renderer.name + "\n"; | |
| } | |
| if (!string.IsNullOrEmpty(Warnings)) | |
| { | |
| EditorGUILayout.HelpBox( | |
| "The following Particle System Renderers are using this material with incorrect Vertex Streams:\n" + | |
| Warnings, MessageType.Error, true); | |
| // Set the streams on all systems using this material | |
| if (GUILayout.Button(Styles.streamApplyToAllSystemsText, EditorStyles.miniButton, GUILayout.ExpandWidth(true))) | |
| { | |
| Undo.RecordObjects(renderers.Where(r => r != null).ToArray(), Styles.undoApplyCustomVertexStreams); | |
| foreach (ParticleSystemRenderer renderer in renderers) | |
| { | |
| if (useGPUInstancing && renderer.renderMode == ParticleSystemRenderMode.Mesh && renderer.supportsMeshInstancing) | |
| renderer.SetActiveVertexStreams(instancedStreams); | |
| else | |
| renderer.SetActiveVertexStreams(streams); | |
| } | |
| } | |
| } | |
| } | |
| private static bool CompareVertexStreams(IEnumerable<ParticleSystemVertexStream> a, IEnumerable<ParticleSystemVertexStream> b) | |
| { | |
| var differenceA = a.Except(b); | |
| var differenceB = b.Except(a); | |
| var difference = differenceA.Union(differenceB).Distinct(); | |
| if (!difference.Any()) | |
| return true; | |
| // If normals are the only difference, ignore them, because the default particle streams include normals, to make it easy for users to switch between lit and unlit | |
| if (difference.Count() == 1) | |
| { | |
| if (difference.First() == ParticleSystemVertexStream.Normal) | |
| return true; | |
| } | |
| return false; | |
| } | |
| /// <summary> | |
| /// Sets up the keywords for the material and shader. | |
| /// </summary> | |
| /// <param name="material">The material to use.</param> | |
| public static void SetMaterialKeywords(Material material) | |
| { | |
| // Setup particle + material color blending | |
| SetupMaterialWithColorMode(material); | |
| // Is the material transparent, this is set in BaseShaderGUI | |
| bool isTransparent = material.GetTag("RenderType", false) == "Transparent"; | |
| // Z write doesn't work with distortion/fading | |
| bool hasZWrite = (material.GetFloat("_ZWrite") > 0.0f); | |
| // Flipbook blending | |
| if (material.HasProperty("_FlipbookBlending")) | |
| { | |
| var useFlipbookBlending = (material.GetFloat("_FlipbookBlending") > 0.0f); | |
| CoreUtils.SetKeyword(material, "_FLIPBOOKBLENDING_ON", useFlipbookBlending); | |
| } | |
| // Soft particles | |
| var useSoftParticles = false; | |
| if (material.HasProperty("_SoftParticlesEnabled")) | |
| { | |
| useSoftParticles = (material.GetFloat("_SoftParticlesEnabled") > 0.0f && isTransparent); | |
| if (useSoftParticles) | |
| { | |
| var softParticlesNearFadeDistance = material.GetFloat("_SoftParticlesNearFadeDistance"); | |
| var softParticlesFarFadeDistance = material.GetFloat("_SoftParticlesFarFadeDistance"); | |
| // clamp values | |
| if (softParticlesNearFadeDistance < 0.0f) | |
| { | |
| softParticlesNearFadeDistance = 0.0f; | |
| material.SetFloat("_SoftParticlesNearFadeDistance", 0.0f); | |
| } | |
| if (softParticlesFarFadeDistance < 0.0f) | |
| { | |
| softParticlesFarFadeDistance = 0.0f; | |
| material.SetFloat("_SoftParticlesFarFadeDistance", 0.0f); | |
| } | |
| // set keywords | |
| material.SetVector("_SoftParticleFadeParams", | |
| new Vector4(softParticlesNearFadeDistance, | |
| 1.0f / (softParticlesFarFadeDistance - softParticlesNearFadeDistance), 0.0f, 0.0f)); | |
| } | |
| else | |
| { | |
| material.SetVector("_SoftParticleFadeParams", new Vector4(0.0f, 0.0f, 0.0f, 0.0f)); | |
| } | |
| CoreUtils.SetKeyword(material, "_SOFTPARTICLES_ON", useSoftParticles); | |
| } | |
| // Camera fading | |
| var useCameraFading = false; | |
| if (material.HasProperty("_CameraFadingEnabled") && isTransparent) | |
| { | |
| useCameraFading = (material.GetFloat("_CameraFadingEnabled") > 0.0f); | |
| if (useCameraFading) | |
| { | |
| var cameraNearFadeDistance = material.GetFloat("_CameraNearFadeDistance"); | |
| var cameraFarFadeDistance = material.GetFloat("_CameraFarFadeDistance"); | |
| // clamp values | |
| if (cameraNearFadeDistance < 0.0f) | |
| { | |
| cameraNearFadeDistance = 0.0f; | |
| material.SetFloat("_CameraNearFadeDistance", 0.0f); | |
| } | |
| if (cameraFarFadeDistance < 0.0f) | |
| { | |
| cameraFarFadeDistance = 0.0f; | |
| material.SetFloat("_CameraFarFadeDistance", 0.0f); | |
| } | |
| // set keywords | |
| material.SetVector("_CameraFadeParams", | |
| new Vector4(cameraNearFadeDistance, 1.0f / (cameraFarFadeDistance - cameraNearFadeDistance), | |
| 0.0f, 0.0f)); | |
| } | |
| else | |
| { | |
| material.SetVector("_CameraFadeParams", new Vector4(0.0f, Mathf.Infinity, 0.0f, 0.0f)); | |
| } | |
| } | |
| // Distortion | |
| if (material.HasProperty("_DistortionEnabled")) | |
| { | |
| var useDistortion = (material.GetFloat("_DistortionEnabled") > 0.0f) && isTransparent; | |
| CoreUtils.SetKeyword(material, "_DISTORTION_ON", useDistortion); | |
| if (useDistortion) | |
| material.SetFloat("_DistortionStrengthScaled", material.GetFloat("_DistortionStrength") * 0.1f); | |
| } | |
| var useFading = (useSoftParticles || useCameraFading) && !hasZWrite; | |
| CoreUtils.SetKeyword(material, "_FADING_ON", useFading); | |
| } | |
| } | |
| } // namespace UnityEditor | |