Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /ShaderGUI /ShaderGraphLitGUI.cs
| using System; | |
| using UnityEditor.Rendering.Universal; | |
| using UnityEditor.Rendering.Universal.ShaderGUI; | |
| using UnityEngine; | |
| using static Unity.Rendering.Universal.ShaderUtils; | |
| namespace UnityEditor | |
| { | |
| // Used for ShaderGraph Lit shaders | |
| class ShaderGraphLitGUI : BaseShaderGUI | |
| { | |
| public MaterialProperty workflowMode; | |
| MaterialProperty[] properties; | |
| // collect properties from the material properties | |
| public override void FindProperties(MaterialProperty[] properties) | |
| { | |
| // save off the list of all properties for shadergraph | |
| this.properties = properties; | |
| var material = materialEditor?.target as Material; | |
| if (material == null) | |
| return; | |
| base.FindProperties(properties); | |
| workflowMode = BaseShaderGUI.FindProperty(Property.SpecularWorkflowMode, properties, false); | |
| } | |
| public static void UpdateMaterial(Material material, MaterialUpdateType updateType) | |
| { | |
| // newly created materials should initialize the globalIlluminationFlags (default is off) | |
| if (updateType == MaterialUpdateType.CreatedNewMaterial) | |
| material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive; | |
| bool automaticRenderQueue = GetAutomaticQueueControlSetting(material); | |
| BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue); | |
| LitGUI.SetupSpecularWorkflowKeyword(material, out bool isSpecularWorkflow); | |
| BaseShaderGUI.UpdateMotionVectorKeywordsAndPass(material); | |
| } | |
| public override void ValidateMaterial(Material material) | |
| { | |
| if (material == null) | |
| throw new ArgumentNullException("material"); | |
| UpdateMaterial(material, MaterialUpdateType.ModifiedMaterial); | |
| } | |
| public override void DrawSurfaceOptions(Material material) | |
| { | |
| if (material == null) | |
| throw new ArgumentNullException("material"); | |
| // Use default labelWidth | |
| EditorGUIUtility.labelWidth = 0f; | |
| // Detect any changes to the material | |
| if (workflowMode != null) | |
| DoPopup(LitGUI.Styles.workflowModeText, workflowMode, Enum.GetNames(typeof(LitGUI.WorkflowMode))); | |
| base.DrawSurfaceOptions(material); | |
| } | |
| // material main surface inputs | |
| public override void DrawSurfaceInputs(Material material) | |
| { | |
| DrawShaderGraphProperties(material, properties); | |
| } | |
| public override void DrawAdvancedOptions(Material material) | |
| { | |
| // Always show the queue control field. Only show the render queue field if queue control is set to user override | |
| DoPopup(Styles.queueControl, queueControlProp, Styles.queueControlNames); | |
| if (material.HasProperty(Property.QueueControl) && material.GetFloat(Property.QueueControl) == (float)QueueControl.UserOverride) | |
| materialEditor.RenderQueueField(); | |
| base.DrawAdvancedOptions(material); | |
| // ignore emission color for shadergraphs, because shadergraphs don't have a hard-coded emission property, it's up to the user | |
| materialEditor.DoubleSidedGIField(); | |
| materialEditor.LightmapEmissionFlagsProperty(0, enabled: true, ignoreEmissionColor: true); | |
| } | |
| } | |
| } // namespace UnityEditor | |