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- // Fantasy Adventure Environment
- // Copyright Staggart Creations
- // staggart.xyz
- using UnityEngine;
- using UnityEditor;
- using System.Collections;
- namespace FAE
- {
- public class TreeTrunkShaderGUI : ShaderGUI
- {
- //Main maps
- MaterialProperty _MainTex;
- MaterialProperty _BumpMap;
- MaterialProperty _UseSpeedTreeWind;
- //Color
- MaterialProperty _AmbientOcclusion;
- MaterialProperty _GradientBrightness;
- MaterialProperty _Smoothness;
- MaterialEditor m_MaterialEditor;
- #if UNITY_2019_3_OR_NEWER
- private Material targetMat;
- #endif
- //Meta
- bool showHelp;
- GUIContent mainTexName = new GUIContent("Diffuse", "Diffuse (RGB) and Transparency (A)");
- GUIContent normalMapName = new GUIContent("Normal Map");
- public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
- {
- this.m_MaterialEditor = materialEditor;
- #if UNITY_2019_3_OR_NEWER
- targetMat = materialEditor.target as Material;
- #endif
-
- 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("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);
- EditorGUILayout.Space();
- }
- #endif
-
- EditorGUI.BeginChangeCheck();
- //Draw fields
- DoHeader();
- DoMapsArea();
- DoColorArea();
- if (EditorGUI.EndChangeCheck())
- {
- //Apply changes
- }
- GUILayout.Label("Advanced Options", EditorStyles.boldLabel);
- GUIHelper.DrawExtraFields(m_MaterialEditor);
- m_MaterialEditor.ShaderProperty(_UseSpeedTreeWind, new GUIContent("Sample SpeedTree wind"));
- 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);
- if(showHelp) GUIHelper.DrawWindInfo();
- GUIHelper.DrawFooter();
- }
- void DoHeader()
- {
- EditorGUILayout.BeginHorizontal();
- showHelp = GUILayout.Toggle(showHelp, "Toggle help", "Button");
- GUILayout.Label("FAE Tree Trunk Shader", GUIHelper.Header);
- EditorGUILayout.EndHorizontal();
- if (showHelp) EditorGUILayout.HelpBox("Tree trunk shader, featuring global wind motion", MessageType.Info);
- }
- void DoMapsArea()
- {
- GUILayout.Label("Main maps", EditorStyles.boldLabel);
- this.m_MaterialEditor.TexturePropertySingleLine(mainTexName, this._MainTex);
- this.m_MaterialEditor.TexturePropertySingleLine(normalMapName, this._BumpMap);
- EditorGUILayout.Space();
- }
- void DoColorArea()
- {
- m_MaterialEditor.ShaderProperty(_AmbientOcclusion, _AmbientOcclusion.displayName);
- if (showHelp) EditorGUILayout.HelpBox("Darkens the areas of the mesh where red vertex colors are applied", MessageType.None);
- m_MaterialEditor.ShaderProperty(_GradientBrightness, _GradientBrightness.displayName);
- 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);
- m_MaterialEditor.ShaderProperty(_Smoothness, _Smoothness.displayName);
- if (showHelp) EditorGUILayout.HelpBox("Multiplies the value of the texture's alpha channel to decrease the roughness amount", MessageType.None);
- EditorGUILayout.Space();
- }
- public void FindProperties(MaterialProperty[] props)
- {
- _UseSpeedTreeWind = FindProperty("_UseSpeedTreeWind", props);
- //Main maps
- _MainTex = FindProperty("_MainTex", props);
- _BumpMap = FindProperty("_BumpMap", props);
- //Color
- _AmbientOcclusion = FindProperty("_AmbientOcclusion", props);
- _GradientBrightness = FindProperty("_GradientBrightness", props);
- _Smoothness = FindProperty("_Smoothness", props);
- }
- }
- }
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