507 lines
16 KiB
C#
507 lines
16 KiB
C#
using UnityEngine;
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using UnityEditor;
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namespace TMPro.EditorUtilities
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{
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public class TMP_SDFShaderGUI : TMP_BaseShaderGUI
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{
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static ShaderFeature s_OutlineFeature, s_UnderlayFeature, s_BevelFeature, s_GlowFeature, s_MaskFeature;
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static bool s_Face = true, s_Outline = true, s_Outline2, s_Underlay, s_Lighting, s_Glow, s_Bevel, s_Light, s_Bump, s_Env;
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static string[]
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s_FaceUVSpeedName = { "_FaceUVSpeed" },
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s_FaceUvSpeedNames = { "_FaceUVSpeedX", "_FaceUVSpeedY" },
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s_OutlineUvSpeedNames = { "_OutlineUVSpeedX", "_OutlineUVSpeedY" };
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static TMP_SDFShaderGUI()
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{
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s_OutlineFeature = new ShaderFeature()
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{
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undoLabel = "Outline",
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keywords = new[] { "OUTLINE_ON" }
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};
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s_UnderlayFeature = new ShaderFeature()
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{
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undoLabel = "Underlay",
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keywords = new[] { "UNDERLAY_ON", "UNDERLAY_INNER" },
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label = new GUIContent("Underlay Type"),
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keywordLabels = new[]
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{
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new GUIContent("None"), new GUIContent("Normal"), new GUIContent("Inner")
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}
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};
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s_BevelFeature = new ShaderFeature()
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{
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undoLabel = "Bevel",
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keywords = new[] { "BEVEL_ON" }
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};
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s_GlowFeature = new ShaderFeature()
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{
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undoLabel = "Glow",
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keywords = new[] { "GLOW_ON" }
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};
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s_MaskFeature = new ShaderFeature()
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{
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undoLabel = "Mask",
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keywords = new[] { "MASK_HARD", "MASK_SOFT" },
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label = new GUIContent("Mask"),
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keywordLabels = new[]
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{
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new GUIContent("Mask Off"), new GUIContent("Mask Hard"), new GUIContent("Mask Soft")
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}
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};
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}
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protected override void DoGUI()
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{
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s_Face = BeginPanel("Face", s_Face);
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if (s_Face)
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{
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DoFacePanel();
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}
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EndPanel();
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s_Outline = m_Material.HasProperty(ShaderUtilities.ID_OutlineTex) ? BeginPanel("Outline", s_Outline) : BeginPanel("Outline", s_OutlineFeature, s_Outline);
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if (s_Outline)
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{
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DoOutlinePanel();
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}
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EndPanel();
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if (m_Material.HasProperty(ShaderUtilities.ID_Outline2Color))
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{
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s_Outline2 = BeginPanel("Outline 2", s_OutlineFeature, s_Outline2);
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if (s_Outline2)
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{
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DoOutline2Panel();
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}
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EndPanel();
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}
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if (m_Material.HasProperty(ShaderUtilities.ID_UnderlayColor))
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{
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s_Underlay = BeginPanel("Underlay", s_UnderlayFeature, s_Underlay);
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if (s_Underlay)
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{
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DoUnderlayPanel();
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}
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EndPanel();
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}
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if (m_Material.HasProperty("_SpecularColor"))
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{
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s_Lighting = BeginPanel("Lighting", s_BevelFeature, s_Lighting);
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if (s_Lighting)
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{
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s_Bevel = BeginPanel("Bevel", s_Bevel);
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if (s_Bevel)
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{
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DoBevelPanel();
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}
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EndPanel();
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s_Light = BeginPanel("Local Lighting", s_Light);
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if (s_Light)
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{
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DoLocalLightingPanel();
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}
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EndPanel();
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s_Bump = BeginPanel("Bump Map", s_Bump);
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if (s_Bump)
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{
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DoBumpMapPanel();
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}
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EndPanel();
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s_Env = BeginPanel("Environment Map", s_Env);
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if (s_Env)
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{
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DoEnvMapPanel();
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}
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EndPanel();
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}
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EndPanel();
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}
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else if (m_Material.HasProperty("_SpecColor"))
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{
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s_Bevel = BeginPanel("Bevel", s_Bevel);
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if (s_Bevel)
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{
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DoBevelPanel();
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}
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EndPanel();
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s_Light = BeginPanel("Surface Lighting", s_Light);
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if (s_Light)
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{
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DoSurfaceLightingPanel();
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}
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EndPanel();
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s_Bump = BeginPanel("Bump Map", s_Bump);
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if (s_Bump)
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{
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DoBumpMapPanel();
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}
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EndPanel();
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s_Env = BeginPanel("Environment Map", s_Env);
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if (s_Env)
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{
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DoEnvMapPanel();
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}
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EndPanel();
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}
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if (m_Material.HasProperty(ShaderUtilities.ID_GlowColor))
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{
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s_Glow = BeginPanel("Glow", s_GlowFeature, s_Glow);
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if (s_Glow)
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{
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DoGlowPanel();
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}
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EndPanel();
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}
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s_DebugExtended = BeginPanel("Debug Settings", s_DebugExtended);
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if (s_DebugExtended)
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{
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DoDebugPanel();
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}
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EndPanel();
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}
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void DoFacePanel()
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{
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EditorGUI.indentLevel += 1;
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DoColor("_FaceColor", "Color");
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if (m_Material.HasProperty(ShaderUtilities.ID_FaceTex))
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{
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if (m_Material.HasProperty("_FaceUVSpeedX"))
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{
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DoTexture2D("_FaceTex", "Texture", true, s_FaceUvSpeedNames);
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}
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else if (m_Material.HasProperty("_FaceUVSpeed"))
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{
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DoTexture2D("_FaceTex", "Texture", true, s_FaceUVSpeedName);
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}
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else
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{
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DoTexture2D("_FaceTex", "Texture", true);
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}
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}
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if (m_Material.HasProperty("_FaceSoftness"))
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{
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DoSlider("_FaceSoftness", "X", "Softness");
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}
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if (m_Material.HasProperty("_OutlineSoftness"))
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{
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DoSlider("_OutlineSoftness", "Softness");
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}
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if (m_Material.HasProperty(ShaderUtilities.ID_FaceDilate))
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{
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DoSlider("_FaceDilate", "Dilate");
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if (m_Material.HasProperty(ShaderUtilities.ID_Shininess))
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{
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DoSlider("_FaceShininess", "Gloss");
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}
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}
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoOutlinePanel()
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{
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EditorGUI.indentLevel += 1;
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DoColor("_OutlineColor", "Color");
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if (m_Material.HasProperty(ShaderUtilities.ID_OutlineTex))
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{
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if (m_Material.HasProperty("_OutlineUVSpeedX"))
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{
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DoTexture2D("_OutlineTex", "Texture", true, s_OutlineUvSpeedNames);
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}
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else
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{
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DoTexture2D("_OutlineTex", "Texture", true);
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}
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}
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DoSlider("_OutlineWidth", "Thickness");
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if (m_Material.HasProperty("_OutlineShininess"))
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{
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DoSlider("_OutlineShininess", "Gloss");
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}
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoOutline2Panel()
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{
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EditorGUI.indentLevel += 1;
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DoColor("_Outline2Color", "Color");
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//if (m_Material.HasProperty(ShaderUtilities.ID_OutlineTex))
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//{
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// if (m_Material.HasProperty("_OutlineUVSpeedX"))
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// {
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// DoTexture2D("_OutlineTex", "Texture", true, s_OutlineUvSpeedNames);
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// }
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// else
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// {
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// DoTexture2D("_OutlineTex", "Texture", true);
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// }
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//}
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DoSlider("_Outline2Width", "Thickness");
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//if (m_Material.HasProperty("_OutlineShininess"))
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//{
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// DoSlider("_OutlineShininess", "Gloss");
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//}
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoUnderlayPanel()
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{
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EditorGUI.indentLevel += 1;
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s_UnderlayFeature.DoPopup(m_Editor, m_Material);
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DoColor("_UnderlayColor", "Color");
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DoSlider("_UnderlayOffsetX", "Offset X");
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DoSlider("_UnderlayOffsetY", "Offset Y");
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DoSlider("_UnderlayDilate", "Dilate");
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DoSlider("_UnderlaySoftness", "Softness");
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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static GUIContent[] s_BevelTypeLabels =
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{
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new GUIContent("Outer Bevel"),
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new GUIContent("Inner Bevel")
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};
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void DoBevelPanel()
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{
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EditorGUI.indentLevel += 1;
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DoPopup("_ShaderFlags", "Type", s_BevelTypeLabels);
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DoSlider("_Bevel", "Amount");
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DoSlider("_BevelOffset", "Offset");
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DoSlider("_BevelWidth", "Width");
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DoSlider("_BevelRoundness", "Roundness");
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DoSlider("_BevelClamp", "Clamp");
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoLocalLightingPanel()
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{
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EditorGUI.indentLevel += 1;
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DoSlider("_LightAngle", "Light Angle");
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DoColor("_SpecularColor", "Specular Color");
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DoSlider("_SpecularPower", "Specular Power");
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DoSlider("_Reflectivity", "Reflectivity Power");
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DoSlider("_Diffuse", "Diffuse Shadow");
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DoSlider("_Ambient", "Ambient Shadow");
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoSurfaceLightingPanel()
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{
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EditorGUI.indentLevel += 1;
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DoColor("_SpecColor", "Specular Color");
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoBumpMapPanel()
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{
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EditorGUI.indentLevel += 1;
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DoTexture2D("_BumpMap", "Texture");
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DoSlider("_BumpFace", "Face");
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DoSlider("_BumpOutline", "Outline");
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoEnvMapPanel()
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{
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EditorGUI.indentLevel += 1;
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DoColor("_ReflectFaceColor", "Face Color");
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DoColor("_ReflectOutlineColor", "Outline Color");
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DoCubeMap("_Cube", "Texture");
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DoVector3("_EnvMatrixRotation", "Rotation");
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoGlowPanel()
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{
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EditorGUI.indentLevel += 1;
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DoColor("_GlowColor", "Color");
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DoSlider("_GlowOffset", "Offset");
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DoSlider("_GlowInner", "Inner");
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DoSlider("_GlowOuter", "Outer");
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DoSlider("_GlowPower", "Power");
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoDebugPanel()
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{
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EditorGUI.indentLevel += 1;
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DoTexture2D("_MainTex", "Font Atlas");
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DoFloat("_GradientScale", "Gradient Scale");
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DoFloat("_TextureWidth", "Texture Width");
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DoFloat("_TextureHeight", "Texture Height");
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EditorGUILayout.Space();
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DoFloat("_ScaleX", "Scale X");
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DoFloat("_ScaleY", "Scale Y");
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if (m_Material.HasProperty(ShaderUtilities.ID_Sharpness))
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DoSlider("_Sharpness", "Sharpness");
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DoSlider("_PerspectiveFilter", "Perspective Filter");
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EditorGUILayout.Space();
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DoFloat("_VertexOffsetX", "Offset X");
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DoFloat("_VertexOffsetY", "Offset Y");
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if (m_Material.HasProperty(ShaderUtilities.ID_MaskCoord))
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{
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EditorGUILayout.Space();
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s_MaskFeature.ReadState(m_Material);
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s_MaskFeature.DoPopup(m_Editor, m_Material);
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if (s_MaskFeature.Active)
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{
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DoMaskSubgroup();
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}
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EditorGUILayout.Space();
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DoVector("_ClipRect", "Clip Rect", s_LbrtVectorLabels);
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}
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else if (m_Material.HasProperty("_MaskTex"))
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{
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DoMaskTexSubgroup();
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}
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else if (m_Material.HasProperty(ShaderUtilities.ID_MaskSoftnessX))
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{
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EditorGUILayout.Space();
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DoFloat("_MaskSoftnessX", "Softness X");
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DoFloat("_MaskSoftnessY", "Softness Y");
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DoVector("_ClipRect", "Clip Rect", s_LbrtVectorLabels);
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}
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if (m_Material.HasProperty(ShaderUtilities.ID_StencilID))
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{
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EditorGUILayout.Space();
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DoFloat("_Stencil", "Stencil ID");
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DoFloat("_StencilComp", "Stencil Comp");
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}
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EditorGUILayout.Space();
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EditorGUI.BeginChangeCheck();
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bool useRatios = EditorGUILayout.Toggle("Use Ratios", !m_Material.IsKeywordEnabled("RATIOS_OFF"));
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if (EditorGUI.EndChangeCheck())
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{
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m_Editor.RegisterPropertyChangeUndo("Use Ratios");
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if (useRatios)
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{
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m_Material.DisableKeyword("RATIOS_OFF");
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}
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else
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{
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m_Material.EnableKeyword("RATIOS_OFF");
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}
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}
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if (m_Material.HasProperty(ShaderUtilities.ShaderTag_CullMode))
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{
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EditorGUILayout.Space();
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DoPopup("_CullMode", "Cull Mode", s_CullingTypeLabels);
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}
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EditorGUILayout.Space();
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EditorGUI.BeginDisabledGroup(true);
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DoFloat("_ScaleRatioA", "Scale Ratio A");
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DoFloat("_ScaleRatioB", "Scale Ratio B");
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DoFloat("_ScaleRatioC", "Scale Ratio C");
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel -= 1;
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EditorGUILayout.Space();
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}
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void DoMaskSubgroup()
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{
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DoVector("_MaskCoord", "Mask Bounds", s_XywhVectorLabels);
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if (Selection.activeGameObject != null)
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{
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Renderer renderer = Selection.activeGameObject.GetComponent<Renderer>();
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if (renderer != null)
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{
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Rect rect = EditorGUILayout.GetControlRect();
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rect.x += EditorGUIUtility.labelWidth;
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rect.width -= EditorGUIUtility.labelWidth;
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if (GUI.Button(rect, "Match Renderer Bounds"))
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{
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FindProperty("_MaskCoord", m_Properties).vectorValue = new Vector4(
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0,
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0,
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Mathf.Round(renderer.bounds.extents.x * 1000) / 1000,
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Mathf.Round(renderer.bounds.extents.y * 1000) / 1000
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);
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}
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}
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}
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if (s_MaskFeature.State == 1)
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{
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DoFloat("_MaskSoftnessX", "Softness X");
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DoFloat("_MaskSoftnessY", "Softness Y");
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}
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}
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void DoMaskTexSubgroup()
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{
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EditorGUILayout.Space();
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DoTexture2D("_MaskTex", "Mask Texture");
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DoToggle("_MaskInverse", "Inverse Mask");
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DoColor("_MaskEdgeColor", "Edge Color");
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DoSlider("_MaskEdgeSoftness", "Edge Softness");
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DoSlider("_MaskWipeControl", "Wipe Position");
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DoFloat("_MaskSoftnessX", "Softness X");
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DoFloat("_MaskSoftnessY", "Softness Y");
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DoVector("_ClipRect", "Clip Rect", s_LbrtVectorLabels);
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}
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}
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}
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