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- using System;
- using UnityEngine;
- using UnityEngine.Rendering;
- using RenderQueue = UnityEngine.Rendering.RenderQueue;
- using UnityEditor.ShaderGraph.Drawing;
-
- namespace UnityEditor.Rendering.Fullscreen.ShaderGraph
- {
- /// <summary>
- /// The base class to implement the fullscreen Material GUI in a render pipeline.
- /// </summary>
- public class FullscreenShaderGUI : ShaderGUI
- {
- /// <summary>Enum used to store the expanded state of the drawer in the material GUI</summary>
- [Flags]
- protected enum Expandable
- {
- /// <summary>Surface Option key for the MaterialHeaderScopeList.RegisterHeaderScope call</summary>
- SurfaceOptions = 1 << 0,
- /// <summary>Surface Inputs key for the MaterialHeaderScopeList.RegisterHeaderScope call</summary>
- SurfaceInputs = 1 << 1,
- }
-
- protected class Styles
- {
- // Categories
- /// <summary>Surface Option header name</summary>
- public static readonly GUIContent SurfaceOptions =
- EditorGUIUtility.TrTextContent("Surface Options", "Controls the rendering states of the fullscreen material.");
- /// <summary>Surface Inputs header name</summary>
- public static readonly GUIContent SurfaceInputs = EditorGUIUtility.TrTextContent("Surface Inputs",
- "These settings describe the look and feel of the surface itself.");
-
- /// <summary>Name and tooltip for the blending mode property in the material GUI</summary>
- public static readonly GUIContent blendingMode = EditorGUIUtility.TrTextContent("Blending Mode",
- "Controls how the color of the Transparent surface blends with the Material color in the background.");
- /// <summary>Name and tooltip for the source color blend mode property in the material GUI</summary>
- public static readonly GUIContent srcColorBlendMode = EditorGUIUtility.TrTextContent("Src Color",
- "Describes how the input color will be blended.");
- /// <summary>Name and tooltip for the destination color blend mode property in the material GUI</summary>
- public static readonly GUIContent dstColorBlendMode = EditorGUIUtility.TrTextContent("Dst Color",
- "Describes how the destination color will be blended.");
- /// <summary>Name and tooltip for the color blend operation property in the material GUI</summary>
- public static readonly GUIContent colorBlendOperation = EditorGUIUtility.TrTextContent("Color Blend Op",
- "Tell which operation to use when blending the colors. Default is Add.");
- /// <summary>Name and tooltip for the source alpha blend mode property in the material GUI</summary>
- public static readonly GUIContent srcAlphaBlendMode = EditorGUIUtility.TrTextContent("Src Alpha",
- "Describes how the input alpha will be blended.");
- /// <summary>Name and tooltip for the destination alpha blend mode property in the material GUI</summary>
- public static readonly GUIContent dstAlphaBlendMode = EditorGUIUtility.TrTextContent("Dst Alpha",
- "Describes how the input alpha will be blended.");
- /// <summary>Name and tooltip for the alpha blend operation property in the material GUI</summary>
- public static readonly GUIContent alphaBlendOperation = EditorGUIUtility.TrTextContent("Alpha Blend Op",
- "Tell which operation to use when blending the alpha channel. Default is Add.");
- /// <summary>Name and tooltip for the depth write property in the material GUI</summary>
- public static readonly GUIContent depthWrite = EditorGUIUtility.TrTextContent("Depth Write",
- "Controls whether the shader writes depth.");
- /// <summary>Name and tooltip for the depth test property in the material GUI</summary>
- public static readonly GUIContent depthTest = EditorGUIUtility.TrTextContent("Depth Test",
- "Specifies the depth test mode. The default is Always.");
-
- /// <summary>Name and tooltip for the stencil override property in the material GUI</summary>
- public static readonly GUIContent stencil = EditorGUIUtility.TrTextContent("Stencil Override", "Enable the stencil block in the shader.");
- /// <summary>Name and tooltip for the stencil reference property in the material GUI</summary>
- public static readonly GUIContent stencilRef = EditorGUIUtility.TrTextContent("Reference", "Reference value use for comparison and operations.");
- /// <summary>Name and tooltip for the stencil read mask property in the material GUI</summary>
- public static readonly GUIContent stencilReadMask = EditorGUIUtility.TrTextContent("Read Mask", "Tells which bit are allowed to be read during the stencil test.");
- /// <summary>Name and tooltip for the stencil write mask property in the material GUI</summary>
- public static readonly GUIContent stencilWriteMask = EditorGUIUtility.TrTextContent("Write Mask", "Tells which bit are allowed to be written during the stencil test.");
- /// <summary>Name and tooltip for the stencil comparison property in the material GUI</summary>
- public static readonly GUIContent stencilComparison = EditorGUIUtility.TrTextContent("Comparison", "Tells which function to use when doing the stencil test.");
- /// <summary>Name and tooltip for the stencil pass operation property in the material GUI</summary>
- public static readonly GUIContent stencilPass = EditorGUIUtility.TrTextContent("Pass", "Tells what to do when the stencil test succeed.");
- /// <summary>Name and tooltip for the stencil fail operation property in the material GUI</summary>
- public static readonly GUIContent stencilFail = EditorGUIUtility.TrTextContent("Fail", "Tells what to do when the stencil test fails.");
- /// <summary>Name and tooltip for the stencil depth fail operation property in the material GUI</summary>
- public static readonly GUIContent stencilDepthFail = EditorGUIUtility.TrTextContent("Depth Fail", "Tells what to do when the depth test fails.");
- }
-
- bool m_FirstTimeApply = true;
-
- // By default, everything is expanded
- readonly MaterialHeaderScopeList m_MaterialScopeList = new MaterialHeaderScopeList(uint.MaxValue);
-
- // These have to be stored due to how MaterialHeaderScopeList callbacks work (they don't provide this data in the callbacks)
- MaterialEditor m_MaterialEditor;
- MaterialProperty[] m_Properties;
-
- private const int queueOffsetRange = 50;
-
- /// <summary>
- /// Unity calls this function when it displays the GUI. To implement your custom GUI, override this function..
- /// </summary>
- /// <param name="materialEditor">Material editor instance.</param>
- /// <param name="properties">The list of properties in the inspected material(s).</param>
- override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
- {
- m_MaterialEditor = materialEditor;
- m_Properties = properties;
-
- Material targetMat = materialEditor.target as Material;
-
- if (m_FirstTimeApply)
- {
- OnOpenGUI(targetMat, materialEditor, properties);
- m_FirstTimeApply = false;
- }
-
- ShaderPropertiesGUI(materialEditor, targetMat, properties);
- }
-
- /// <summary>
- /// Unity calls this function when it displays the GUI. To implement your custom GUI, override this function..
- /// </summary>
- /// <param name="materialEditor">Material editor instance.</param>
- /// <param name="properties">The list of properties in the inspected material(s).</param>
- /// <param name="material">The target materials for this GUI.</param>
- public virtual void OnOpenGUI(Material material, MaterialEditor materialEditor, MaterialProperty[] properties)
- {
- // Generate the foldouts
- m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceOptions, (uint)Expandable.SurfaceOptions, DrawSurfaceOptions);
- m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceInputs, (uint)Expandable.SurfaceInputs, DrawSurfaceInputs);
- }
-
- /// <summary>
- /// Assign a new FullscreenShader to the target material.
- /// </summary>
- /// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
- /// <param name="oldShader"></param>
- /// <param name="newShader"></param>
- public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
- {
- // Clear all keywords for fresh start
- // Note: this will nuke user-selected custom keywords when they change shaders
- material.shaderKeywords = null;
-
- base.AssignNewShaderToMaterial(material, oldShader, newShader);
-
- // Setup keywords based on the new shader
- ValidateMaterial(material);
- }
-
- void ShaderPropertiesGUI(MaterialEditor materialEditor, Material material, MaterialProperty[] properties)
- {
- m_MaterialScopeList.DrawHeaders(materialEditor, material);
- }
-
- /// <summary>
- /// Draw the Surface Options section of the fullscreen shader GUI.
- /// </summary>
- /// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
- protected virtual void DrawSurfaceOptions(Material material)
- {
- var materialEditor = m_MaterialEditor;
- var properties = m_Properties;
-
- var blendMode = FindProperty(FullscreenUniforms.blendModeProperty, properties, false);
- var srcColorBlend = FindProperty(FullscreenUniforms.srcColorBlendProperty, properties, false);
- var dstColorBlend = FindProperty(FullscreenUniforms.dstColorBlendProperty, properties, false);
- var srcAlphaBlend = FindProperty(FullscreenUniforms.srcAlphaBlendProperty, properties, false);
- var dstAlphaBlend = FindProperty(FullscreenUniforms.dstAlphaBlendProperty, properties, false);
- var colorBlendOp = FindProperty(FullscreenUniforms.colorBlendOperationProperty, properties, false);
- var alphaBlendOp = FindProperty(FullscreenUniforms.alphaBlendOperationProperty, properties, false);
- var depthWrite = FindProperty(FullscreenUniforms.depthWriteProperty, properties, false);
- var depthTest = FindProperty(FullscreenUniforms.depthTestProperty, properties, false);
- var stencilEnable = FindProperty(FullscreenUniforms.stencilEnableProperty, properties, false);
- var stencilRef = FindProperty(FullscreenUniforms.stencilReferenceProperty, properties, false);
- var stencilReadMask = FindProperty(FullscreenUniforms.stencilReadMaskProperty, properties, false);
- var stencilWriteMask = FindProperty(FullscreenUniforms.stencilWriteMaskProperty, properties, false);
- var stencilComp = FindProperty(FullscreenUniforms.stencilComparisonProperty, properties, false);
- var stencilPass = FindProperty(FullscreenUniforms.stencilPassProperty, properties, false);
- var stencilFail = FindProperty(FullscreenUniforms.stencilFailProperty, properties, false);
- var stencilDepthFail = FindProperty(FullscreenUniforms.stencilDepthFailProperty, properties, false);
-
- if (material.HasProperty(FullscreenUniforms.blendModeProperty))
- {
- EditorGUI.BeginChangeCheck();
- m_MaterialEditor.ShaderProperty(blendMode, Styles.blendingMode);
- FullscreenBlendMode blendModeValue = (FullscreenBlendMode)blendMode.floatValue;
- if (EditorGUI.EndChangeCheck())
- SetBlendMode(blendModeValue);
-
- if (blendModeValue == FullscreenBlendMode.Custom)
- {
- m_MaterialEditor.ShaderProperty(srcColorBlend, Styles.srcColorBlendMode, 1);
- m_MaterialEditor.ShaderProperty(dstColorBlend, Styles.dstColorBlendMode, 1);
- m_MaterialEditor.ShaderProperty(colorBlendOp, Styles.colorBlendOperation, 1);
- m_MaterialEditor.ShaderProperty(srcAlphaBlend, Styles.srcAlphaBlendMode, 1);
- m_MaterialEditor.ShaderProperty(dstAlphaBlend, Styles.dstAlphaBlendMode, 1);
- m_MaterialEditor.ShaderProperty(alphaBlendOp, Styles.alphaBlendOperation, 1);
- }
- }
-
- if (material.HasProperty(FullscreenUniforms.depthWriteProperty))
- m_MaterialEditor.ShaderProperty(depthWrite, Styles.depthWrite);
- if (material.HasProperty(FullscreenUniforms.depthTestProperty))
- m_MaterialEditor.ShaderProperty(depthTest, Styles.depthTest);
-
- if (material.HasProperty(FullscreenUniforms.stencilEnableProperty))
- {
- EditorGUI.BeginChangeCheck();
- m_MaterialEditor.ShaderProperty(stencilEnable, Styles.stencil);
- bool stencilEnableValue = stencilEnable.floatValue > 0.5f;
- if (EditorGUI.EndChangeCheck())
- SetStencilEnable(stencilEnableValue);
- if (stencilEnableValue)
- {
- m_MaterialEditor.ShaderProperty(stencilRef, Styles.stencilRef, 1);
- m_MaterialEditor.ShaderProperty(stencilReadMask, Styles.stencilReadMask, 1);
- m_MaterialEditor.ShaderProperty(stencilWriteMask, Styles.stencilWriteMask, 1);
- m_MaterialEditor.ShaderProperty(stencilComp, Styles.stencilComparison, 1);
- m_MaterialEditor.ShaderProperty(stencilPass, Styles.stencilPass, 1);
- m_MaterialEditor.ShaderProperty(stencilFail, Styles.stencilFail, 1);
- m_MaterialEditor.ShaderProperty(stencilDepthFail, Styles.stencilDepthFail, 1);
- }
- }
-
- void SetStencilEnable(bool enabled)
- {
- if (!enabled)
- {
- stencilComp.floatValue = (float)CompareFunction.Always;
- stencilPass.floatValue = (float)StencilOp.Keep;
- stencilFail.floatValue = (float)StencilOp.Keep;
- stencilDepthFail.floatValue = (float)StencilOp.Keep;
- }
- }
-
- void SetBlendMode(FullscreenBlendMode blendMode)
- {
- // Note that we can't disable the blend mode from here
- if (blendMode == FullscreenBlendMode.Alpha || blendMode == FullscreenBlendMode.Disabled)
- {
- srcColorBlend.floatValue = (float)BlendMode.SrcAlpha;
- dstColorBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
- srcAlphaBlend.floatValue = (float)BlendMode.One;
- dstAlphaBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
- }
- else if (blendMode == FullscreenBlendMode.Premultiply)
- {
- srcColorBlend.floatValue = (float)BlendMode.One;
- dstColorBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
- srcAlphaBlend.floatValue = (float)BlendMode.One;
- dstAlphaBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
- }
- else if (blendMode == FullscreenBlendMode.Additive)
- {
- srcColorBlend.floatValue = (float)BlendMode.SrcAlpha;
- dstColorBlend.floatValue = (float)BlendMode.One;
- srcAlphaBlend.floatValue = (float)BlendMode.One;
- dstAlphaBlend.floatValue = (float)BlendMode.One;
- }
- else if (blendMode == FullscreenBlendMode.Multiply)
- {
- srcColorBlend.floatValue = (float)BlendMode.DstColor;
- dstColorBlend.floatValue = (float)BlendMode.Zero;
- srcAlphaBlend.floatValue = (float)BlendMode.One;
- dstAlphaBlend.floatValue = (float)BlendMode.OneMinusSrcAlpha;
- }
-
- colorBlendOp.floatValue = (float)BlendOp.Add;
- alphaBlendOp.floatValue = (float)BlendOp.Add;
- }
- }
-
- /// <summary>
- /// Draw the Surface Inputs section of the fullscreen shader GUI.
- /// </summary>
- /// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
- protected virtual void DrawSurfaceInputs(Material material)
- {
- DrawShaderGraphProperties(m_MaterialEditor, material, m_Properties);
- }
-
- static void DrawShaderGraphProperties(MaterialEditor materialEditor, Material material, MaterialProperty[] properties)
- {
- if (properties == null)
- return;
-
- ShaderGraphPropertyDrawers.DrawShaderGraphGUI(materialEditor, properties);
- }
-
- /// <summary>
- /// Ensures that the material is correctly setup.
- /// </summary>
- /// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
- public override void ValidateMaterial(Material material) => SetupSurface(material);
-
- /// <summary>
- /// Setup the fullscreen shader keywords from the material properties.
- /// </summary>
- /// <param name="material">A valid material using a Fullscreen Shader Graph.</param>
- public static void SetupSurface(Material material)
- {
- // For now there is no keyword in FullScreenShader.
- }
- }
- }
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