UnityShader---自定义ShaderInspector面板(内置渲染管线)---18

Shader "Unlit/MyFirstLightShader"
{
    Properties
    {
        _Tint("Tine",Color) = (1,1,1,1)
        _MainTex ("Albedo", 2D) = "white" {}

        [NoScaleOffset] _NormalMap("Normal Map",2D)="bump"{}
        _BumpScale("Bump Scale",Float)=1

        [NoScaleOffset] _Metallic("MetallicTex", 2D) = "white" {}
        [Gamma] _Metallic("Metallic",Range(0,1))=0
        _Smoothness("Smoothness",Range(0,1))=0

        [NoScaleOffset] _DetailTex("Detail Albedo", 2D) = "gray" {}
        _DetailNormalMap("Detail Normal",2D) = "bump"{}
        _DetailBumpScale("DetailBumapScale",Float) = 1
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog
#pragma shader_feature _ _LOF

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }

    CustomEditor "MyLightingShaderGUI"
}
using UnityEngine;
using UnityEditor;
using System;

public class MyLightingShaderGUI : ShaderGUI
{
    Material target;
    MaterialEditor editor;
    MaterialProperty[] properties;

    static GUIContent staticLabel = new GUIContent();

    public override void OnGUI(MaterialEditor editor, MaterialProperty[] properties)
    {
        this.target = editor.target as Material;
        this.editor = editor;
        this.properties = properties;
        DoMain();

        DoSecondary();       
        SetKeyword("_LOF", true);
    }

    private void SetKeyword(string keyword,bool state)
    {
        if (state)
        {
            target.EnableKeyword(keyword);
        }
        else
        {
            target.DisableKeyword(keyword);
        }
    }

    private void DoMain()
    {
        GUILayout.Label("Main Maps", EditorStyles.boldLabel);

        MaterialProperty mainTex = FindProperty("_MainTex");

        //GUIContent albedoLable = new GUIContent(mainTex.displayName, "Albedo(RGB)");

        MaterialProperty tint = FindProperty("_Tint");

        editor.TexturePropertySingleLine(MakeLabel(mainTex, "Albedo (RGB)"), mainTex, tint);

        DoMetallic();
        DoSmoothness();

        DoNormals();

        editor.TextureScaleOffsetProperty(mainTex);
    }

    private void DoSecondary()
    {
        GUILayout.Label("Secondary Maps", EditorStyles.boldLabel);

        MaterialProperty detailTex = FindProperty("_DetailTex");        

        editor.TexturePropertySingleLine(MakeLabel(detailTex, "Albedo (RGB) multiplied by 2"), detailTex);
        
        DoSecondaryNormals();

        editor.TextureScaleOffsetProperty(detailTex);
    }

    private void DoSmoothness()
    {
        MaterialProperty slider = FindProperty("_Smoothness");
        EditorGUI.indentLevel += 2;
        editor.ShaderProperty(slider, MakeLabel(slider));
        EditorGUI.indentLevel -= 2;
    }

    private void DoMetallic()
    {
        MaterialProperty slider = FindProperty("_Metallic");
        EditorGUI.indentLevel += 2;
        editor.ShaderProperty(slider, MakeLabel(slider));
        EditorGUI.indentLevel -= 2;
    }

    private void DoSecondaryNormals()
    {
        MaterialProperty map = FindProperty("_DetailNormalMap");
        editor.TexturePropertySingleLine(MakeLabel(map), map, map.textureValue ? FindProperty("_DetailBumpScale") : null);
    }

    private void DoNormals()
    {
        MaterialProperty map = FindProperty("_NormalMap");
        editor.TexturePropertySingleLine(MakeLabel(map), map, map.textureValue ? FindProperty("_BumpScale") : null);
    }

    private MaterialProperty FindProperty(string name)
    {
        return FindProperty(name, properties);
    }

    static GUIContent MakeLabel(string text, string tooltip = null)
    {
        staticLabel.text = text;
        staticLabel.tooltip = tooltip;
        return staticLabel;
    }

    static GUIContent MakeLabel(MaterialProperty property, string tooltip = null)
    {
        staticLabel.text = property.displayName;
        staticLabel.tooltip = tooltip;
        return staticLabel;
    }
}
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