材质修改
This commit is contained in:
1 parent
7c1fedab2c
commit
5d58cb3743
12 files changed
+814
-8
No files matched your search
@@ -0,0 +1,101 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
// UIMask 材质面板的"下拉框 -> 隐藏属性"绘制器基类。
|
||||
// ShaderLab 的 Blend / Cull 只接受数字属性,没法用枚举直接切换,
|
||||
// 所以由绘制器把下拉框的选项写进隐藏属性。
|
||||
// 每次绘制面板都会同步一次,所以从其它 shader(例如 URP/Lit 也有同名的
|
||||
// _SrcBlend / _DstBlend / _Cull)切过来的材质会被自动纠正。
|
||||
// 注意:attribute 的名字必须是子类的简单类名,Unity 按类名查找绘制器。
|
||||
public abstract class UIMaskEnumDrawer : MaterialPropertyDrawer
|
||||
{
|
||||
protected abstract string[] Options { get; }
|
||||
|
||||
// 把下拉框当前选项同步到材质上的隐藏属性
|
||||
protected abstract void Apply(MaterialEditor editor, int index);
|
||||
|
||||
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
|
||||
{
|
||||
EditorGUI.BeginChangeCheck();
|
||||
int index = Mathf.Clamp(Mathf.RoundToInt(prop.floatValue), 0, Options.Length - 1);
|
||||
index = EditorGUI.Popup(position, label, index, Options);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
prop.floatValue = index;
|
||||
}
|
||||
|
||||
Apply(editor, index);
|
||||
}
|
||||
|
||||
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
|
||||
{
|
||||
return EditorGUIUtility.singleLineHeight;
|
||||
}
|
||||
|
||||
protected void SetValue(MaterialEditor editor, string propertyName, float value)
|
||||
{
|
||||
foreach (Object target in editor.targets)
|
||||
{
|
||||
var material = target as Material;
|
||||
if (material == null || !material.HasProperty(propertyName))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!Mathf.Approximately(material.GetFloat(propertyName), value))
|
||||
{
|
||||
material.SetFloat(propertyName, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 混合模式:加色 / 普通混合
|
||||
// 数值对应 UnityEngine.Rendering.BlendMode:SrcAlpha=5, One=1, OneMinusSrcAlpha=10
|
||||
public class UIMaskBlendMode : UIMaskEnumDrawer
|
||||
{
|
||||
private static readonly string[] Items = { "Additive", "AlphaBlend" };
|
||||
|
||||
protected override string[] Options => Items;
|
||||
|
||||
protected override void Apply(MaterialEditor editor, int index)
|
||||
{
|
||||
SetValue(editor, "_SrcBlend", (float)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
||||
SetValue(editor, "_DstBlend", index == 0
|
||||
? (float)UnityEngine.Rendering.BlendMode.One
|
||||
: (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||||
}
|
||||
}
|
||||
|
||||
// 渲染面:只渲染前面 / 只渲染后面 / 双面
|
||||
// ShaderLab 的 Cull 取值:Off=0(双面)、Front=1(剔除正面,即只渲染后面)、Back=2(剔除背面,即只渲染前面)
|
||||
public class UIMaskRenderFace : UIMaskEnumDrawer
|
||||
{
|
||||
private const float CullOff = 0f;
|
||||
private const float CullFront = 1f;
|
||||
private const float CullBack = 2f;
|
||||
|
||||
private static readonly string[] Items = { "前面", "背面", "双面" };
|
||||
|
||||
protected override string[] Options => Items;
|
||||
|
||||
protected override void Apply(MaterialEditor editor, int index)
|
||||
{
|
||||
float cull = index == 0 ? CullBack : (index == 1 ? CullFront : CullOff);
|
||||
SetValue(editor, "_Cull", cull);
|
||||
}
|
||||
}
|
||||
|
||||
// 贴图通道:R / G / B / A(值直接被 shader 采样时使用,不需要写隐藏属性)
|
||||
// 默认 A(index = 3)
|
||||
public class UIMaskChannel : UIMaskEnumDrawer
|
||||
{
|
||||
private static readonly string[] Items = { "R 通道", "G 通道", "B 通道", "A 通道" };
|
||||
|
||||
protected override string[] Options => Items;
|
||||
|
||||
protected override void Apply(MaterialEditor editor, int index)
|
||||
{
|
||||
// 下拉框的值本身就是要采样的通道号,无需同步到别的属性
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user