102 lines
3.7 KiB
C#
102 lines
3.7 KiB
C#
using UnityEditor;
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using UnityEngine;
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// UIMask 材质面板的"下拉框 -> 隐藏属性"绘制器基类。
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// ShaderLab 的 Blend / Cull 只接受数字属性,没法用枚举直接切换,
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// 所以由绘制器把下拉框的选项写进隐藏属性。
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// 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
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// _SrcBlend / _DstBlend / _Cull)切过来的材质会被自动纠正。
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// 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。
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public abstract class UIMaskEnumDrawer : MaterialPropertyDrawer
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{
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protected abstract string[] Options { get; }
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// 把下拉框当前选项同步到材质上的隐藏属性
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protected abstract void Apply(MaterialEditor editor, int index);
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public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
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{
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EditorGUI.BeginChangeCheck();
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int index = Mathf.Clamp(Mathf.RoundToInt(prop.floatValue), 0, Options.Length - 1);
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index = EditorGUI.Popup(position, label, index, Options);
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if (EditorGUI.EndChangeCheck())
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{
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prop.floatValue = index;
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}
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Apply(editor, index);
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}
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public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
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{
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return EditorGUIUtility.singleLineHeight;
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}
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protected void SetValue(MaterialEditor editor, string propertyName, float value)
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{
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foreach (Object target in editor.targets)
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{
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var material = target as Material;
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if (material == null || !material.HasProperty(propertyName))
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{
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continue;
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}
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if (!Mathf.Approximately(material.GetFloat(propertyName), value))
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{
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material.SetFloat(propertyName, value);
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}
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}
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}
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}
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// 混合模式:加色 / 普通混合
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// 数值对应 UnityEngine.Rendering.BlendMode:SrcAlpha=5, One=1, OneMinusSrcAlpha=10
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public class UIMaskBlendMode : UIMaskEnumDrawer
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{
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private static readonly string[] Items = { "Additive", "AlphaBlend" };
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protected override string[] Options => Items;
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protected override void Apply(MaterialEditor editor, int index)
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{
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SetValue(editor, "_SrcBlend", (float)UnityEngine.Rendering.BlendMode.SrcAlpha);
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SetValue(editor, "_DstBlend", index == 0
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? (float)UnityEngine.Rendering.BlendMode.One
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: (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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}
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}
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// 渲染面:只渲染前面 / 只渲染后面 / 双面
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// 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)
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public class UIMaskRenderFace : UIMaskEnumDrawer
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{
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private const float CullOff = 0f;
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private const float CullFront = 1f;
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private const float CullBack = 2f;
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private static readonly string[] Items = { "前面", "背面", "双面" };
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protected override string[] Options => Items;
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protected override void Apply(MaterialEditor editor, int index)
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{
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float cull = index == 0 ? CullBack : (index == 1 ? CullFront : CullOff);
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SetValue(editor, "_Cull", cull);
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}
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}
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// 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)
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// 默认 A(index = 3)
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public class UIMaskChannel : UIMaskEnumDrawer
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{
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private static readonly string[] Items = { "R 通道", "G 通道", "B 通道", "A 通道" };
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protected override string[] Options => Items;
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protected override void Apply(MaterialEditor editor, int index)
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{
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// 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
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}
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}
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