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Jean Moreno +============================= + +QUICK START +----------- +Select one of the following shader in your Material: +- Toony Colors Pro 2/Desktop +- Toony Colors Pro 2/Mobile +- Toony Colors Pro 2/Standard PBS +- Toony Colors Pro 2/Standard PBS (Specular) +Then select the features you want to enable (bump, specular, rim...), and the correct shader will automatically +be selected for you. + +If using the Lightweight/Universal Render Pipeline, you will have to generate your own shaders using the Shader Generator 2. +You can also extract the LWRP Cat demo scene from the "Cat Demo LWRP.unitypackage" file. + +Read the documentation for more information. + +PLEASE LEAVE A REVIEW OR RATE THE PACKAGE IF YOU FIND IT USEFUL! +Enjoy! :) + + +CONTACT +------- +Questions, suggestions, help needed? +Contact me at: +jean.moreno.public+unity@gmail.com + +I'd be happy to see Toony Colors Pro 2 used in your project, so feel free to drop me a line about that! :) + + +UPDATE NOTES +------------ + +See full and formatted changelog here: https://jeanmoreno.com/unity/toonycolorspro/doc/changelog + +2.4.33.2 +- [Shader Generator 2] (URP) Fixed possible compilation errors because of new "SRP Batcher Compatibility" option +- [Shader Generator 2] Minor UI fixes + +2.4.33.1 +- [Shader Generator 2] (URP) Fixed broken additional passes because of new "SRP Batcher Compatibility" option + +2.4.33 +- [Shader Generator 2] (Default) (URP) Added "Shadow Line" feature in Stylization, to create a crisp line between highlighted and shadowed part. Can be used to create comic-book style shadows for example. +- [Shader Generator 2] Added "World Position" UV option for textures: use the vertex world position as texture UV. This can allow different effects, like using a world-space texture blending map to control multiple objects (ground, grass), or add a scrolling clouds shadow map for example. +- [Shader Generator 2] (URP) Added "SRP Batcher Compatibility" in the Options (experimental, let me know if it doesn't work!) +- [Shader Generator 2] Modified Shader Properties are now retained when changing template; this should make it easier to convert a shader from the built-in pipeline to URP for example. +- Added a few Sketch textures +- [Shader Generator 2] Added ability to use a custom font in the Options +- [Shader Generator 2] Improved UI and readability, especially in Unity 2019.3+ +- [Shader Generator 2] (URP) Fixed shadow coordinates calculation changes introduced in URP 7.2.0 +- [Shader Generator 2] (URP) Fixed Meta Pass +- [Shader Generator 2] Fixed possible unwanted variable name changes when changing template on an existing shader. + +2.4.32 +- [Shader Generator 2] (Default) (LWRP/URP) Added "Shading Ramp" hook +- [Shader Generator 2] (URP) Added options for "Silhouette" and "Outline" to make them explicitly use the "URP Render Features" and updated documentation about it +- [Shader Generator 2] (Default) (LWRP/URP) Changed "smoothness" to "roughness" for Specular PBR/GGX +- [Shader Generator 2] (LWRP/URP) Added GPU instancing and stereo rendering support +- [Shader Generator 2] (LWRP/URP) Fixed error when using "Vertical Fog" and "Enable Fog" in the same shader +- [Shader Generator 1] Fixed visual bug with spot light falloff bypass + +2.4.31 +- Added `Cat Demo URP` scene (extract it from the `Cat Demo URP.unitypackage` file) +- [Shader Generator 2] (LWRP/URP) Fixed compilation error when using Specular GGX along with Reflection Probes +- [Shader Generator 2] Fixed frequent compilation errors due to the new custom code prepend option +- [Shader Generator 2] Reloading shaders from the current output directory now works +- [Shader Generator 2] Fixed bug that was showing all Shader Properties as modified when copying a shader +- [Shader Generator 2] Performance optimizations in the UI +- Hopefully fixed mesh references that get lost when importing unitypackage in Cat demo scene + +2.4.3 +- [Shader Generator 2] Added 'Prepend Code' option for Custom Code implementation: add arbitrary code before the implementation to allow for more complex code insertion +- [Shader Generator 2] (Default) (LWRP/URP) Added "Alpha to Coverage" option for "Alpha Testing" +- [Shader Generator 2] (Default) Added "Aura 2" third-party support (experimental) +- [Shader Generator 2] Add Unity version on generated shaders, will be useful for support +- [Shader Generator 2] Changed how hash is calculated: old shaders opened in the tool will show a warning that they are modified externally, even though they are not. The warning will disappear once the shader is updated. +- [Shader Generator] (Water) Enabled 'Add Shadow Pass' option to enable shadow receiving for water shaders (note: not compatible with depth-buffer effects) +- [Shader Generator 2] Fixed UI bug that prevented some options from showing if `Show disabled fields` was disabled +- [Shader Generator 2] Fixed possible compilation error with texture coordinates +- [Shader Generator 2] Fixed "Vertical Fog" that was reapplied when using additional lights +- "Demo TCP2 Cat LWRP" scene: water shader now also works with orthographic cameras +- Fixed possible corrupted shaders when unpacking from the menu + +2.4.2 +- [Shader Generator 2] (Default) (LWRP/URP) Added "Vertical Fog" special effect +- [Shader Generator 2] (LWRP/URP) Fixed shader compilation error when using features with world-space view direction (e.g. "Specular") +- [Shader Generator 2] Fixed shader compilation error when using `Min Max Threshold` ceiling mode with "Triplanar Mapping" +- [Shader Generator 2] `Custom Code` implementation: fixed reference bug and improved UI on referenced implementations +- [Shader Generator 2] Fixed tiling and scrolling calculation order which could result in animation pops for Texture implementations +- [Shader Generator 1] Fixed issues with non-US culture when using C# 4.x (when using constant float values in Shader Generator 1) +- [Shader Generator 2] Fixed issue that produced a warning for generated shaders +- Cat Demo Scene: fixed mesh references in Unity 2019.1+ + +2.4.1 +- As of version 2.4.0, the "Shaders 2.0" folder has been renamed to "Shaders". + Any shaders and files in "Shaders 2.0" or a sub-folder (e.g. "Variants") has to be moved there for the shaders to compile properly. +- Added HTML formatted changelog +- Fixed packed shaders that were unpacking in the wrong folder, causing an #include error + +2.4.0 +- Added "Shader Generator 2" beta: more flexible tool, with a fully-featured Lightweight/Universal Pipeline template +See the documentation to learn more! +- Added "Cat Demo LWRP" scene (extract it from the "Cat Demo LWRP.unitypackage" file) +- Shader Generator: Added "VertExmotion" support (under "Special Effects") +- Shader Generator: Enabled Dithered Shadows when using Alpha Testing with Dithered Transparency +- Shader Generator: fixed Outline in Single-Pass Stereo rendering mode (VR) +- Added 26 MatCap textures +- Reorganized the Textures folder +- Renamed the "Shaders 2.0" folder to "Shaders" +- Added namespaces for all TCP2 classes (except material inspectors for compatibility) +- Added .asmdef files for TCP2 scripts (Unity 2019.1+) + +2.3.572 +- Fixed compilation error on MacOS +- Fixed issues with non-US culture when using C# 4.x +- Regression fixed: Shader Generator: "Constant Size Outline" was broken, will take objects' scale into account again + +2.3.571 +- Shader Generator: "Default" template: fixed Specular Mask when using PBR Blinn-Phong or GGX models +- Shader Generator: "PBS" templates: fixed compilation issues on builds when using outlines +- Shader Generator: "Surface PBS" template: fixed Emission feature +- Shader Generator: "Water" template: fixed precision issue causing artifacts on some mobile platforms +- Shader Generator: fixed "Constant Size Outline" option so that it ignores objects' scale +- Shader Generator: UI fixes with inline features + +2.3.57 +- Shader Generator: upgraded "SRP/Lightweight" template to latest version (4.1.0-preview with Unity 2018.3.0b9) +- Shader Generator: "Default" template: fixed "Pixel MatCap" option when using a normal map with skinned meshes +- Shader Generator: always start with a new shader when opening the tool (don't load the last generated/loaded shader anymore) +- Added example MatCap textures +- Removed 'JMOAssets.dll', became obsolete with the Asset Store update notification system + +2.3.56 +- Shader Generator: added "Texture Blending" feature for "Surface PBS" template +- Shader Generator: fixed non-repeating tiling for "Texture Blending" in relevant templates +- Shader Generator: fixed masks for "Surface PBS" template (Albedo Color Mask, HSV Mask, Subsurface Scattering Mask) +- Added default non-repeating tiling noise textures + +2.3.55 +- Shader Generator: added "Silhouette Pass" option: simple solid color silhouette for when objects are behind obstacles +- Shader Generator: fixed fog for "Standard PBS" shaders in Unity 2018.2+ +- Reorganized some files and folders + +2.3.54 +- Shader Generator: added more Tessellation options for "Default" template: Fixed, Distance Based and Edge Length Based +- Shader Generator: added Tessellation support for "Standard PBS" template +- Desktop/Mobile shaders: removed Directional Lightmap support for shaders, so that all variants can compile properly (max number of interpolators was reached for some combination in Unity 2018+) +- Mpbile shaders: disabled view direction calculated in the vertex shader, will be calculated in the fragment 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Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts.meta new file mode 100644 index 00000000..70a20977 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 26ad660c6c4b4684da3ed0756bcfe08c +folderAsset: yes +timeCreated: 1510834665 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Camera.cs b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Camera.cs new file mode 100644 index 00000000..cb60a723 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Camera.cs @@ -0,0 +1,157 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using UnityEngine; + +namespace ToonyColorsPro +{ + namespace Demo + { + public class TCP2_Demo_Camera : MonoBehaviour + { + //-------------------------------------------------------------------------------------------------- + // PUBLIC INSPECTOR PROPERTIES + + public Transform Pivot; + [Header("Orbit")] + public float OrbitStrg = 3f; + public float OrbitClamp = 50f; + [Header("Panning")] + public float PanStrgMin = 0.1f; + public float PanStrgMax = 0.5f; + [Header("Zooming")] + public float ZoomStrg = 40f; + public float ZoomClamp = 30f; + public float ZoomDistMin = 1f; + public float ZoomDistMax = 2f; + [Header("Misc")] + public float Decceleration = 8f; + public RectTransform ignoreMouseRect; + + //-------------------------------------------------------------------------------------------------- + // PRIVATE PROPERTIES + + private Vector3 mouseDelta; + private Vector3 orbitAcceleration; + private Vector3 panAcceleration; + private Vector3 moveAcceleration; + private float zoomAcceleration; + private float zoomDistance; + private const float XMax = 60; + private const float XMin = 300; + + private Vector3 mResetCamPos, mResetPivotPos, mResetCamRot, mResetPivotRot; + + bool leftMouseHeld; + bool rightMouseHeld; + bool middleMouseHeld; + + //-------------------------------------------------------------------------------------------------- + // UNITY EVENTS + + void Awake() + { + mResetCamPos = transform.position; + mResetCamRot = transform.eulerAngles; + mResetPivotPos = Pivot.position; + mResetPivotRot = Pivot.eulerAngles; + } + + void OnEnable() + { + mouseDelta = Input.mousePosition; + } + + void Update() + { + mouseDelta = Input.mousePosition - mouseDelta; + mouseDelta.x = Mathf.Clamp(mouseDelta.x, -150f, 150f); + mouseDelta.y = Mathf.Clamp(mouseDelta.y, -150f, 150f); + + var ignoreMouse = ignoreMouseRect.rect.Contains(Input.mousePosition); + + if (Input.GetMouseButtonDown(0)) + leftMouseHeld = !ignoreMouse; + else if (Input.GetMouseButtonUp(0) || !Input.GetMouseButton(0)) + leftMouseHeld = false; + + if (Input.GetMouseButtonDown(1)) + rightMouseHeld = !ignoreMouse; + else if (Input.GetMouseButtonUp(1) || !Input.GetMouseButton(1)) + rightMouseHeld = false; + + if (Input.GetMouseButtonDown(2)) + middleMouseHeld = !ignoreMouse; + else if (Input.GetMouseButtonUp(2) || !Input.GetMouseButton(2)) + middleMouseHeld = false; + + //Left Button held + if (leftMouseHeld) + { + orbitAcceleration.x += Mathf.Clamp(mouseDelta.x * OrbitStrg, -OrbitClamp, OrbitClamp); + orbitAcceleration.y += Mathf.Clamp(-mouseDelta.y * OrbitStrg, -OrbitClamp, OrbitClamp); + } + //Middle/Right Button held + else if (middleMouseHeld || rightMouseHeld) + { + var str = Mathf.Lerp(PanStrgMin, PanStrgMax, Mathf.Clamp01((zoomDistance-ZoomDistMin)/(ZoomDistMax-ZoomDistMin))); + panAcceleration.x = -mouseDelta.x * str; + panAcceleration.y = -mouseDelta.y * str; + } + + //Keyboard support + //orbitAcceleration.x += Input.GetKey(KeyCode.LeftArrow) ? 15 : (Input.GetKey(KeyCode.RightArrow) ? -15 : 0); + //orbitAcceleration.y += Input.GetKey(KeyCode.UpArrow) ? 15 : (Input.GetKey(KeyCode.DownArrow) ? -15 : 0); + + if (Input.GetKeyDown(KeyCode.R)) + { + ResetView(); + } + + //X Angle Clamping + var angle = transform.localEulerAngles; + if (angle.x < 180 && angle.x >= XMax && orbitAcceleration.y > 0) orbitAcceleration.y = 0; + if (angle.x > 180 && angle.x <= XMin && orbitAcceleration.y < 0) orbitAcceleration.y = 0; + + //Rotate + transform.RotateAround(Pivot.position, transform.right, orbitAcceleration.y * Time.deltaTime); + transform.RotateAround(Pivot.position, Vector3.up, orbitAcceleration.x * Time.deltaTime); + + //Pan + Pivot.Translate(panAcceleration * Time.deltaTime, transform); + transform.Translate(panAcceleration * Time.deltaTime, transform); + + //Zoom + var scrollWheel = Input.GetAxis("Mouse ScrollWheel"); + zoomAcceleration += scrollWheel * ZoomStrg; + zoomAcceleration = Mathf.Clamp(zoomAcceleration, -ZoomClamp, ZoomClamp); + zoomDistance = Vector3.Distance(transform.position, Pivot.position); + if ((zoomDistance >= ZoomDistMin && zoomAcceleration > 0) || (zoomDistance <= ZoomDistMax && zoomAcceleration < 0)) + { + transform.Translate(Vector3.forward * zoomAcceleration * Time.deltaTime, Space.Self); + } + + //Decelerate + orbitAcceleration = Vector3.Lerp(orbitAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + panAcceleration = Vector3.Lerp(panAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + zoomAcceleration = Mathf.Lerp(zoomAcceleration, 0, Decceleration * Time.deltaTime); + moveAcceleration = Vector3.Lerp(moveAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + + mouseDelta = Input.mousePosition; + } + + public void ResetView() + { + moveAcceleration = Vector3.zero; + orbitAcceleration = Vector3.zero; + panAcceleration = Vector3.zero; + zoomAcceleration = 0f; + + transform.position = mResetCamPos; + transform.eulerAngles = mResetCamRot; + Pivot.position = mResetPivotPos; + Pivot.eulerAngles = mResetPivotRot; + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Camera.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Camera.cs.meta new file mode 100644 index 00000000..e5cf95f4 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Camera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 879e454200e73ec4ebf2a93ad7829474 +timeCreated: 1468667897 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Cat.cs b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Cat.cs new file mode 100644 index 00000000..d5b9fbe6 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Cat.cs @@ -0,0 +1,353 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace ToonyColorsPro +{ + namespace Demo + { + public class TCP2_Demo_Cat : MonoBehaviour + { + [Serializable] + public class Ambience + { + public string name; + public GameObject[] activate; + public Material skybox; + } + + [Serializable] + public class ShaderStyle + { + [Serializable] + public class CharacterSettings + { + public Material material; + public Renderer[] renderers; + } + + public string name; + public CharacterSettings[] settings; + } + + public Ambience[] ambiences; + public int amb; + [Space] + public ShaderStyle[] styles; + public int style; + [Space] + public GameObject shadedGroup; + public GameObject flatGroup; + [Space] + public Animation[] catAnimation; + public Animation[] unityChanAnimation; + [Space] + public GameObject[] cats; + public GameObject[] unityChans; + public GameObject unityChanCopyright; + [Space] + public Light catDirLight; + public Light unityChanDirLight; + [Space] + public AnimationClip[] catAnimations; + int catAnim; + public AnimationClip[] unityChanAnimations; + int uchanAnim; + [Space] + public Light[] dirLights; + public Light[] otherLights; + public Transform rotatingPointLights; + public bool rotateLights { get; set; } + public bool rotatePointLights { get; set; } + [Space] + public Button[] ambiencesButtons; + public Button[] stylesButtons; + public Button[] characterButtons; + public Button[] textureButtons; + public Button[] animationButtons; + [Space] + public Canvas canvas; + + bool animationPaused; + float playingSpeed = 1; + + //------------------------------------------------------------------------------------------------------------------------ + + void Awake() + { + rotatePointLights = true; + rotateLights = false; + SetAmbience(0); + SetStyle(0); + SetCat(true); + SetFlat(false); + SetAnimation(0); + } + + void Update() + { + if (rotateLights) + foreach (var l in dirLights) + l.transform.Rotate(Vector3.up * Time.deltaTime * -30f, Space.World); + + if (rotatePointLights) + rotatingPointLights.transform.Rotate(Vector3.up * 50f * Time.deltaTime, Space.World); + + //Keyboard shortcuts + //Switch style + if (Input.GetKeyDown(KeyCode.Tab)) + { + if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) + SetStyle(--style); + else + SetStyle(++style); + } + + //Keypad -> style + if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Keypad1)) + { + SetStyle(0); + } + if (Input.GetKeyDown(KeyCode.Alpha2) || Input.GetKeyDown(KeyCode.Keypad2)) + { + SetStyle(1); + } + if (Input.GetKeyDown(KeyCode.Alpha3) || Input.GetKeyDown(KeyCode.Keypad3)) + { + SetStyle(2); + } + if (Input.GetKeyDown(KeyCode.Alpha4) || Input.GetKeyDown(KeyCode.Keypad4)) + { + SetStyle(3); + } + if (Input.GetKeyDown(KeyCode.Alpha5) || Input.GetKeyDown(KeyCode.Keypad5)) + { + SetStyle(4); + } + if (Input.GetKeyDown(KeyCode.Alpha6) || Input.GetKeyDown(KeyCode.Keypad6)) + { + SetStyle(5); + } + + //Show/hide UI + if (Input.GetKeyDown(KeyCode.H)) + { + canvas.enabled = !canvas.enabled; + } + } + + //------------------------------------------------------------------------------------------------------------------------ + // UI Callbacks + + public void SetAmbience(int index) + { + foreach (var a in ambiences) + foreach (var g in a.activate) + g.SetActive(false); + + amb = index % ambiences.Length; + var current = ambiences[amb]; + foreach (var g in current.activate) + g.SetActive(true); + + RenderSettings.skybox = current.skybox; + DynamicGI.UpdateEnvironment(); + + for (var i = 0; i < ambiencesButtons.Length; i++) + { + var colors = ambiencesButtons[i].colors; + colors.colorMultiplier = (i == index) ? 0.96f : 0.6f; + ambiencesButtons[i].colors = colors; + } + } + + public void SetStyle(int index) + { + if (index < 0) + index = styles.Length-1; + if (index >= styles.Length) + index = 0; + style = index; + + var s = styles[style]; + + foreach (var setting in s.settings) + foreach (var r in setting.renderers) + r.sharedMaterial = setting.material; + + for (var i = 0; i < stylesButtons.Length; i++) + { + var colors = stylesButtons[i].colors; + colors.colorMultiplier = (i == index) ? 0.96f : 0.6f; + stylesButtons[i].colors = colors; + } + } + + public void SetFlat(bool flat) + { + bool isCat = !unityChanCopyright.activeInHierarchy; + float currentTime; + if (isCat) + { + var anim = catAnimation[flat ? 0 : 1]; + currentTime = anim[anim.clip.name].normalizedTime; + } + else + { + var anim = unityChanAnimation[flat ? 0 : 1]; + currentTime = anim[anim.clip.name].normalizedTime; + } + + shadedGroup.SetActive(!flat); + flatGroup.SetActive(flat); + + PlayCurrentAnimation(currentTime); + + for (var i = 0; i < textureButtons.Length; i++) + { + var colors = textureButtons[i].colors; + colors.colorMultiplier = (i == 1 && flat) || (i == 0 && !flat) ? 0.96f : 0.6f; + textureButtons[i].colors = colors; + } + } + + public void SetCat(bool cat) + { + foreach (var c in cats) + c.SetActive(cat); + foreach (var u in unityChans) + u.SetActive(!cat); + + if (unityChanDirLight != null) + { + unityChanDirLight.gameObject.SetActive(!cat); + } + + if (catDirLight != null) + { + catDirLight.gameObject.SetActive(cat); + } + + unityChanCopyright.SetActive(!cat); + + PlayCurrentAnimation(); + + for (var i = 0; i < characterButtons.Length; i++) + { + var colors = characterButtons[i].colors; + colors.colorMultiplier = (i == 0 && cat) || (i == 1 && !cat) ? 0.96f : 0.6f; + characterButtons[i].colors = colors; + } + } + + public void SetLightShadows(bool on) + { + foreach (var l in dirLights) + l.shadows = on ? LightShadows.Soft : LightShadows.None; + + foreach (var l in otherLights) + l.shadows = on ? LightShadows.Soft : LightShadows.None; + } + + public void SetAnimation(int index) + { + catAnim = index; + if (catAnim >= catAnimations.Length) + catAnim = 0; + if (catAnim < 0) + catAnim = catAnimations.Length-1; + + foreach (var anim in catAnimation) + { + anim.clip = catAnimations[index]; + } + + uchanAnim = index; + if (uchanAnim >= unityChanAnimations.Length) + uchanAnim = 0; + if (uchanAnim < 0) + uchanAnim = unityChanAnimations.Length-1; + + foreach (var anim in unityChanAnimation) + { + anim.clip = unityChanAnimations[index]; + } + + PlayCurrentAnimation(); + + for (var i = 0; i < animationButtons.Length; i++) + { + var colors = animationButtons[i].colors; + colors.colorMultiplier = (i == index) ? 0.96f : 0.6f; + animationButtons[i].colors = colors; + } + } + + public void SetAnimationSpeed(float speed) + { + playingSpeed = speed; + UpdateAnimSpeed(); + } + + public void PauseUnpauseAnimation(bool play) + { + animationPaused = !play; + UpdateAnimSpeed(); + } + + void UpdateAnimSpeed() + { + foreach (var anim in catAnimation) + { + foreach (AnimationState state in anim) + { + state.speed = animationPaused ? 0 : playingSpeed; + } + } + + foreach (var anim in unityChanAnimation) + { + foreach (AnimationState state in anim) + { + state.speed = animationPaused ? 0 : playingSpeed; + } + } + } + + void PlayCurrentAnimation(float time = -1) + { + bool isCat = !unityChanCopyright.activeInHierarchy; + bool isFlat = flatGroup.activeSelf; + if (isCat) + { + var anim = catAnimation[isFlat ? 1 : 0]; + anim.Play(); + if (time >= 0) + { + anim[anim.clip.name].normalizedTime = time; + } + } + else + { + var anim = unityChanAnimation[isFlat ? 1 : 0]; + anim.Play(); + if (time >= 0) + { + anim[anim.clip.name].normalizedTime = time; + } + + // shadows + anim = unityChanAnimation[2]; + anim.Play(); + if (time >= 0) + { + anim[anim.clip.name].normalizedTime = time; + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Cat.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Cat.cs.meta new file mode 100644 index 00000000..20dee7ec --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_Cat.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 40c5aea5a1505be4bae0d77d9c2267cd +timeCreated: 1509119575 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_GammaLinear.cs b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_GammaLinear.cs new file mode 100644 index 00000000..691de8d4 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_GammaLinear.cs @@ -0,0 +1,75 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +// This script handles lights' and ambient intensities depending on if the Editor is set to Gamma or Linear color space + +using System; +using UnityEngine; + +namespace ToonyColorsPro +{ + namespace Demo + { + [ExecuteInEditMode] + public class TCP2_Demo_GammaLinear : MonoBehaviour + { + [Serializable] + public class LightSettings + { + public Light light; + public float gammaIntensity; + public float linearIntensity; + } + + [Serializable] + public class MaterialSettings + { + public Material material; + public Color gammaColor; + public Color linearColor; + } + + public LightSettings[] lights; + public MaterialSettings[] materials; + ColorSpace lastColorSpace; + +#if UNITY_EDITOR + void Awake() + { + lastColorSpace = QualitySettings.activeColorSpace; + UpdateLighting(); + } + + void Update() + { + if (lastColorSpace != QualitySettings.activeColorSpace) + { + lastColorSpace = QualitySettings.activeColorSpace; + UpdateLighting(); + } + } + + void UpdateLighting() + { + var isLinear = (QualitySettings.activeColorSpace == ColorSpace.Linear); + + if (lights != null) + { + foreach (var ls in lights) + { + ls.light.intensity = isLinear ? ls.linearIntensity : ls.gammaIntensity; + } + } + + if (lights != null) + { + foreach (var mat in materials) + { + mat.material.color = isLinear ? mat.linearColor : mat.gammaColor; + } + } + } +#endif + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_GammaLinear.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_GammaLinear.cs.meta new file mode 100644 index 00000000..b16e4d27 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Scripts/TCP2_Demo_GammaLinear.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f7e46eed8aaa7b549b83cd6635af5259 +timeCreated: 1509119575 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders.meta new file mode 100644 index 00000000..0e461ee2 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dcec5910bc1a641428826802ff4afa74 +folderAsset: yes +timeCreated: 1509115458 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo.meta new file mode 100644 index 00000000..0bd60cff --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e7dd978fcebde2f43a7f86a150fda922 +folderAsset: yes +timeCreated: 1510594991 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat.meta new file mode 100644 index 00000000..f51a8a2c --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 501d52f8c66818946adbc71f4895a7ec +folderAsset: yes +timeCreated: 1510671296 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 1.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 1.shader new file mode 100644 index 00000000..83a7180b --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 1.shader @@ -0,0 +1,237 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Cat/Style 1" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + [Header(Shadow HSV)] + _Shadow_HSV_H ("Hue", Range(-360,360)) = 0 + _Shadow_HSV_S ("Saturation", Range(-1,1)) = 0 + _Shadow_HSV_V ("Value", Range(-1,1)) = 0 + [TCP2Separator] + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + + [TCP2HeaderHelp(SPECULAR, Specular)] + //SPECULAR + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Smoothness ("Size", Float) = 0.2 + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float _Shadow_HSV_H; + float _Shadow_HSV_S; + float _Shadow_HSV_V; + fixed _Smoothness; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + }; + + //================================================================ + // HSV HELPERS + // source: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl + + float3 rgb2hsv(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsv2rgb(float3 c) + { + c.g = max(c.g, 0.0); //make sure that saturation value is positive + float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); + } + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed Rim; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + + //Shadow Hsv + float3 albedoHsv = rgb2hsv(s.Albedo.rgb); + albedoHsv += float3(_Shadow_HSV_H/360,_Shadow_HSV_S,_Shadow_HSV_V); + s.Albedo = lerp(hsv2rgb(albedoHsv), s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + //Blinn-Phong Specular (legacy) + half3 h = normalize(lightDir + viewDir); + float ndh = max(0, dot (IN_NORMAL, h)); + float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0; + spec *= atten; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + #if (POINT || SPOT) + c.rgb *= atten; + #endif + + #define SPEC_COLOR _SpecColor.rgb + c.rgb += lightColor.rgb * SPEC_COLOR * spec; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + //Rim light mask + c.rgb += ndl * lightColor.rgb * atten * s.Rim * _RimColor.rgb * _RimColor.a; + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Specular + o.Gloss = mainTex.a; + o.Specular = _Smoothness; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Rim = rim; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 1.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 1.shader.meta new file mode 100644 index 00000000..ce507f7b --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 1.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 39863a74ba34d9a47a33d8789651486d +timeCreated: 1549374424 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSHADOW_HSV,FRIM,FSPECULAR,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FSPEC_LEGACY,FRIM_LIGHTMASK,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,chCB601A9C,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 2.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 2.shader new file mode 100644 index 00000000..452f17fa --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 2.shader @@ -0,0 +1,191 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Cat/Style 2" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + [TCP2Gradient] _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} + [Header(Other Lights)] + [TCP2Gradient] _RampOtherLights ("Toon Ramp", 2D) = "gray" {} + [Space] + [TCP2Separator] + + [TCP2HeaderHelp(SPECULAR, Specular)] + //SPECULAR + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Smoothness ("Size", Float) = 0.2 + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + fixed _Smoothness; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + sampler2D _Ramp; + sampler2D _RampOtherLights; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir) * 0.5 + 0.5); + #define NDL ndl + + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_TEXTURE _Ramp + #else + #define RAMP_TEXTURE _RampOtherLights + #endif + + fixed3 ramp = tex2D(RAMP_TEXTURE, fixed2(NDL,NDL)).rgb; + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + //Blinn-Phong Specular (legacy) + half3 h = normalize(lightDir + viewDir); + float ndh = max(0, dot (IN_NORMAL, h)); + float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0; + spec *= atten; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + #if (POINT || SPOT) + c.rgb *= atten; + #endif + + #define SPEC_COLOR _SpecColor.rgb + c.rgb += lightColor.rgb * SPEC_COLOR * spec; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Specular + o.Gloss = mainTex.a; + o.Specular = _Smoothness; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Emission += (_RimColor.rgb * rim) * _RimColor.a; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 2.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 2.shader.meta new file mode 100644 index 00000000..9f2d1381 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 2.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ef31dc83421c32442bce0d0ac628dedc +timeCreated: 1549374427 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FRIM,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FENABLE_WRAPPED_LIGHTING,FSPECULAR,FSPECULAR_MASK,FSPEC_LEGACY,FTEXTURE_RAMP,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,ch4678EF8B,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 3.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 3.shader new file mode 100644 index 00000000..ed10d85c --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 3.shader @@ -0,0 +1,204 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Cat/Style 3" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + _ThresholdTex ("Threshold Texture (Alpha)", 2D) = "gray" {} + [TCP2Separator] + + [TCP2HeaderHelp(SPECULAR, Specular)] + //SPECULAR + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Smoothness ("Size", Float) = 0.2 + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _ThresholdTex; + fixed _Smoothness; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + half2 uv_ThresholdTex; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed TexThreshold; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + NDL += s.TexThreshold; + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + //Blinn-Phong Specular (legacy) + half3 h = normalize(lightDir + viewDir); + float ndh = max(0, dot (IN_NORMAL, h)); + float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0; + spec *= atten; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + #if (POINT || SPOT) + c.rgb *= atten; + #endif + + #define SPEC_COLOR _SpecColor.rgb + c.rgb += lightColor.rgb * SPEC_COLOR * spec; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Specular + o.Gloss = mainTex.a; + o.Specular = _Smoothness; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Albedo = lerp(o.Albedo.rgb, _RimColor.rgb, rim * _RimColor.a); + + //Textured Threshold + o.TexThreshold = tex2D(_ThresholdTex, IN.uv_ThresholdTex).a - 0.5; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 3.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 3.shader.meta new file mode 100644 index 00000000..da167930 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 3.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 121194756ac93f54b912b16e3f5bcdd9 +timeCreated: 1549374431 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FSPECULAR,FSPECULAR_MASK,FSPEC_LEGACY,FRIM_OUTLINE,FTEXTURED_THRESHOLD,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KOVCW_CHNL:r,ch45444153,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 4.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 4.shader new file mode 100644 index 00000000..f1503ff6 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 4.shader @@ -0,0 +1,167 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Cat/Style 4" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [TCP2Gradient] _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} + [TCP2Separator] + + [TCP2HeaderHelp(SPECULAR, Specular)] + //SPECULAR + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Smoothness ("Size", Float) = 0.2 + _SpecBands ("Bands", Float) = 3 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + fixed _Smoothness; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + sampler2D _Ramp; + half _SpecBands; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + + #define RAMP_TEXTURE _Ramp + + fixed3 ramp = tex2D(RAMP_TEXTURE, fixed2(NDL,NDL)).rgb; + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + //Blinn-Phong Specular (legacy) + half3 h = normalize(lightDir + viewDir); + float ndh = max(0, dot (IN_NORMAL, h)); + float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0; + spec = floor(spec * _SpecBands) / _SpecBands; + spec *= atten; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + #if (POINT || SPOT) + c.rgb *= atten; + #endif + + #define SPEC_COLOR _SpecColor.rgb + c.rgb += lightColor.rgb * SPEC_COLOR * spec; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Specular + o.Gloss = mainTex.a; + o.Specular = _Smoothness; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 4.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 4.shader.meta new file mode 100644 index 00000000..2b55801f --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 4.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c35e8621925dc4f4c8d9acd826765924 +timeCreated: 1549374434 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FMASK_MAINTEX,FSPECULAR,FSPECULAR_MASK,FSPEC_LEGACY,FSPECULAR_TOON_BAND,FTEXTURE_RAMP,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KOVCW_CHNL:r,ch7A2B36E6,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 5.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 5.shader new file mode 100644 index 00000000..840e53f4 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 5.shader @@ -0,0 +1,446 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Cat/Style 5" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + + [Header(Saturation Control)] + _HSV_S ("Saturation", Range(0,10)) = 1 + [TCP2Separator] + + [TCP2HeaderHelp(SPECULAR, Specular)] + //SPECULAR + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Smoothness ("Size", Float) = 0.2 + [TCP2Separator] + + [TCP2HeaderHelp(SKETCH, Sketch)] + //SKETCH + _SketchTex ("Sketch (Alpha)", 2D) = "white" {} + _SketchColor ("Sketch Color (RGB)", Color) = (0,0,0,1) + _SketchHalftoneMin ("Sketch Halftone Min", Range(0,1)) = 0.2 + _SketchHalftoneMax ("Sketch Halftone Max", Range(0,1)) = 1.0 + [TCP2Separator] + + [TCP2HeaderHelp(OUTLINE, Outline)] + //OUTLINE + _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0) + _Outline ("Outline Width", Float) = 1 + + //Outline Textured + [Toggle(TCP2_OUTLINE_TEXTURED)] _EnableTexturedOutline ("Color from Texture", Float) = 0 + [TCP2KeywordFilter(TCP2_OUTLINE_TEXTURED)] _TexLod ("Texture LOD", Range(0,10)) = 5 + + //Constant-size outline + [Toggle(TCP2_OUTLINE_CONST_SIZE)] _EnableConstSizeOutline ("Constant Size Outline", Float) = 0 + + //ZSmooth + [Toggle(TCP2_ZSMOOTH_ON)] _EnableZSmooth ("Correct Z Artefacts", Float) = 0 + //Z Correction & Offset + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _ZSmooth ("Z Correction", Range(-3.0,3.0)) = -0.5 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset1 ("Z Offset 1", Float) = 0 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset2 ("Z Offset 2", Float) = 0 + + //This property will be ignored and will draw the custom normals GUI instead + [TCP2OutlineNormalsGUI] __outline_gui_dummy__ ("_unused_", Float) = 0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + //================================================================ + // OUTLINE INCLUDE + + CGINCLUDE + + #include "UnityCG.cginc" + + struct a2v + { + float4 vertex : POSITION; + float3 normal : NORMAL; + #if TCP2_OUTLINE_TEXTURED + float3 texcoord : TEXCOORD0; + #endif + float4 color : COLOR; + #if TCP2_UV2_AS_NORMALS + float2 uv2 : TEXCOORD1; + #endif + #if TCP2_TANGENT_AS_NORMALS + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + struct v2f + { + float4 pos : SV_POSITION; + #if TCP2_OUTLINE_TEXTURED + float3 texlod : TEXCOORD1; + #endif + }; + + float _Outline; + float _ZSmooth; + fixed4 _OutlineColor; + + #if TCP2_OUTLINE_TEXTURED + sampler2D _MainTex; + float4 _MainTex_ST; + float _TexLod; + #endif + + #define OUTLINE_WIDTH (_Outline * v.color.r) + + v2f TCP2_Outline_Vert(a2v v) + { + v2f o; + + #if UNITY_VERSION >= 550 + //GPU instancing support + UNITY_SETUP_INSTANCE_ID(v); + #endif + + + #if TCP2_ZSMOOTH_ON + float4 pos = float4(UnityObjectToViewPos(v.vertex), 1.0); + #endif + + #ifdef TCP2_COLORS_AS_NORMALS + //Vertex Color for Normals + float3 normal = (v.color.xyz*2) - 1; + #elif TCP2_TANGENT_AS_NORMALS + //Tangent for Normals + float3 normal = v.tangent.xyz; + #elif TCP2_UV2_AS_NORMALS + //UV2 for Normals + float3 n; + //unpack uv2 + v.uv2.x = v.uv2.x * 255.0/16.0; + n.x = floor(v.uv2.x) / 15.0; + n.y = frac(v.uv2.x) * 16.0 / 15.0; + //get z + n.z = v.uv2.y; + //transform + n = n*2 - 1; + float3 normal = n; + #else + float3 normal = v.normal; + #endif + + #if TCP2_ZSMOOTH_ON + //Correct Z artefacts + normal = UnityObjectToViewPos(normal); + normal.z = -_ZSmooth; + #endif + + #ifdef TCP2_OUTLINE_CONST_SIZE + //Camera-independent outline size + float dist = distance(mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 0)).xyz, v.vertex.xyz); + #define SIZE dist + #else + #define SIZE 1.0 + #endif + + #if TCP2_ZSMOOTH_ON + o.pos = mul(UNITY_MATRIX_P, pos + float4(normalize(normal),0) * OUTLINE_WIDTH * 0.01 * SIZE); + #else + o.pos = UnityObjectToClipPos(v.vertex + float4(normal,0) * OUTLINE_WIDTH * 0.01 * SIZE); + #endif + + #if TCP2_OUTLINE_TEXTURED + half2 uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.texlod = tex2Dlod(_MainTex, float4(uv, 0, _TexLod)).rgb; + #endif + + return o; + } + + #define OUTLINE_COLOR _OutlineColor + + float4 TCP2_Outline_Frag (v2f IN) : SV_Target + { + #if TCP2_OUTLINE_TEXTURED + return float4(IN.texlod, 1) * OUTLINE_COLOR; + #else + return OUTLINE_COLOR; + #endif + } + + ENDCG + + // OUTLINE INCLUDE END + //================================================================ + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows vertex:vert exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float _HSV_S; + fixed _Smoothness; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + half4 sketchUv; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + sampler2D _SketchTex; + float4 _SketchTex_ST; + fixed4 _SketchColor; + fixed _SketchHalftoneMin; + fixed _SketchHalftoneMax; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + half2 ScreenUVs; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + //Sketch + #define SKETCH_RGB sketch + fixed sketch = tex2D(_SketchTex, s.ScreenUVs).a; + sketch = smoothstep(sketch - 0.2, sketch, clamp(ramp, _SketchHalftoneMin, _SketchHalftoneMax)); //Gradient halftone + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + //Blinn-Phong Specular (legacy) + half3 h = normalize(lightDir + viewDir); + float ndh = max(0, dot (IN_NORMAL, h)); + float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0; + spec *= atten; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + #if (POINT || SPOT) + c.rgb *= atten; + #endif + + #define SPEC_COLOR _SpecColor.rgb + c.rgb += lightColor.rgb * SPEC_COLOR * spec; + c.a = s.Alpha; + c.rgb *= lerp(_SketchColor.rgb, fixed3(1,1,1), sketch); + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //Adjust screen UVs relative to object to prevent screen door effect + inline void ObjSpaceUVOffset(inout float2 screenUV, in float screenRatio) + { + // UNITY_MATRIX_P._m11 = Camera FOV + float4 objPos = float4(-UNITY_MATRIX_T_MV[3].x * screenRatio * UNITY_MATRIX_P._m11, -UNITY_MATRIX_T_MV[3].y * UNITY_MATRIX_P._m11, UNITY_MATRIX_T_MV[3].z, UNITY_MATRIX_T_MV[3].w); + + float offsetFactorX = 0.5; + float offsetFactorY = offsetFactorX * screenRatio; + offsetFactorX *= _SketchTex_ST.x; + offsetFactorY *= _SketchTex_ST.y; + + if (unity_OrthoParams.w < 1) //don't scale with orthographic camera + { + //adjust uv scale + screenUV -= float2(offsetFactorX, offsetFactorY); + screenUV *= objPos.z; //scale with cam distance + screenUV += float2(offsetFactorX, offsetFactorY); + + // sign(UNITY_MATRIX_P[1].y) is different in Scene and Game views + screenUV.x -= objPos.x * offsetFactorX * sign(UNITY_MATRIX_P[1].y); + screenUV.y -= objPos.y * offsetFactorY * sign(UNITY_MATRIX_P[1].y); + } + else + { + // sign(UNITY_MATRIX_P[1].y) is different in Scene and Game views + screenUV.x += objPos.x * offsetFactorX * sign(UNITY_MATRIX_P[1].y); + screenUV.y += objPos.y * offsetFactorY * sign(UNITY_MATRIX_P[1].y); + } + } + + //Vertex input + struct appdata_tcp2 + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + //================================================================ + // VERTEX FUNCTION + + void vert(inout appdata_tcp2 v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + + //Sketch + float4 pos = UnityObjectToClipPos(v.vertex); + o.sketchUv = ComputeScreenPos(pos); + o.sketchUv.xy = TRANSFORM_TEX(o.sketchUv, _SketchTex); + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Saturation control + float3 mainTexLuminance = Luminance(mainTex.rgb); + mainTex.rgb = lerp(mainTexLuminance, mainTex.rgb, _HSV_S); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Sketch + float2 screenUV = IN.sketchUv.xy / IN.sketchUv.w; + float screenRatio = _ScreenParams.y / _ScreenParams.x; + screenUV.y *= screenRatio; + ObjSpaceUVOffset(screenUV, screenRatio); + o.ScreenUVs = screenUV; + + //Specular + o.Gloss = mainTex.a; + o.Specular = _Smoothness; + } + + ENDCG + + //Outline + Pass + { + Cull Front + Offset [_Offset1],[_Offset2] + + Tags { "LightMode"="ForwardBase" "IgnoreProjectors"="True" } + + CGPROGRAM + + #pragma vertex TCP2_Outline_Vert + #pragma fragment TCP2_Outline_Frag + + #pragma multi_compile TCP2_NONE TCP2_ZSMOOTH_ON + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_CONST_SIZE + #pragma multi_compile TCP2_NONE TCP2_COLORS_AS_NORMALS TCP2_TANGENT_AS_NORMALS TCP2_UV2_AS_NORMALS + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_TEXTURED + #pragma multi_compile_instancing + + + #pragma target 3.0 + + ENDCG + } + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 5.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 5.shader.meta new file mode 100644 index 00000000..af0013a6 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 5.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8e9d039c5cce33b4b814389ee6622395 +timeCreated: 1549374438 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FMASK_MAINTEX,FSPECULAR,FSPECULAR_MASK,FSPEC_LEGACY,FHSV_CONTROLS_SATURATION,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FSKETCH_GRADIENT,FOUTLINE,FOUTLINE_VCOLOR_WIDTH,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KOVCW_CHNL:r,chC5A3E75D,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 6.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 6.shader new file mode 100644 index 00000000..1592de1d --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 6.shader @@ -0,0 +1,477 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Cat/Style 6" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + [Header(HSV Controls)] + [Header(Main Texture)] + _HSV_H ("Hue", Range(-360,360)) = 0 + _HSV_S ("Saturation", Range(-1,1)) = 0 + _HSV_V ("Value", Range(-1,1)) = 0 + [TCP2Separator] + + [TCP2HeaderHelp(SPECULAR, Specular)] + //SPECULAR + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Smoothness ("Size", Float) = 0.2 + [TCP2Separator] + + [TCP2HeaderHelp(SKETCH, Sketch)] + //SKETCH + _SketchTex ("Sketch (Alpha)", 2D) = "white" {} + _SketchColor ("Sketch Color", Color) = (0,0,0,1) + _SketchSpeed ("Sketch Anim Speed", Range(1.1, 10)) = 6 + [TCP2Separator] + + [TCP2HeaderHelp(OUTLINE, Outline)] + //OUTLINE + _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0) + _Outline ("Outline Width", Float) = 1 + + //Outline Textured + [Toggle(TCP2_OUTLINE_TEXTURED)] _EnableTexturedOutline ("Color from Texture", Float) = 0 + [TCP2KeywordFilter(TCP2_OUTLINE_TEXTURED)] _TexLod ("Texture LOD", Range(0,10)) = 5 + + //Constant-size outline + [Toggle(TCP2_OUTLINE_CONST_SIZE)] _EnableConstSizeOutline ("Constant Size Outline", Float) = 0 + + //ZSmooth + [Toggle(TCP2_ZSMOOTH_ON)] _EnableZSmooth ("Correct Z Artefacts", Float) = 0 + //Z Correction & Offset + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _ZSmooth ("Z Correction", Range(-3.0,3.0)) = -0.5 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset1 ("Z Offset 1", Float) = 0 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset2 ("Z Offset 2", Float) = 0 + + //This property will be ignored and will draw the custom normals GUI instead + [TCP2OutlineNormalsGUI] __outline_gui_dummy__ ("_unused_", Float) = 0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + //================================================================ + // OUTLINE INCLUDE + + CGINCLUDE + + #include "UnityCG.cginc" + + struct a2v + { + float4 vertex : POSITION; + float3 normal : NORMAL; + #if TCP2_OUTLINE_TEXTURED + float3 texcoord : TEXCOORD0; + #endif + float4 color : COLOR; + #if TCP2_UV2_AS_NORMALS + float2 uv2 : TEXCOORD1; + #endif + #if TCP2_TANGENT_AS_NORMALS + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + struct v2f + { + float4 pos : SV_POSITION; + #if TCP2_OUTLINE_TEXTURED + float3 texlod : TEXCOORD1; + #endif + }; + + float _Outline; + float _ZSmooth; + fixed4 _OutlineColor; + + #if TCP2_OUTLINE_TEXTURED + sampler2D _MainTex; + float4 _MainTex_ST; + float _TexLod; + #endif + + #define OUTLINE_WIDTH (_Outline * v.color.r) + + v2f TCP2_Outline_Vert(a2v v) + { + v2f o; + + #if UNITY_VERSION >= 550 + //GPU instancing support + UNITY_SETUP_INSTANCE_ID(v); + #endif + + + #if TCP2_ZSMOOTH_ON + float4 pos = float4(UnityObjectToViewPos(v.vertex), 1.0); + #endif + + #ifdef TCP2_COLORS_AS_NORMALS + //Vertex Color for Normals + float3 normal = (v.color.xyz*2) - 1; + #elif TCP2_TANGENT_AS_NORMALS + //Tangent for Normals + float3 normal = v.tangent.xyz; + #elif TCP2_UV2_AS_NORMALS + //UV2 for Normals + float3 n; + //unpack uv2 + v.uv2.x = v.uv2.x * 255.0/16.0; + n.x = floor(v.uv2.x) / 15.0; + n.y = frac(v.uv2.x) * 16.0 / 15.0; + //get z + n.z = v.uv2.y; + //transform + n = n*2 - 1; + float3 normal = n; + #else + float3 normal = v.normal; + #endif + + #if TCP2_ZSMOOTH_ON + //Correct Z artefacts + normal = UnityObjectToViewPos(normal); + normal.z = -_ZSmooth; + #endif + + #ifdef TCP2_OUTLINE_CONST_SIZE + //Camera-independent outline size + float dist = distance(mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 0)).xyz, v.vertex.xyz); + #define SIZE dist + #else + #define SIZE 1.0 + #endif + + #if TCP2_ZSMOOTH_ON + o.pos = mul(UNITY_MATRIX_P, pos + float4(normalize(normal),0) * OUTLINE_WIDTH * 0.01 * SIZE); + #else + o.pos = UnityObjectToClipPos(v.vertex + float4(normal,0) * OUTLINE_WIDTH * 0.01 * SIZE); + #endif + + #if TCP2_OUTLINE_TEXTURED + half2 uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.texlod = tex2Dlod(_MainTex, float4(uv, 0, _TexLod)).rgb; + #endif + + return o; + } + + #define OUTLINE_COLOR _OutlineColor + + float4 TCP2_Outline_Frag (v2f IN) : SV_Target + { + #if TCP2_OUTLINE_TEXTURED + return float4(IN.texlod, 1) * OUTLINE_COLOR; + #else + return OUTLINE_COLOR; + #endif + } + + ENDCG + + // OUTLINE INCLUDE END + //================================================================ + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows vertex:vert exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float _HSV_H; + float _HSV_S; + float _HSV_V; + fixed _SketchSpeed; + fixed _Smoothness; + fixed4 _Random; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + half4 sketchUv; + }; + + //================================================================ + // HSV HELPERS + // source: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl + + float3 rgb2hsv(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsv2rgb(float3 c) + { + c.g = max(c.g, 0.0); //make sure that saturation value is positive + float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); + } + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + sampler2D _SketchTex; + float4 _SketchTex_ST; + half4 _SketchColor; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + half2 ScreenUVs; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + //Sketch + #define SKETCH_RGB sketchRgb + fixed sketch = tex2D(_SketchTex, s.ScreenUVs).a; + sketch = lerp(sketch, 1, ramp); //Regular sketch overlay + half3 sketchRgb = lerp(_SketchColor, half3(1,1,1), sketch); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + //Blinn-Phong Specular (legacy) + half3 h = normalize(lightDir + viewDir); + float ndh = max(0, dot (IN_NORMAL, h)); + float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0; + spec *= atten; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + #if (POINT || SPOT) + c.rgb *= atten; + #endif + + #define SPEC_COLOR _SpecColor.rgb + c.rgb += lightColor.rgb * SPEC_COLOR * spec; + c.a = s.Alpha; + c.rgb *= SKETCH_RGB; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //Adjust screen UVs relative to object to prevent screen door effect + inline void ObjSpaceUVOffset(inout float2 screenUV, in float screenRatio) + { + // UNITY_MATRIX_P._m11 = Camera FOV + float4 objPos = float4(-UNITY_MATRIX_T_MV[3].x * screenRatio * UNITY_MATRIX_P._m11, -UNITY_MATRIX_T_MV[3].y * UNITY_MATRIX_P._m11, UNITY_MATRIX_T_MV[3].z, UNITY_MATRIX_T_MV[3].w); + + float offsetFactorX = 0.5; + float offsetFactorY = offsetFactorX * screenRatio; + offsetFactorX *= _SketchTex_ST.x; + offsetFactorY *= _SketchTex_ST.y; + + if (unity_OrthoParams.w < 1) //don't scale with orthographic camera + { + //adjust uv scale + screenUV -= float2(offsetFactorX, offsetFactorY); + screenUV *= objPos.z; //scale with cam distance + screenUV += float2(offsetFactorX, offsetFactorY); + + // sign(UNITY_MATRIX_P[1].y) is different in Scene and Game views + screenUV.x -= objPos.x * offsetFactorX * sign(UNITY_MATRIX_P[1].y); + screenUV.y -= objPos.y * offsetFactorY * sign(UNITY_MATRIX_P[1].y); + } + else + { + // sign(UNITY_MATRIX_P[1].y) is different in Scene and Game views + screenUV.x += objPos.x * offsetFactorX * sign(UNITY_MATRIX_P[1].y); + screenUV.y += objPos.y * offsetFactorY * sign(UNITY_MATRIX_P[1].y); + } + } + + //Vertex input + struct appdata_tcp2 + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + //================================================================ + // VERTEX FUNCTION + + void vert(inout appdata_tcp2 v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + + //Sketch + float4 pos = UnityObjectToClipPos(v.vertex); + o.sketchUv = ComputeScreenPos(pos); + o.sketchUv.xy = TRANSFORM_TEX(o.sketchUv, _SketchTex); + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Hsv + float3 mainTexHSV = rgb2hsv(mainTex.rgb); + mainTexHSV += float3(_HSV_H/360,_HSV_S,_HSV_V); + mainTex.rgb = hsv2rgb(mainTexHSV); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Sketch + float2 screenUV = IN.sketchUv.xy / IN.sketchUv.w; + float screenRatio = _ScreenParams.y / _ScreenParams.x; + screenUV.y *= screenRatio; + ObjSpaceUVOffset(screenUV, screenRatio); + _Random.x = round(_Time.z * _SketchSpeed) / _SketchSpeed; + _Random.y = -round(_Time.z * _SketchSpeed) / _SketchSpeed; + screenUV.xy += frac(_Random.xy); + o.ScreenUVs = screenUV; + + //Specular + o.Gloss = mainTex.a; + o.Specular = _Smoothness; + } + + ENDCG + + //Outline + Pass + { + Cull Front + Offset [_Offset1],[_Offset2] + + Tags { "LightMode"="ForwardBase" "IgnoreProjectors"="True" } + + CGPROGRAM + + #pragma vertex TCP2_Outline_Vert + #pragma fragment TCP2_Outline_Frag + + #pragma multi_compile TCP2_NONE TCP2_ZSMOOTH_ON + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_CONST_SIZE + #pragma multi_compile TCP2_NONE TCP2_COLORS_AS_NORMALS TCP2_TANGENT_AS_NORMALS TCP2_UV2_AS_NORMALS + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_TEXTURED + #pragma multi_compile_instancing + + + #pragma target 3.0 + + ENDCG + } + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 6.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 6.shader.meta new file mode 100644 index 00000000..99992f3c --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Cat/Style 6.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 73d75a8acbc09f644aaed8f015d61c8b +timeCreated: 1549374446 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FMASK_MAINTEX,FSPECULAR,FSPECULAR_MASK,FSPEC_LEGACY,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FHSV_CONTROLS,FSKETCH_ANIM,FSKETCH,FSKETCH_COLOR,FOUTLINE,FOUTLINE_VCOLOR_WIDTH,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KOVCW_CHNL:r,chF9C66173,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Decal.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Decal.shader new file mode 100644 index 00000000..0a492aff --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Decal.shader @@ -0,0 +1,153 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Decal" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [TCP2Separator] + + [TCP2HeaderHelp(TRANSPARENCY)] + //Alpha Testing + _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + fixed _Cutoff; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Cutout (Alpha Testing) + clip (o.Alpha - _Cutoff); + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Decal.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Decal.shader.meta new file mode 100644 index 00000000..3cb4cbbf --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Decal.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f3cf78e0783ad3f4f9c704a76f994cae +timeCreated: 1549374304 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FCUTOUT,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,ch430A95F7,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Ground.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Ground.shader new file mode 100644 index 00000000..e115a6f0 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Ground.shader @@ -0,0 +1,294 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Ground" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + [Header(Shadow HSV)] + _Shadow_HSV_H ("Hue", Range(-360,360)) = 0 + _Shadow_HSV_S ("Saturation", Range(-1,1)) = 0 + _Shadow_HSV_V ("Value", Range(-1,1)) = 0 + [TCP2Separator] + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + + [Header(Texture Blending (Vertex Colors))] + _BlendTex1 ("Texture 1 (r)", 2D) = "white" {} + _BlendTex2 ("Texture 2 (g)", 2D) = "white" {} + [Header(Height Blending Parameters)] + [TCP2Vector4Floats(R,G,B,A,0.001,2,0.001,2,0.001,2,0.001,2)] _VColorBlendSmooth ("Height Smoothing", Vector) = (0.25,0.25,0.25,0.25) + [TCP2Vector4Floats(R,G,B,A)] _VColorBlendOffset ("Height Offset", Vector) = (0,0,0,0) + [TCP2HelpBox(Info,Height will be taken from each texture alpha channel. No alpha in the texture will result in linear blending.)] + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [HideInInspector] __BeginGroup_OtherLights ("Other Lights", Float) = 0 + _RampThresholdPoint ("Threshold (Point)", Range(0,1)) = 0.5 + _RampSmoothPoint ("Smoothing (Point)", Range(0.001,1)) = 0.5 + [Space] + _RampThresholdSpot ("Threshold (Spot)", Range(0,1)) = 0.5 + _RampSmoothSpot ("Smoothing (Spot)", Range(0.001,1)) = 0.5 + [Space] + _RampThresholdDir ("Threshold (Directional)", Range(0,1)) = 0.5 + _RampSmoothDir ("Smoothing (Directional)", Range(0.001,1)) = 0.5 + [HideInInspector] __EndGroup ("Other Lights", Float) = 0 + [Space] + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom fullforwardshadows addshadow exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float _Shadow_HSV_H; + float _Shadow_HSV_S; + float _Shadow_HSV_V; + float4 _VColorBlendSmooth; + float4 _VColorBlendOffset; + sampler2D _BlendTex1; + float4 _BlendTex1_ST; + sampler2D _BlendTex2; + float4 _BlendTex2_ST; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float4 color : COLOR; + }; + + //================================================================ + // HSV HELPERS + // source: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl + + float3 rgb2hsv(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsv2rgb(float3 c) + { + c.g = max(c.g, 0.0); //make sure that saturation value is positive + float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); + } + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdPoint; + half _RampSmoothPoint; + half _RampThresholdSpot; + half _RampSmoothSpot; + half _RampThresholdDir; + half _RampSmoothDir; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + float4 WorldPos_LightCoords; //WorldPos for POINT, LightCoords for SPOT + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + }; + + //---------------------------------------------------------------------- + //Override UNITY_LIGHT_ATTENUATION macro + // - Only include shadowmap in 'atten' for Point/Spot lights + // - Falloff/cookie will be based on the ramp + + #ifdef SPOT + #if defined(UNITY_LIGHT_ATTENUATION) + #undef UNITY_LIGHT_ATTENUATION + #if UNITY_VERSION >= 560 + #define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ + unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)); \ + fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ + fixed destName = (lightCoord.z > 0) * shadow; \ + o.WorldPos_LightCoords = lightCoord; // o = SurfaceOutputCustom, avoid recalculating worldPos + #else + #define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ + unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)); \ + fixed destName = (lightCoord.z > 0) * SHADOW_ATTENUATION(input); \ + o.WorldPos_LightCoords = lightCoord; // o = SurfaceOutputCustom, avoid recalculating worldPos + #endif + #endif + #endif + + //---------------------------------------------------------------------- + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + #if SPOT + float4 lightCoord = s.WorldPos_LightCoords; + float lightFalloff = 1 - dot(lightCoord.xyz, lightCoord.xyz); + //custom cookie so that it follows a 1D ramp instead of the built-in 2D circle texture + float2 cookieCoords = lightCoord.xy / lightCoord.w; + float rampCoords = saturate(1 - dot(cookieCoords, cookieCoords) * 4) * lightFalloff; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #if SPOT + #define NDL rampCoords + #else + #define NDL ndl + #endif + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #if POINT + #define RAMP_THRESHOLD _RampThresholdPoint + #define RAMP_SMOOTH _RampSmoothPoint + #elif SPOT + #define RAMP_THRESHOLD _RampThresholdSpot + #define RAMP_SMOOTH _RampSmoothSpot + #else + #define RAMP_THRESHOLD _RampThresholdDir + #define RAMP_SMOOTH _RampSmoothDir + #endif + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if SPOT + ramp *= ndl; + #endif + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + + //Shadow Hsv + float3 albedoHsv = rgb2hsv(s.Albedo.rgb); + albedoHsv += float3(_Shadow_HSV_H/360,_Shadow_HSV_S,_Shadow_HSV_V); + s.Albedo = lerp(hsv2rgb(albedoHsv), s.Albedo, ramp); + // Note: we consider that a directional light with a cookie is supposed to be the main one (even though Unity renders it as an additional light). + // Thus when using a main directional light AND another directional light with a cookie, then the shadow color might be applied twice. + // You can remove the DIRECTIONAL_COOKIE check below the prevent that. + #if !defined(UNITY_PASS_FORWARDBASE) && !defined(DIRECTIONAL_COOKIE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + // Height-based texture blending + float4 blend_height_smooth(float4 texture1, float height1, float4 texture2, float height2, float smoothing) + { + float ma = max(texture1.a + height1, texture2.a + height2) - smoothing; + float b1 = max(texture1.a + height1 - ma, 0); + float b2 = max(texture2.a + height2 - ma, 0); + return (texture1 * b1 + texture2 * b2) / (b1 + b2); + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Texture Blending + #define MAIN_UV IN.UV_MAINTEX + #define BLEND_SOURCE IN.color + + fixed4 tex1 = tex2D(_BlendTex1, MAIN_UV * _BlendTex1_ST.xy + _BlendTex1_ST.zw); + fixed4 tex2 = tex2D(_BlendTex2, MAIN_UV * _BlendTex2_ST.xy + _BlendTex2_ST.zw); + + + #define CONTRAST 5.0 + #define CONTRAST_half CONTRAST/2 + + mainTex = lerp(mainTex, blend_height_smooth(mainTex, mainTex.a, tex1, BLEND_SOURCE.r * CONTRAST - CONTRAST_half + tex1.a + _VColorBlendOffset.x, _VColorBlendSmooth.x), saturate(BLEND_SOURCE.r * CONTRAST_half)); + mainTex = lerp(mainTex, blend_height_smooth(mainTex, mainTex.a, tex2, BLEND_SOURCE.g * CONTRAST - CONTRAST_half + tex2.a + _VColorBlendOffset.y, _VColorBlendSmooth.y), saturate(BLEND_SOURCE.g * CONTRAST_half)); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Ground.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Ground.shader.meta new file mode 100644 index 00000000..09026a42 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Ground.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7cf6e0bd6774e2a438d4701ceb5e6bae +timeCreated: 1573232354 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FTEXTURE_BLENDING,FTEXBLEND_HEIGHT,FBLEND_TEX1,FBLEND_TEX2,FSHADOW_HSV,FBYPASS_SPOT_FALLOFF,FRAMP_MAIN_LIGHTTYPE,FRAMP_SEPARATED,FTEXBLEND_VCOLORS,ffullforwardshadows,faddshadow,KSHADER_TARGET:3.0,KTEXBLEND_HEIGHT_CONTRAST:5.0,KBLEND_TEX1_CHNL:r,KBLEND_TEX2_CHNL:g,ch8145777F,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan.meta new file mode 100644 index 00000000..6620d973 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6caf635ba1fbe0344986e8d24ea806be +folderAsset: yes +timeCreated: 1510594991 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1 Skin.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1 Skin.shader new file mode 100644 index 00000000..897e75d2 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1 Skin.shader @@ -0,0 +1,191 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 1 Skin" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + [NoScaleOffset] _STexture ("Shadow Color Texture", 2D) = "white" {} + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + _DiffTint ("Diffuse Tint", Color) = (0.7,0.8,1,1) + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _STexture; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + fixed4 _DiffTint; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed3 ShadowColorTex; + fixed Rim; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir) * 0.5 + 0.5); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + //Shadow Color Texture + s.Albedo = lerp(s.ShadowColorTex.rgb, s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed3 wrappedLight = saturate(_DiffTint.rgb + saturate(dot(IN_NORMAL, lightDir))); + ramp *= wrappedLight; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + //Rim light mask + c.rgb += ndl * lightColor.rgb * atten * s.Rim * _RimColor.rgb * _RimColor.a; + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Shadow Color Texture + fixed4 shadowTex = tex2D(_STexture, IN.UV_MAINTEX); + o.ShadowColorTex = shadowTex.rgb; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Rim = rim; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1 Skin.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1 Skin.shader.meta new file mode 100644 index 00000000..f97919a5 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1 Skin.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bd82b774d19b574f843fa85d8fda6d8 +timeCreated: 1556702191 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FRIM,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FRIM_LIGHTMASK,FSHADOW_COLOR_TEX_LERP,FSHADOW_COLOR_TEX,FENABLE_WRAPPED_LIGHTING,FDIFFUSE_TINT,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_CHANNEL:.a,ch13E56C87,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1.shader new file mode 100644 index 00000000..812535e6 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1.shader @@ -0,0 +1,200 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 1" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + [NoScaleOffset] _STexture ("Shadow Color Texture", 2D) = "white" {} + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + _DiffTint ("Diffuse Tint", Color) = (0.7,0.8,1,1) + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + Cull Off + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _STexture; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + float vFace : VFACE; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + fixed4 _DiffTint; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed3 ShadowColorTex; + fixed Rim; + fixed DiffTintMask; + float vFace; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL.z *= (s.vFace < 0.5) ? -1.0 : 1.0; + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + //Shadow Color Texture + s.Albedo = lerp(s.ShadowColorTex.rgb, s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed3 wrappedLight = saturate(_DiffTint.rgb + saturate(dot(IN_NORMAL, lightDir))); + ramp = lerp(ramp, ramp * wrappedLight, s.DiffTintMask); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + //Rim light mask + c.rgb += ndl * lightColor.rgb * atten * s.Rim * _RimColor.rgb * _RimColor.a; + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Shadow Color Texture + fixed4 shadowTex = tex2D(_STexture, IN.UV_MAINTEX); + o.ShadowColorTex = shadowTex.rgb; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + o.DiffTintMask = mainTex.a; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Rim = rim; + + //VFace Register (backface lighting) + o.vFace = IN.vFace; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1.shader.meta new file mode 100644 index 00000000..23cd0c4a --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 1.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eecc3986d1c43554389f5eea2188c3e7 +timeCreated: 1555162969 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FRIM,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FRIM_LIGHTMASK,FSHADOW_COLOR_TEX_LERP,FSHADOW_COLOR_TEX,FDIFFUSE_TINT,FDIFFUSE_TINT_MASK,FCULL_OFF,FUSE_VFACE,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_MASK:mainTex,KDIFFUSE_TINT_CHANNEL:.a,ch87656ED0,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3 Skin.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3 Skin.shader new file mode 100644 index 00000000..831fab20 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3 Skin.shader @@ -0,0 +1,211 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 3 Skin" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + [Header(Shadow HSV)] + _Shadow_HSV_H ("Hue", Range(-360,360)) = 0 + _Shadow_HSV_S ("Saturation", Range(-1,1)) = 0 + _Shadow_HSV_V ("Value", Range(-1,1)) = 0 + [TCP2Separator] + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float _Shadow_HSV_H; + float _Shadow_HSV_S; + float _Shadow_HSV_V; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + }; + + //================================================================ + // HSV HELPERS + // source: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl + + float3 rgb2hsv(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsv2rgb(float3 c) + { + c.g = max(c.g, 0.0); //make sure that saturation value is positive + float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); + } + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir) * 0.5 + 0.5); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + + //Shadow Hsv + float3 albedoHsv = rgb2hsv(s.Albedo.rgb); + albedoHsv += float3(_Shadow_HSV_H/360,_Shadow_HSV_S,_Shadow_HSV_V); + s.Albedo = lerp(hsv2rgb(albedoHsv), s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Emission += (_RimColor.rgb * rim) * _RimColor.a; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3 Skin.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3 Skin.shader.meta new file mode 100644 index 00000000..b6f584f4 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3 Skin.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f1c53f19be3ea6c46b50ce448ab7c26d +timeCreated: 1556702205 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSHADOW_HSV,FRIM,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FENABLE_WRAPPED_LIGHTING,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_CHANNEL:.a,chD8DE5ED1,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3.shader new file mode 100644 index 00000000..9e60cced --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3.shader @@ -0,0 +1,218 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 3" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + [Header(Shadow HSV)] + _Shadow_HSV_H ("Hue", Range(-360,360)) = 0 + _Shadow_HSV_S ("Saturation", Range(-1,1)) = 0 + _Shadow_HSV_V ("Value", Range(-1,1)) = 0 + [TCP2Separator] + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + Cull Off + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float _Shadow_HSV_H; + float _Shadow_HSV_S; + float _Shadow_HSV_V; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + float vFace : VFACE; + }; + + //================================================================ + // HSV HELPERS + // source: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl + + float3 rgb2hsv(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsv2rgb(float3 c) + { + c.g = max(c.g, 0.0); //make sure that saturation value is positive + float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); + } + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + float vFace; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL.z *= (s.vFace < 0.5) ? -1.0 : 1.0; + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + + //Shadow Hsv + float3 albedoHsv = rgb2hsv(s.Albedo.rgb); + albedoHsv += float3(_Shadow_HSV_H/360,_Shadow_HSV_S,_Shadow_HSV_V); + s.Albedo = lerp(hsv2rgb(albedoHsv), s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Emission += (_RimColor.rgb * rim) * _RimColor.a; + + //VFace Register (backface lighting) + o.vFace = IN.vFace; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3.shader.meta new file mode 100644 index 00000000..9831c4f5 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 3.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bd061c33e61d2e74aabbe0a2d3a5e688 +timeCreated: 1556702198 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSHADOW_HSV,FRIM,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FCULL_OFF,FUSE_VFACE,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_CHANNEL:.a,ch2CAC2CE4,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4 Skin.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4 Skin.shader new file mode 100644 index 00000000..d425de58 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4 Skin.shader @@ -0,0 +1,151 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 4 Skin" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + [NoScaleOffset] _STexture ("Shadow Color Texture", 2D) = "white" {} + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [TCP2Gradient] _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _STexture; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + sampler2D _Ramp; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed3 ShadowColorTex; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir) * 0.5 + 0.5); + #define NDL ndl + + + #define RAMP_TEXTURE _Ramp + + fixed3 ramp = tex2D(RAMP_TEXTURE, fixed2(NDL,NDL)).rgb; + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + //Shadow Color Texture + s.Albedo = lerp(s.ShadowColorTex.rgb, s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Shadow Color Texture + fixed4 shadowTex = tex2D(_STexture, IN.UV_MAINTEX); + o.ShadowColorTex = shadowTex.rgb; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4 Skin.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4 Skin.shader.meta new file mode 100644 index 00000000..c55cf9ad --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4 Skin.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea23b4ebe57654d478cbcfcef9020a85 +timeCreated: 1556702222 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSPECULAR_MASK,FMASK_MAINTEX,FRIM_LIGHTMASK,FSHADOW_COLOR_TEX_LERP,FSHADOW_COLOR_TEX,FENABLE_WRAPPED_LIGHTING,FTEXTURE_RAMP,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_CHANNEL:.a,chF9F8E090,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4.shader new file mode 100644 index 00000000..ddbea330 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4.shader @@ -0,0 +1,333 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 4" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + [NoScaleOffset] _STexture ("Shadow Color Texture", 2D) = "white" {} + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [TCP2Gradient] _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} + [TCP2Separator] + + [TCP2HeaderHelp(OUTLINE, Outline)] + //OUTLINE + _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0) + _Outline ("Outline Width", Float) = 1 + + //Outline Textured + [Toggle(TCP2_OUTLINE_TEXTURED)] _EnableTexturedOutline ("Color from Texture", Float) = 0 + [TCP2KeywordFilter(TCP2_OUTLINE_TEXTURED)] _TexLod ("Texture LOD", Range(0,10)) = 5 + + //Constant-size outline + [Toggle(TCP2_OUTLINE_CONST_SIZE)] _EnableConstSizeOutline ("Constant Size Outline", Float) = 0 + + //ZSmooth + [Toggle(TCP2_ZSMOOTH_ON)] _EnableZSmooth ("Correct Z Artefacts", Float) = 0 + //Z Correction & Offset + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _ZSmooth ("Z Correction", Range(-3.0,3.0)) = -0.5 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset1 ("Z Offset 1", Float) = 0 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset2 ("Z Offset 2", Float) = 0 + + //This property will be ignored and will draw the custom normals GUI instead + [TCP2OutlineNormalsGUI] __outline_gui_dummy__ ("_unused_", Float) = 0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + //================================================================ + // OUTLINE INCLUDE + + CGINCLUDE + + #include "UnityCG.cginc" + + struct a2v + { + float4 vertex : POSITION; + float3 normal : NORMAL; + #if TCP2_OUTLINE_TEXTURED + float3 texcoord : TEXCOORD0; + #endif + #if TCP2_COLORS_AS_NORMALS + float4 color : COLOR; + #endif + #if TCP2_UV2_AS_NORMALS + float2 uv2 : TEXCOORD1; + #endif + #if TCP2_TANGENT_AS_NORMALS + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + struct v2f + { + float4 pos : SV_POSITION; + #if TCP2_OUTLINE_TEXTURED + float3 texlod : TEXCOORD1; + #endif + }; + + float _Outline; + float _ZSmooth; + fixed4 _OutlineColor; + + #if TCP2_OUTLINE_TEXTURED + sampler2D _MainTex; + float4 _MainTex_ST; + float _TexLod; + #endif + + #define OUTLINE_WIDTH _Outline + + v2f TCP2_Outline_Vert(a2v v) + { + v2f o; + + #if UNITY_VERSION >= 550 + //GPU instancing support + UNITY_SETUP_INSTANCE_ID(v); + #endif + + + #if TCP2_ZSMOOTH_ON + float4 pos = float4(UnityObjectToViewPos(v.vertex), 1.0); + #endif + + #ifdef TCP2_COLORS_AS_NORMALS + //Vertex Color for Normals + float3 normal = (v.color.xyz*2) - 1; + #elif TCP2_TANGENT_AS_NORMALS + //Tangent for Normals + float3 normal = v.tangent.xyz; + #elif TCP2_UV2_AS_NORMALS + //UV2 for Normals + float3 n; + //unpack uv2 + v.uv2.x = v.uv2.x * 255.0/16.0; + n.x = floor(v.uv2.x) / 15.0; + n.y = frac(v.uv2.x) * 16.0 / 15.0; + //get z + n.z = v.uv2.y; + //transform + n = n*2 - 1; + float3 normal = n; + #else + float3 normal = v.normal; + #endif + + #if TCP2_ZSMOOTH_ON + //Correct Z artefacts + normal = UnityObjectToViewPos(normal); + normal.z = -_ZSmooth; + #endif + + #ifdef TCP2_OUTLINE_CONST_SIZE + //Camera-independent outline size + float dist = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex)); + #define SIZE dist + #else + #define SIZE 1.0 + #endif + + #if TCP2_ZSMOOTH_ON + o.pos = mul(UNITY_MATRIX_P, pos + float4(normalize(normal),0) * OUTLINE_WIDTH * 0.01 * SIZE); + #else + o.pos = UnityObjectToClipPos(v.vertex + float4(normal,0) * OUTLINE_WIDTH * 0.01 * SIZE); + #endif + + #if TCP2_OUTLINE_TEXTURED + half2 uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.texlod = tex2Dlod(_MainTex, float4(uv, 0, _TexLod)).rgb; + #endif + + return o; + } + + #define OUTLINE_COLOR _OutlineColor + + float4 TCP2_Outline_Frag (v2f IN) : SV_Target + { + #if TCP2_OUTLINE_TEXTURED + return float4(IN.texlod, 1) * OUTLINE_COLOR; + #else + return OUTLINE_COLOR; + #endif + } + + ENDCG + + // OUTLINE INCLUDE END + //================================================================ + + Tags { "RenderType"="Opaque" } + Cull Off + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _STexture; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float vFace : VFACE; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + sampler2D _Ramp; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed3 ShadowColorTex; + float vFace; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL.z *= (s.vFace < 0.5) ? -1.0 : 1.0; + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + + #define RAMP_TEXTURE _Ramp + + fixed3 ramp = tex2D(RAMP_TEXTURE, fixed2(NDL,NDL)).rgb; + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + //Shadow Color Texture + s.Albedo = lerp(s.ShadowColorTex.rgb, s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Shadow Color Texture + fixed4 shadowTex = tex2D(_STexture, IN.UV_MAINTEX); + o.ShadowColorTex = shadowTex.rgb; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //VFace Register (backface lighting) + o.vFace = IN.vFace; + } + + ENDCG + + //Outline + Pass + { + Cull Front + Offset [_Offset1],[_Offset2] + + Tags { "LightMode"="ForwardBase" "IgnoreProjectors"="True" } + + CGPROGRAM + + #pragma vertex TCP2_Outline_Vert + #pragma fragment TCP2_Outline_Frag + + #pragma multi_compile TCP2_NONE TCP2_ZSMOOTH_ON + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_CONST_SIZE + #pragma multi_compile TCP2_NONE TCP2_COLORS_AS_NORMALS TCP2_TANGENT_AS_NORMALS TCP2_UV2_AS_NORMALS + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_TEXTURED + #pragma multi_compile_instancing + + + #pragma target 3.0 + + ENDCG + } + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4.shader.meta new file mode 100644 index 00000000..a45ea9e9 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 4.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 83ad50680030fc84c94a33a93a3a6f0c +timeCreated: 1556702215 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSPECULAR_MASK,FMASK_MAINTEX,FRIM_LIGHTMASK,FSHADOW_COLOR_TEX_LERP,FSHADOW_COLOR_TEX,FDIFFUSE_TINT_MASK,FTEXTURE_RAMP,FOUTLINE,FUSE_VFACE,FCULL_OFF,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_MASK:mainTex,KDIFFUSE_TINT_CHANNEL:.a,ch115A2D28,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5 Skin.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5 Skin.shader new file mode 100644 index 00000000..5b0b9d4d --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5 Skin.shader @@ -0,0 +1,448 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 5 Skin" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + [NoScaleOffset] _STexture ("Shadow Color Texture", 2D) = "white" {} + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + [TCP2HeaderHelp(SKETCH, Sketch)] + //SKETCH + _SketchTex ("Sketch (Alpha)", 2D) = "white" {} + _SketchColor ("Sketch Color", Color) = (0,0,0,1) + _SketchSpeed ("Sketch Anim Speed", Range(1.1, 10)) = 6 + [TCP2Separator] + + [TCP2HeaderHelp(OUTLINE, Outline)] + //OUTLINE + _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0) + _Outline ("Outline Width", Float) = 1 + + //Outline Textured + [Toggle(TCP2_OUTLINE_TEXTURED)] _EnableTexturedOutline ("Color from Texture", Float) = 0 + [TCP2KeywordFilter(TCP2_OUTLINE_TEXTURED)] _TexLod ("Texture LOD", Range(0,10)) = 5 + + //Constant-size outline + [Toggle(TCP2_OUTLINE_CONST_SIZE)] _EnableConstSizeOutline ("Constant Size Outline", Float) = 0 + + //ZSmooth + [Toggle(TCP2_ZSMOOTH_ON)] _EnableZSmooth ("Correct Z Artefacts", Float) = 0 + //Z Correction & Offset + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _ZSmooth ("Z Correction", Range(-3.0,3.0)) = -0.5 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset1 ("Z Offset 1", Float) = 0 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset2 ("Z Offset 2", Float) = 0 + + //This property will be ignored and will draw the custom normals GUI instead + [TCP2OutlineNormalsGUI] __outline_gui_dummy__ ("_unused_", Float) = 0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + //================================================================ + // OUTLINE INCLUDE + + CGINCLUDE + + #include "UnityCG.cginc" + + struct a2v + { + float4 vertex : POSITION; + float3 normal : NORMAL; + #if TCP2_OUTLINE_TEXTURED + float3 texcoord : TEXCOORD0; + #endif + #if TCP2_COLORS_AS_NORMALS + float4 color : COLOR; + #endif + #if TCP2_UV2_AS_NORMALS + float2 uv2 : TEXCOORD1; + #endif + #if TCP2_TANGENT_AS_NORMALS + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + struct v2f + { + float4 pos : SV_POSITION; + #if TCP2_OUTLINE_TEXTURED + float3 texlod : TEXCOORD1; + #endif + }; + + float _Outline; + float _ZSmooth; + fixed4 _OutlineColor; + + #if TCP2_OUTLINE_TEXTURED + sampler2D _MainTex; + float4 _MainTex_ST; + float _TexLod; + #endif + + #define OUTLINE_WIDTH _Outline + + v2f TCP2_Outline_Vert(a2v v) + { + v2f o; + + #if UNITY_VERSION >= 550 + //GPU instancing support + UNITY_SETUP_INSTANCE_ID(v); + #endif + + + #if TCP2_ZSMOOTH_ON + float4 pos = float4(UnityObjectToViewPos(v.vertex), 1.0); + #endif + + #ifdef TCP2_COLORS_AS_NORMALS + //Vertex Color for Normals + float3 normal = (v.color.xyz*2) - 1; + #elif TCP2_TANGENT_AS_NORMALS + //Tangent for Normals + float3 normal = v.tangent.xyz; + #elif TCP2_UV2_AS_NORMALS + //UV2 for Normals + float3 n; + //unpack uv2 + v.uv2.x = v.uv2.x * 255.0/16.0; + n.x = floor(v.uv2.x) / 15.0; + n.y = frac(v.uv2.x) * 16.0 / 15.0; + //get z + n.z = v.uv2.y; + //transform + n = n*2 - 1; + float3 normal = n; + #else + float3 normal = v.normal; + #endif + + #if TCP2_ZSMOOTH_ON + //Correct Z artefacts + normal = UnityObjectToViewPos(normal); + normal.z = -_ZSmooth; + #endif + + #ifdef TCP2_OUTLINE_CONST_SIZE + //Camera-independent outline size + float dist = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex)); + #define SIZE dist + #else + #define SIZE 1.0 + #endif + + #if TCP2_ZSMOOTH_ON + o.pos = mul(UNITY_MATRIX_P, pos + float4(normalize(normal),0) * OUTLINE_WIDTH * 0.01 * SIZE); + #else + o.pos = UnityObjectToClipPos(v.vertex + float4(normal,0) * OUTLINE_WIDTH * 0.01 * SIZE); + #endif + + #if TCP2_OUTLINE_TEXTURED + half2 uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.texlod = tex2Dlod(_MainTex, float4(uv, 0, _TexLod)).rgb; + #endif + + return o; + } + + #define OUTLINE_COLOR _OutlineColor + + float4 TCP2_Outline_Frag (v2f IN) : SV_Target + { + #if TCP2_OUTLINE_TEXTURED + return float4(IN.texlod, 1) * OUTLINE_COLOR; + #else + return OUTLINE_COLOR; + #endif + } + + ENDCG + + // OUTLINE INCLUDE END + //================================================================ + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows vertex:vert exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _STexture; + fixed _SketchSpeed; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + fixed4 _Random; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + half4 sketchUv; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + sampler2D _SketchTex; + float4 _SketchTex_ST; + half4 _SketchColor; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed3 ShadowColorTex; + half2 ScreenUVs; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir) * 0.5 + 0.5); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + //Sketch + #define SKETCH_RGB sketchRgb + fixed sketch = tex2D(_SketchTex, s.ScreenUVs).a; + sketch = lerp(sketch, 1, ramp); //Regular sketch overlay + half3 sketchRgb = lerp(_SketchColor, half3(1,1,1), sketch); + //Shadow Color Texture + s.Albedo = lerp(s.ShadowColorTex.rgb, s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + c.rgb *= SKETCH_RGB; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //Adjust screen UVs relative to object to prevent screen door effect + inline void ObjSpaceUVOffset(inout float2 screenUV, in float screenRatio) + { + // UNITY_MATRIX_P._m11 = Camera FOV + float4 objPos = float4(-UNITY_MATRIX_T_MV[3].x * screenRatio * UNITY_MATRIX_P._m11, -UNITY_MATRIX_T_MV[3].y * UNITY_MATRIX_P._m11, UNITY_MATRIX_T_MV[3].z, UNITY_MATRIX_T_MV[3].w); + + float offsetFactorX = 0.5; + float offsetFactorY = offsetFactorX * screenRatio; + offsetFactorX *= _SketchTex_ST.x; + offsetFactorY *= _SketchTex_ST.y; + + if (unity_OrthoParams.w < 1) //don't scale with orthographic camera + { + //adjust uv scale + screenUV -= float2(offsetFactorX, offsetFactorY); + screenUV *= objPos.z; //scale with cam distance + screenUV += float2(offsetFactorX, offsetFactorY); + + // sign(UNITY_MATRIX_P[1].y) is different in Scene and Game views + screenUV.x -= objPos.x * offsetFactorX * sign(UNITY_MATRIX_P[1].y); + screenUV.y -= objPos.y * offsetFactorY * sign(UNITY_MATRIX_P[1].y); + } + else + { + // sign(UNITY_MATRIX_P[1].y) is different in Scene and Game views + screenUV.x += objPos.x * offsetFactorX * sign(UNITY_MATRIX_P[1].y); + screenUV.y += objPos.y * offsetFactorY * sign(UNITY_MATRIX_P[1].y); + } + } + + //Vertex input + struct appdata_tcp2 + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + //================================================================ + // VERTEX FUNCTION + + void vert(inout appdata_tcp2 v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + + //Sketch + float4 pos = UnityObjectToClipPos(v.vertex); + o.sketchUv = ComputeScreenPos(pos); + o.sketchUv.xy = TRANSFORM_TEX(o.sketchUv, _SketchTex); + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Shadow Color Texture + fixed4 shadowTex = tex2D(_STexture, IN.UV_MAINTEX); + o.ShadowColorTex = shadowTex.rgb; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Sketch + float2 screenUV = IN.sketchUv.xy / IN.sketchUv.w; + float screenRatio = _ScreenParams.y / _ScreenParams.x; + screenUV.y *= screenRatio; + ObjSpaceUVOffset(screenUV, screenRatio); + _Random.x = round(_Time.z * _SketchSpeed) / _SketchSpeed; + _Random.y = -round(_Time.z * _SketchSpeed) / _SketchSpeed; + screenUV.xy += frac(_Random.xy); + o.ScreenUVs = screenUV; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Albedo = lerp(o.Albedo.rgb, _RimColor.rgb, rim * _RimColor.a); + o.ShadowColorTex = lerp(o.ShadowColorTex.rgb, _RimColor.rgb, rim * _RimColor.a); + } + + ENDCG + + //Outline + Pass + { + Cull Front + Offset [_Offset1],[_Offset2] + + Tags { "LightMode"="ForwardBase" "IgnoreProjectors"="True" } + + CGPROGRAM + + #pragma vertex TCP2_Outline_Vert + #pragma fragment TCP2_Outline_Frag + + #pragma multi_compile TCP2_NONE TCP2_ZSMOOTH_ON + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_CONST_SIZE + #pragma multi_compile TCP2_NONE TCP2_COLORS_AS_NORMALS TCP2_TANGENT_AS_NORMALS TCP2_UV2_AS_NORMALS + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_TEXTURED + #pragma multi_compile_instancing + + + #pragma target 3.0 + + ENDCG + } + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5 Skin.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5 Skin.shader.meta new file mode 100644 index 00000000..494d62cd --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5 Skin.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d9b5104efdb2d6743b329b68d42640dd +timeCreated: 1556702235 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FSHADOW_COLOR_TEX_LERP,FSHADOW_COLOR_TEX,FENABLE_WRAPPED_LIGHTING,FSKETCH,FSKETCH_ANIM,FRIM_OUTLINE,FSKETCH_COLOR,FOUTLINE,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_CHANNEL:.a,ch7E4C43F3,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5.shader new file mode 100644 index 00000000..06dd7786 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5.shader @@ -0,0 +1,455 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 5" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + [NoScaleOffset] _STexture ("Shadow Color Texture", 2D) = "white" {} + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + [TCP2HeaderHelp(SKETCH, Sketch)] + //SKETCH + _SketchTex ("Sketch (Alpha)", 2D) = "white" {} + _SketchColor ("Sketch Color", Color) = (0,0,0,1) + _SketchSpeed ("Sketch Anim Speed", Range(1.1, 10)) = 6 + [TCP2Separator] + + [TCP2HeaderHelp(OUTLINE, Outline)] + //OUTLINE + _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0) + _Outline ("Outline Width", Float) = 1 + + //Outline Textured + [Toggle(TCP2_OUTLINE_TEXTURED)] _EnableTexturedOutline ("Color from Texture", Float) = 0 + [TCP2KeywordFilter(TCP2_OUTLINE_TEXTURED)] _TexLod ("Texture LOD", Range(0,10)) = 5 + + //Constant-size outline + [Toggle(TCP2_OUTLINE_CONST_SIZE)] _EnableConstSizeOutline ("Constant Size Outline", Float) = 0 + + //ZSmooth + [Toggle(TCP2_ZSMOOTH_ON)] _EnableZSmooth ("Correct Z Artefacts", Float) = 0 + //Z Correction & Offset + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _ZSmooth ("Z Correction", Range(-3.0,3.0)) = -0.5 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset1 ("Z Offset 1", Float) = 0 + [TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset2 ("Z Offset 2", Float) = 0 + + //This property will be ignored and will draw the custom normals GUI instead + [TCP2OutlineNormalsGUI] __outline_gui_dummy__ ("_unused_", Float) = 0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + //================================================================ + // OUTLINE INCLUDE + + CGINCLUDE + + #include "UnityCG.cginc" + + struct a2v + { + float4 vertex : POSITION; + float3 normal : NORMAL; + #if TCP2_OUTLINE_TEXTURED + float3 texcoord : TEXCOORD0; + #endif + #if TCP2_COLORS_AS_NORMALS + float4 color : COLOR; + #endif + #if TCP2_UV2_AS_NORMALS + float2 uv2 : TEXCOORD1; + #endif + #if TCP2_TANGENT_AS_NORMALS + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + struct v2f + { + float4 pos : SV_POSITION; + #if TCP2_OUTLINE_TEXTURED + float3 texlod : TEXCOORD1; + #endif + }; + + float _Outline; + float _ZSmooth; + fixed4 _OutlineColor; + + #if TCP2_OUTLINE_TEXTURED + sampler2D _MainTex; + float4 _MainTex_ST; + float _TexLod; + #endif + + #define OUTLINE_WIDTH _Outline + + v2f TCP2_Outline_Vert(a2v v) + { + v2f o; + + #if UNITY_VERSION >= 550 + //GPU instancing support + UNITY_SETUP_INSTANCE_ID(v); + #endif + + + #if TCP2_ZSMOOTH_ON + float4 pos = float4(UnityObjectToViewPos(v.vertex), 1.0); + #endif + + #ifdef TCP2_COLORS_AS_NORMALS + //Vertex Color for Normals + float3 normal = (v.color.xyz*2) - 1; + #elif TCP2_TANGENT_AS_NORMALS + //Tangent for Normals + float3 normal = v.tangent.xyz; + #elif TCP2_UV2_AS_NORMALS + //UV2 for Normals + float3 n; + //unpack uv2 + v.uv2.x = v.uv2.x * 255.0/16.0; + n.x = floor(v.uv2.x) / 15.0; + n.y = frac(v.uv2.x) * 16.0 / 15.0; + //get z + n.z = v.uv2.y; + //transform + n = n*2 - 1; + float3 normal = n; + #else + float3 normal = v.normal; + #endif + + #if TCP2_ZSMOOTH_ON + //Correct Z artefacts + normal = UnityObjectToViewPos(normal); + normal.z = -_ZSmooth; + #endif + + #ifdef TCP2_OUTLINE_CONST_SIZE + //Camera-independent outline size + float dist = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex)); + #define SIZE dist + #else + #define SIZE 1.0 + #endif + + #if TCP2_ZSMOOTH_ON + o.pos = mul(UNITY_MATRIX_P, pos + float4(normalize(normal),0) * OUTLINE_WIDTH * 0.01 * SIZE); + #else + o.pos = UnityObjectToClipPos(v.vertex + float4(normal,0) * OUTLINE_WIDTH * 0.01 * SIZE); + #endif + + #if TCP2_OUTLINE_TEXTURED + half2 uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.texlod = tex2Dlod(_MainTex, float4(uv, 0, _TexLod)).rgb; + #endif + + return o; + } + + #define OUTLINE_COLOR _OutlineColor + + float4 TCP2_Outline_Frag (v2f IN) : SV_Target + { + #if TCP2_OUTLINE_TEXTURED + return float4(IN.texlod, 1) * OUTLINE_COLOR; + #else + return OUTLINE_COLOR; + #endif + } + + ENDCG + + // OUTLINE INCLUDE END + //================================================================ + + Tags { "RenderType"="Opaque" } + Cull Off + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows vertex:vert exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _STexture; + fixed _SketchSpeed; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + fixed4 _Random; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + half4 sketchUv; + float vFace : VFACE; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + sampler2D _SketchTex; + float4 _SketchTex_ST; + half4 _SketchColor; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed3 ShadowColorTex; + half2 ScreenUVs; + float vFace; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL.z *= (s.vFace < 0.5) ? -1.0 : 1.0; + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + //Sketch + #define SKETCH_RGB sketchRgb + fixed sketch = tex2D(_SketchTex, s.ScreenUVs).a; + sketch = lerp(sketch, 1, ramp); //Regular sketch overlay + half3 sketchRgb = lerp(_SketchColor, half3(1,1,1), sketch); + //Shadow Color Texture + s.Albedo = lerp(s.ShadowColorTex.rgb, s.Albedo, ramp); + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + c.rgb = max((1.0 - ((1.0 - c.rgb) / SKETCH_RGB)), 0.0); + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //Adjust screen UVs relative to object to prevent screen door effect + inline void ObjSpaceUVOffset(inout float2 screenUV, in float screenRatio) + { + // UNITY_MATRIX_P._m11 = Camera FOV + float4 objPos = float4(-UNITY_MATRIX_T_MV[3].x * screenRatio * UNITY_MATRIX_P._m11, -UNITY_MATRIX_T_MV[3].y * UNITY_MATRIX_P._m11, UNITY_MATRIX_T_MV[3].z, UNITY_MATRIX_T_MV[3].w); + + float offsetFactorX = 0.5; + float offsetFactorY = offsetFactorX * screenRatio; + offsetFactorX *= _SketchTex_ST.x; + offsetFactorY *= _SketchTex_ST.y; + + if (unity_OrthoParams.w < 1) //don't scale with orthographic camera + { + //adjust uv scale + screenUV -= float2(offsetFactorX, offsetFactorY); + screenUV *= objPos.z; //scale with cam distance + screenUV += float2(offsetFactorX, offsetFactorY); + + // sign(UNITY_MATRIX_P[1].y) is different in Scene and Game views + screenUV.x -= objPos.x * offsetFactorX * sign(UNITY_MATRIX_P[1].y); + screenUV.y -= objPos.y * offsetFactorY * sign(UNITY_MATRIX_P[1].y); + } + else + { + // sign(UNITY_MATRIX_P[1].y) is different in Scene and Game views + screenUV.x += objPos.x * offsetFactorX * sign(UNITY_MATRIX_P[1].y); + screenUV.y += objPos.y * offsetFactorY * sign(UNITY_MATRIX_P[1].y); + } + } + + //Vertex input + struct appdata_tcp2 + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + //================================================================ + // VERTEX FUNCTION + + void vert(inout appdata_tcp2 v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + + //Sketch + float4 pos = UnityObjectToClipPos(v.vertex); + o.sketchUv = ComputeScreenPos(pos); + o.sketchUv.xy = TRANSFORM_TEX(o.sketchUv, _SketchTex); + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Shadow Color Texture + fixed4 shadowTex = tex2D(_STexture, IN.UV_MAINTEX); + o.ShadowColorTex = shadowTex.rgb; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Sketch + float2 screenUV = IN.sketchUv.xy / IN.sketchUv.w; + float screenRatio = _ScreenParams.y / _ScreenParams.x; + screenUV.y *= screenRatio; + ObjSpaceUVOffset(screenUV, screenRatio); + _Random.x = round(_Time.z * _SketchSpeed) / _SketchSpeed; + _Random.y = -round(_Time.z * _SketchSpeed) / _SketchSpeed; + screenUV.xy += frac(_Random.xy); + o.ScreenUVs = screenUV; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Albedo = lerp(o.Albedo.rgb, _RimColor.rgb, rim * _RimColor.a); + o.ShadowColorTex = lerp(o.ShadowColorTex.rgb, _RimColor.rgb, rim * _RimColor.a); + + //VFace Register (backface lighting) + o.vFace = IN.vFace; + } + + ENDCG + + //Outline + Pass + { + Cull Front + Offset [_Offset1],[_Offset2] + + Tags { "LightMode"="ForwardBase" "IgnoreProjectors"="True" } + + CGPROGRAM + + #pragma vertex TCP2_Outline_Vert + #pragma fragment TCP2_Outline_Frag + + #pragma multi_compile TCP2_NONE TCP2_ZSMOOTH_ON + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_CONST_SIZE + #pragma multi_compile TCP2_NONE TCP2_COLORS_AS_NORMALS TCP2_TANGENT_AS_NORMALS TCP2_UV2_AS_NORMALS + #pragma multi_compile TCP2_NONE TCP2_OUTLINE_TEXTURED + #pragma multi_compile_instancing + + + #pragma target 3.0 + + ENDCG + } + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5.shader.meta new file mode 100644 index 00000000..046e2c88 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 5.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cf803be647d5ad64ea11120766369bd9 +timeCreated: 1556702228 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FSHADOW_COLOR_TEX_LERP,FSHADOW_COLOR_TEX,FCULL_OFF,FUSE_VFACE,FRIM_OUTLINE,FSKETCH,FSKETCH_ANIM,FSKETCH_COLORBURN,FSKETCH_COLOR,FOUTLINE,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_CHANNEL:.a,chE812C0CF,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6 Skin.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6 Skin.shader new file mode 100644 index 00000000..de69d0c5 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6 Skin.shader @@ -0,0 +1,197 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 6 Skin" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + _DiffTint ("Diffuse Tint", Color) = (0.7,0.8,1,1) + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + [Header(HSV Controls)] + [Header(Main Texture)] + _HSV_H ("Hue", Range(-360,360)) = 0 + _HSV_S ("Saturation", Range(-1,1)) = 0 + _HSV_V ("Value", Range(-1,1)) = 0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float _HSV_H; + float _HSV_S; + float _HSV_V; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + }; + + //================================================================ + // HSV HELPERS + // source: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl + + float3 rgb2hsv(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsv2rgb(float3 c) + { + c.g = max(c.g, 0.0); //make sure that saturation value is positive + float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); + } + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + fixed4 _DiffTint; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir) * 0.5 + 0.5); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed3 wrappedLight = saturate(_DiffTint.rgb + saturate(dot(IN_NORMAL, lightDir))); + ramp *= wrappedLight; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Hsv + float3 mainTexHSV = rgb2hsv(mainTex.rgb); + mainTexHSV += float3(_HSV_H/360,_HSV_S,_HSV_V); + mainTex.rgb = lerp(mainTex.rgb, hsv2rgb(mainTexHSV), mainTex.a); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6 Skin.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6 Skin.shader.meta new file mode 100644 index 00000000..e2b70221 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6 Skin.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6c12b195382e1774bb4ecf6b1b0243b0 +timeCreated: 1556702249 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FRIM_LIGHTMASK,FENABLE_WRAPPED_LIGHTING,FDIFFUSE_TINT,FHSV_CONTROLS,FHSV_MASK,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_CHANNEL:.a,KHSV_MASK:mainTex,KHSV_MASK_CHANNEL:.a,ch86049583,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6.shader new file mode 100644 index 00000000..c72ac31e --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6.shader @@ -0,0 +1,199 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/UnityChan/Style 6" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + _DiffTint ("Diffuse Tint", Color) = (0.7,0.8,1,1) + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + [Header(Main Directional Light)] + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [Header(Other Lights)] + _RampThresholdOtherLights ("Threshold", Range(0,1)) = 0.5 + _RampSmoothOtherLights ("Smoothing", Range(0.001,1)) = 0.5 + [Space] + [TCP2Separator] + [Header(HSV Controls)] + [Header(Main Texture)] + _HSV_H ("Hue", Range(-360,360)) = 0 + _HSV_S ("Saturation", Range(-1,1)) = 0 + _HSV_V ("Value", Range(-1,1)) = 0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float _HSV_H; + float _HSV_S; + float _HSV_V; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + }; + + //================================================================ + // HSV HELPERS + // source: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl + + float3 rgb2hsv(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); + float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + + float3 hsv2rgb(float3 c) + { + c.g = max(c.g, 0.0); //make sure that saturation value is positive + float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); + } + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + half _RampThresholdOtherLights; + half _RampSmoothOtherLights; + fixed4 _DiffTint; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed DiffTintMask; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #if defined(UNITY_PASS_FORWARDBASE) + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + #else + #define RAMP_THRESHOLD _RampThresholdOtherLights + #define RAMP_SMOOTH _RampSmoothOtherLights + #endif + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed3 wrappedLight = saturate(_DiffTint.rgb + saturate(dot(IN_NORMAL, lightDir))); + ramp = lerp(ramp, ramp * wrappedLight, s.DiffTintMask); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Hsv + float3 mainTexHSV = rgb2hsv(mainTex.rgb); + mainTexHSV += float3(_HSV_H/360,_HSV_S,_HSV_V); + mainTex.rgb = hsv2rgb(mainTexHSV); + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + o.DiffTintMask = mainTex.a; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6.shader.meta new file mode 100644 index 00000000..24c795cf --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnityChan/Style 6.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f8e47db22fa222a419a8190c0d9cac31 +timeCreated: 1556702242 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FSPECULAR_MASK,FMASK_MAINTEX,FRAMP_MAIN_OTHER,FRAMP_SEPARATED,FRIM_LIGHTMASK,FDIFFUSE_TINT,FDIFFUSE_TINT_MASK,FHSV_CONTROLS,faddshadow,ffullforwardshadows,KSHADER_TARGET:3.0,KSPEC_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KDIFFUSE_TINT_MASK:mainTex,KDIFFUSE_TINT_CHANNEL:.a,KHSV_MASK_CHANNEL:.a,ch82343983,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnlitVertexColorsTransparent.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnlitVertexColorsTransparent.shader new file mode 100644 index 00000000..762ece01 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnlitVertexColorsTransparent.shader @@ -0,0 +1,54 @@ +Shader "Toony Colors Pro 2/Examples/Cat Demo/Unlit Vertex Colors Transparent" +{ + Properties + { + _Color ("Color", Color) = (1,1,1,1) + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue"="Transparent" } + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + }; + + struct v2f + { + UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + float4 color : COLOR; + }; + + float4 _Color; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.color = v.color; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + float4 col = i.color * _Color; + UNITY_APPLY_FOG_COLOR(i.fogCoord, col, float4(col.rgb, 0)); + return col; + } + ENDCG + } + } +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnlitVertexColorsTransparent.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnlitVertexColorsTransparent.shader.meta new file mode 100644 index 00000000..8c6995ae --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/UnlitVertexColorsTransparent.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c51388fd201615c4ba0761fd04d184f0 +timeCreated: 1510669567 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Emissive.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Emissive.shader new file mode 100644 index 00000000..035f3ada --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Emissive.shader @@ -0,0 +1,162 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Vertex Colors Emissive" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [TCP2Separator] + + [TCP2HeaderHelp(EMISSION, Emission)] + [HDR] _EmissionColor ("Emission Color", Color) = (1,1,1,1.0) + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom fullforwardshadows addshadow exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + half4 _EmissionColor; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float4 color : COLOR; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + #define vcolors IN.color + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Vertex Colors + float4 vertexColors = IN.color; + mainTex *= vertexColors; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Emission + half3 emissiveColor = half3(1,1,1); + emissiveColor *= mainTex.rgb * vcolors.a; + emissiveColor *= _EmissionColor.rgb * _EmissionColor.a; + o.Emission += emissiveColor; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Emissive.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Emissive.shader.meta new file mode 100644 index 00000000..2cea32ca --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Emissive.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a9cf457341733da4c894f5668fd17edc +timeCreated: 1549374318 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FVCOLORS,FVCOLORS_MASK,FEMISSION,FEMISSION_COLOR,FEMISSION_COLOR_HDR,ffullforwardshadows,faddshadow,KSHADER_TARGET:3.0,KEMISSION_MASK:vcolors,KEMISSION_MASK_CHANNEL:.a,ch3A818388,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Specular.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Specular.shader new file mode 100644 index 00000000..f4a80015 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Specular.shader @@ -0,0 +1,241 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Vertex Colors Specular" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [TCP2Separator] + + [TCP2HeaderHelp(EMISSION, Emission)] + [HDR] _EmissionColor ("Emission Color", Color) = (1,1,1,1.0) + [TCP2Separator] + + [TCP2HeaderHelp(SPECULAR, Specular)] + //SPECULAR + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Smoothness ("Roughness", Range(0,1)) = 0.5 + [TCP2Separator] + + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,2)) = 0.5 + _RimMax ("Rim Max", Range(0,2)) = 1.0 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom fullforwardshadows addshadow exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + half4 _EmissionColor; + fixed _Smoothness; + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + float4 _RimDir; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float3 viewDir; + float4 color : COLOR; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + + //Specular help functions (from UnityStandardBRDF.cginc) + inline half3 SafeNormalize(half3 inVec) + { + half dp3 = max(0.001f, dot(inVec, inVec)); + return inVec * rsqrt(dp3); + } + + + //PBR Blinn-Phong + inline half PercRoughnessToSpecPower(half roughness) + { + half sq = max(1e-4f, roughness*roughness); + half n = (2.0 / sq) - 2.0; + n = max(n, 1e-4f); + return n; + } + inline half NDFBlinnPhong(half NdotH, half n) + { + // norm = (n+2)/(2*pi) + half normTerm = (n + 2.0) * (0.5/UNITY_PI); + + half specTerm = pow (NdotH, n); + return specTerm * normTerm; + } + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + fixed Rim; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + //Specular: PBR Blinn-Phong + half3 halfDir = SafeNormalize(lightDir + viewDir); + half roughness = s.Specular*s.Specular; + half nh = saturate(dot(IN_NORMAL, halfDir)); + half spec = NDFBlinnPhong(nh, PercRoughnessToSpecPower(roughness)) * s.Gloss; + spec *= atten; + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + #if (POINT || SPOT) + c.rgb *= atten; + #endif + + #define SPEC_COLOR _SpecColor.rgb + c.rgb += lightColor.rgb * SPEC_COLOR * spec; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + //Rim light mask + c.rgb += ndl * lightColor.rgb * atten * s.Rim * _RimColor.rgb * _RimColor.a; + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + #define vcolors IN.color + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Vertex Colors + float4 vertexColors = IN.color; + #if UNITY_VERSION >= 550 + #ifndef UNITY_COLORSPACE_GAMMA + vertexColors.rgb = GammaToLinearSpace(vertexColors.rgb); + #endif + #else + vertexColors.rgb = IsGammaSpace() ? vertexColors.rgb : GammaToLinearSpace(vertexColors.rgb); + #endif + mainTex *= vertexColors; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + + //Specular + _Smoothness *= mainTex.a; + _Smoothness = 1 - _Smoothness; //smoothness to roughness + o.Gloss = 1; + o.Specular = _Smoothness; + + //Rim + float3 viewDir = normalize(IN.viewDir); + half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); + rim = smoothstep(_RimMin, _RimMax, rim); + o.Rim = rim; + + //Emission + half3 emissiveColor = half3(1,1,1); + emissiveColor *= mainTex.rgb * vcolors.a; + emissiveColor *= _EmissionColor.rgb * _EmissionColor.a; + o.Emission += emissiveColor; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Specular.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Specular.shader.meta new file mode 100644 index 00000000..674c5515 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors Specular.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: edcdbfa66a120674dbfcc060a54ab1eb +timeCreated: 1549374327 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FVCOLORS,FSPECULAR,FSPEC_SHIN_MASK,FSPEC_PBR_BLINNPHONG,FRIM,FRIM_LIGHTMASK,FVCOLORS_MASK,FEMISSION,FEMISSION_COLOR,FEMISSION_COLOR_HDR,FMASK_MAINTEX,FVCOLORS_LINEAR,ffullforwardshadows,faddshadow,KSHADER_TARGET:3.0,KSPEC_SHIN_MASK:mainTex,KSPEC_MASK_CHANNEL:.a,KSPEC_SHIN_MASK_CHANNEL:.a,KEMISSION_MASK:vcolors,KEMISSION_MASK_CHANNEL:.a,chDCE94973,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors.shader new file mode 100644 index 00000000..56456e5f --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors.shader @@ -0,0 +1,156 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Vertex Colors" +{ + Properties + { + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + [TCP2Header(RAMP SETTINGS)] + + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [TCP2Separator] + + + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" } + + CGPROGRAM + + #pragma surface surf ToonyColorsCustom fullforwardshadows addshadow exclude_path:deferred exclude_path:prepass + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + + #define UV_MAINTEX uv_MainTex + + struct Input + { + half2 uv_MainTex; + float4 color : COLOR; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + fixed4 _HColor; + fixed4 _SColor; + half _RampThreshold; + half _RampSmooth; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputCustom + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + half Specular; + fixed Gloss; + fixed Alpha; + }; + + inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi) + { + #define IN_NORMAL s.Normal + + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + IN_NORMAL = normalize(IN_NORMAL); + fixed ndl = max(0, dot(IN_NORMAL, lightDir)); + #define NDL ndl + + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + + return c; + } + + void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL); + + s.atten = data.atten; //transfer attenuation to lighting function + gi.light.color = _LightColor0.rgb; //remove attenuation + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputCustom o) + { + fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX); + + //Vertex Colors + float4 vertexColors = IN.color; + #if UNITY_VERSION >= 550 + #ifndef UNITY_COLORSPACE_GAMMA + vertexColors.rgb = GammaToLinearSpace(vertexColors.rgb); + #endif + #else + vertexColors.rgb = IsGammaSpace() ? vertexColors.rgb : GammaToLinearSpace(vertexColors.rgb); + #endif + mainTex *= vertexColors; + o.Albedo = mainTex.rgb * _Color.rgb; + o.Alpha = mainTex.a * _Color.a; + } + + ENDCG + } + + Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors.shader.meta new file mode 100644 index 00000000..73672836 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Vertex Colors.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e41dd730c9d28014c86c8ebcd9410176 +timeCreated: 1549374323 +licenseType: Store +ShaderImporter: + defaultTextures: + - _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3} + - _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3} + userData: USER,FVCOLORS,FVCOLORS_LINEAR,ffullforwardshadows,faddshadow,KSHADER_TARGET:3.0,chA764833E,cSM:30,cCF:TCP2_ShaderTemplate_Default + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Water.shader b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Water.shader new file mode 100644 index 00000000..905e808b --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Water.shader @@ -0,0 +1,276 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + +Shader "Toony Colors Pro 2/Examples/Cat Demo/Water" +{ + Properties + { + [TCP2HelpBox(Warning,Make sure that the Camera renders the depth texture for this material to work properly. You can use the script __TCP2_CameraDepth__ for this.)] + [TCP2HeaderHelp(BASE, Base Properties)] + //TOONY COLORS + _HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0) + _SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0) + + //DIFFUSE + _MainTex ("Main Texture (RGB)", 2D) = "white" {} + [TCP2Separator] + + //TOONY COLORS RAMP + _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1 + [TCP2Separator] + [TCP2HeaderHelp(WATER)] + _Color ("Water Color", Color) = (0.5,0.5,0.5,1.0) + + [Header(Depth Color)] + _DepthColor ("Depth Color", Color) = (0.5,0.5,0.5,1.0) + [PowerSlider(5.0)] _DepthDistance ("Depth Distance", Range(0.01,3)) = 0.5 + + [Header(Foam)] + _FoamSpread ("Foam Spread", Range(0.01,5)) = 2 + _FoamStrength ("Foam Strength", Range(0.01,1)) = 0.8 + _FoamColor ("Foam Color (RGB) Opacity (A)", Color) = (0.9,0.9,0.9,1.0) + [NoScaleOffset] + _FoamTex ("Foam (RGB)", 2D) = "white" {} + _FoamSmooth ("Foam Smoothness", Range(0,0.5)) = 0.02 + _FoamSpeed ("Foam Speed", Vector) = (2,2,2,2) + + [Header(Vertex Waves Animation)] + _WaveSpeed ("Speed", Float) = 2 + _WaveHeight ("Height", Float) = 0.1 + _WaveFrequency ("Frequency", Range(0,10)) = 1 + + [Header(UV Waves Animation)] + _UVWaveSpeed ("Speed", Float) = 1 + _UVWaveAmplitude ("Amplitude", Range(0.001,0.5)) = 0.05 + _UVWaveFrequency ("Frequency", Range(0,10)) = 1 + [TCP2Separator] + [TCP2HeaderHelp(RIM, Rim)] + //RIM LIGHT + _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("Rim Min", Range(0,1)) = 0.5 + _RimMax ("Rim Max", Range(0,1)) = 1.0 + [TCP2Separator] + //Avoid compile error if the properties are ending with a drawer + [HideInInspector] __dummy__ ("unused", Float) = 0 + } + + SubShader + { + Tags {"Queue"="Geometry" "RenderType"="Opaque"} + + + CGPROGRAM + + #pragma surface surf ToonyColorsWater keepalpha vertex:vert nolightmap + #pragma target 3.0 + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + float4 _MainTex_ST; + sampler2D_float _CameraDepthTexture; + fixed4 _DepthColor; + half _DepthDistance; + half4 _FoamSpeed; + half _FoamSpread; + half _FoamStrength; + sampler2D _FoamTex; + fixed4 _FoamColor; + half _FoamSmooth; + half _WaveHeight; + half _WaveFrequency; + half _WaveSpeed; + half _UVWaveAmplitude; + half _UVWaveFrequency; + half _UVWaveSpeed; + + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + + + struct Input + { + float2 texcoord; + half3 viewDir; + float2 sinAnim; + float4 sPos; + }; + + //================================================================ + // CUSTOM LIGHTING + + //Lighting-related variables + half4 _HColor; + half4 _SColor; + half _RampThreshold; + half _RampSmooth; + + // Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + //Custom SurfaceOutput + struct SurfaceOutputWater + { + half atten; + fixed3 Albedo; + fixed3 Normal; + fixed3 Emission; + fixed Alpha; + }; + + inline half4 LightingToonyColorsWater (inout SurfaceOutputWater s, half3 viewDir, UnityGI gi) + { + half3 lightDir = gi.light.dir; + #if defined(UNITY_PASS_FORWARDBASE) + half3 lightColor = _LightColor0.rgb; + half atten = s.atten; + #else + half3 lightColor = gi.light.color.rgb; + half atten = 1; + #endif + + s.Normal = normalize(s.Normal); + fixed ndl = max(0, dot(s.Normal, lightDir)); + #define NDL ndl + #define RAMP_THRESHOLD _RampThreshold + #define RAMP_SMOOTH _RampSmooth + + fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL); + #if !(POINT) && !(SPOT) + ramp *= atten; + #endif + #if !defined(UNITY_PASS_FORWARDBASE) + _SColor = fixed4(0,0,0,1); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb, _HColor.rgb, ramp); + fixed4 c; + c.rgb = s.Albedo * lightColor.rgb * ramp; + c.a = s.Alpha; + + #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT + c.rgb += s.Albedo * gi.indirect.diffuse; + #endif + return c; + } + + void LightingToonyColorsWater_GI(inout SurfaceOutputWater s, UnityGIInput data, inout UnityGI gi) + { + gi = UnityGlobalIllumination(data, 1.0, s.Normal); + + gi.light.color = _LightColor0.rgb; //remove attenuation + s.atten = data.atten; //transfer attenuation to lighting function + } + + //================================================================ + // VERTEX FUNCTION + + + struct appdata_tcp2 + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED) + float4 tangent : TANGENT; + #endif + #if UNITY_VERSION >= 550 + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif + }; + + #define TIME (_Time.y) + + void vert(inout appdata_tcp2 v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + + //Main texture UVs + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + float2 mainTexcoords = worldPos.xz * 0.1; + o.texcoord.xy = TRANSFORM_TEX(mainTexcoords.xy, _MainTex); + half2 x = ((v.vertex.xy+v.vertex.yz) * _UVWaveFrequency) + (TIME.xx * _UVWaveSpeed); + o.sinAnim = x; + //vertex waves + float3 _pos = worldPos.xyz * _WaveFrequency; + float _phase = TIME * _WaveSpeed; + half4 vsw_offsets = half4(1.0, 2.2, 0.6, 1.3); + half4 vsw_ph_offsets = half4(1.0, 1.3, 2.2, 0.4); + half4 waveXZ = sin((_pos.xxzz * vsw_offsets) + (_phase.xxxx * vsw_ph_offsets)); + // float waveFactorX = (waveXZ.x + waveXZ.y) * _WaveHeight / 2; + // float waveFactorZ = (waveXZ.z + waveXZ.w) * _WaveHeight / 2; + float waveFactorX = dot(waveXZ.xy, 1) * _WaveHeight / 2; + float waveFactorZ = dot(waveXZ.zw, 1) * _WaveHeight / 2; + #define VSW_STRENGTH 1 + v.vertex.y += (waveFactorX + waveFactorZ) * VSW_STRENGTH; + half4 waveXZn = cos((_pos.xxzz * vsw_offsets) + (_phase.xxxx * vsw_ph_offsets)) * (vsw_offsets / 2); + float xn = -_WaveHeight * (waveXZn.x + waveXZn.y); + float zn = -_WaveHeight * (waveXZn.z + waveXZn.w); + v.normal = normalize(float3(xn, 1, zn)); + float4 pos = UnityObjectToClipPos(v.vertex); + o.sPos = ComputeScreenPos(pos); + COMPUTE_EYEDEPTH(o.sPos.z); + } + + //================================================================ + // SURFACE FUNCTION + + void surf(Input IN, inout SurfaceOutputWater o) + { + + half2 uvDistort = ((sin(0.9*IN.sinAnim.xy) + sin(1.33*IN.sinAnim.xy+3.14) + sin(2.4*IN.sinAnim.xy+5.3))/3) * _UVWaveAmplitude; + IN.texcoord.xy += uvDistort.xy; + half ndv = saturate( dot(IN.viewDir, o.Normal) ); + fixed4 mainTex = tex2D(_MainTex, IN.texcoord.xy); + float sceneZ = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(IN.sPos)); + if(unity_OrthoParams.w > 0) + { + //orthographic camera + #if defined(UNITY_REVERSED_Z) + sceneZ = 1.0f - sceneZ; + #endif + sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y; + } + else + //perspective camera + sceneZ = LinearEyeDepth(sceneZ); + float partZ = IN.sPos.z; + float depthDiff = abs(sceneZ - partZ); + depthDiff *= ndv * 2; + //Depth-based foam + half2 foamUV = IN.texcoord.xy; + foamUV.xy += TIME.xx*_FoamSpeed.xy*0.05; + fixed4 foam = tex2D(_FoamTex, foamUV); + foamUV.xy += TIME.xx*_FoamSpeed.zw*0.05; + fixed4 foam2 = tex2D(_FoamTex, foamUV); + foam = (foam + foam2) / 2; + float foamDepth = saturate(_FoamSpread * depthDiff); + half foamTerm = (smoothstep(foam.r - _FoamSmooth, foam.r + _FoamSmooth, saturate(_FoamStrength - foamDepth)) * saturate(1 - foamDepth)) * _FoamColor.a; + //Alter color based on depth buffer (soft particles technique) + mainTex.rgb = lerp(_DepthColor.rgb, mainTex.rgb, saturate(_DepthDistance * depthDiff)); //N.V corrects the result based on view direction (depthDiff tends to not look consistent depending on view angle))); + _Color = lerp(fixed4(1,1,1,1), _Color, mainTex.a); + o.Albedo = lerp(mainTex.rgb * _Color.rgb, _FoamColor.rgb, foamTerm); + o.Alpha = mainTex.a * _Color.a; + o.Alpha = lerp(o.Alpha, _FoamColor.a, foamTerm); + //Rim + half3 rim = smoothstep(_RimMax, _RimMin, 1-Pow4(1-ndv)) * _RimColor.rgb * _RimColor.a; + o.Emission += rim.rgb; + } + + ENDCG + + } + + //Fallback "Diffuse" + CustomEditor "TCP2_MaterialInspector_SG" +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Water.shader.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/Cat Demo Assets/Shaders/Cat Demo/Water.shader.meta new file mode 100644 index 00000000..687ee069 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors 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Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc.meta new file mode 100644 index 00000000..df57f799 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 06cf14bb1a66a2a49968e9da182ec395 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo.cs b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo.cs new file mode 100644 index 00000000..a4bab41f --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo.cs @@ -0,0 +1,336 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using UnityEngine; +using ToonyColorsPro.Runtime; + +namespace ToonyColorsPro +{ + namespace Demo + { + public class TCP2_Demo : MonoBehaviour + { + //-------------------------------------------------------------------------------------------------- + // PUBLIC INSPECTOR PROPERTIES + + public Material[] AffectedMaterials; + public Texture2D[] RampTextures; + public GUISkin GuiSkin; + public Light DirLight; + + public GameObject Robot, Ethan; + + //-------------------------------------------------------------------------------------------------- + // PRIVATE PROPERTIES + + private bool mUnityShader; + + private bool mShaderSpecular = true; + private bool mShaderBump = true; + private bool mShaderReflection; + private bool mShaderRim = true; + private bool mShaderRimOutline; + private bool mShaderOutline = true; + + private float mRimMin = 0.5f; + private float mRimMax = 1.0f; + + private bool mRampTextureFlag; + private Texture2D mRampTexture; + private float mRampSmoothing = 0.15f; + + private float mLightRotationX = 80f; + private float mLightRotationY = 25f; + + private bool mViewRobot; + private bool mRobotOutlineNormals = true; + + private TCP2_Demo_View DemoView; + + //-------------------------------------------------------------------------------------------------- + // UNITY EVENTS + + void Awake() + { + DemoView = GetComponent(); + mRampTexture = RampTextures[0]; + UpdateShader(); + } + + void OnDestroy() + { + RestoreRimColors(); + UpdateShader(); + } + + void OnGUI() + { + GUI.skin = GuiSkin; + + // Outline Normals + GUILayout.BeginArea(new Rect(new Rect(Screen.width - 310, 20, 310 - 20, 30))); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Demo Character:"); + if (GUILayout.Button("Ethan", mViewRobot ? "Button" : "ButtonOn")) + { + mViewRobot = false; + Robot.SetActive(false); + Ethan.SetActive(true); + DemoView.CharacterTransform = Ethan.transform; + } + if (GUILayout.Button("Robot Kyle", !mViewRobot ? "Button" : "ButtonOn")) + { + mViewRobot = true; + Robot.SetActive(true); + Ethan.SetActive(false); + DemoView.CharacterTransform = Robot.transform; + } + GUILayout.EndHorizontal(); + GUILayout.EndArea(); + + GUILayout.BeginArea(new Rect(new Rect(Screen.width - 310, 55, 310 - 20, Screen.height - 40 - 90))); + if (mViewRobot) + { + GUILayout.Label("Outline Normals"); + mRobotOutlineNormals = !GUILayout.Toggle(!mRobotOutlineNormals, "Regular Normals"); + mRobotOutlineNormals = GUILayout.Toggle(mRobotOutlineNormals, "TCP2's Encoded Smoothed Normals"); + + GUILayout.Label("Toony Colors Pro 2 introduces an innovative way to fix broken outline caused by hard-edge shading.\nRead the documentation to learn more!", "SmallLabelShadow"); + var r2 = GUILayoutUtility.GetLastRect(); + GUI.Label(r2, "Toony Colors Pro 2 introduces an innovative way to fix broken outline caused by hard-edge shading.\nRead the documentation to learn more!", "SmallLabel"); + } + GUILayout.EndArea(); + + //Quality Settings + GUILayout.BeginArea(new Rect(new Rect(Screen.width - 210, Screen.height - 60, 210 - 20, 50))); + GUILayout.Label("Quality Settings:"); + GUILayout.BeginHorizontal(); + if (GUILayout.Button("<", GUILayout.Width(26))) + QualitySettings.DecreaseLevel(true); + GUILayout.Label(QualitySettings.names[QualitySettings.GetQualityLevel()], "LabelCenter"); + if (GUILayout.Button(">", GUILayout.Width(26))) + QualitySettings.IncreaseLevel(true); + GUILayout.EndHorizontal(); + GUILayout.EndArea(); + + // TCP2 Settings + GUILayout.BeginArea(new Rect(20, 20 + 90, Screen.width - 40, Screen.height - 40)); + + mUnityShader = GUILayout.Toggle(mUnityShader, "View with Unity " + (mViewRobot ? "\"Diffuse Specular\"" : "\"Bumped Specular\"")); + GUILayout.Space(10); + + GUI.enabled = !mUnityShader; + + GUILayout.Label("Toony Colors Pro 2 Settings"); + mShaderSpecular = GUILayout.Toggle(mShaderSpecular, "Specular"); + + GUI.enabled = !mViewRobot; + if (GUI.enabled) + mShaderBump = GUILayout.Toggle(mShaderBump, "Bump"); + else + GUILayout.Toggle(false, "Bump"); + GUI.enabled = !mUnityShader; + mShaderReflection = GUILayout.Toggle(mShaderReflection, "Reflection"); + + var changed = mShaderRim; + mShaderRim = GUILayout.Toggle(mShaderRim, "Rim Lighting"); + changed = changed != mShaderRim; + if (changed && mShaderRim && mShaderRimOutline) + mShaderRimOutline = false; + if (changed && mShaderRim) + RestoreRimColors(); + + changed = mShaderRimOutline; + mShaderRimOutline = GUILayout.Toggle(mShaderRimOutline, "Rim Outline"); + changed = changed != mShaderRimOutline; + if (changed && mShaderRimOutline && mShaderRim) + mShaderRim = false; + if (changed && mShaderRimOutline) + RimOutlineColor(); + + GUI.enabled &= mShaderRim || mShaderRimOutline; + GUILayout.BeginHorizontal(); + GUILayout.Label("Rim Min", GUILayout.Width(70)); + mRimMin = GUILayout.HorizontalSlider(mRimMin, 0f, 1f, GUILayout.Width(130f)); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Rim Max", GUILayout.Width(70)); + mRimMax = GUILayout.HorizontalSlider(mRimMax, 0f, 1f, GUILayout.Width(130f)); + GUILayout.EndHorizontal(); + GUI.enabled = !mUnityShader; + + mShaderOutline = GUILayout.Toggle(mShaderOutline, "Outline"); + + GUILayout.Space(6); + + GUILayout.Label("Ramp Settings"); + mRampTextureFlag = GUILayout.Toggle(mRampTextureFlag, "Textured Ramp"); + + GUI.enabled &= mRampTextureFlag; + GUILayout.BeginHorizontal(); + var r = GUILayoutUtility.GetRect(200, 20, GUILayout.ExpandWidth(false)); + r.y += 4; + GUI.DrawTexture(r, mRampTexture); + if (GUILayout.Button("<", GUILayout.Width(26))) + PrevRamp(); + if (GUILayout.Button(">", GUILayout.Width(26))) + NextRamp(); + GUILayout.EndHorizontal(); + + GUI.enabled = !mUnityShader; + GUI.enabled &= !mRampTextureFlag; + GUILayout.BeginHorizontal(); + GUILayout.Label("Smoothing", GUILayout.Width(85)); + mRampSmoothing = GUILayout.HorizontalSlider(mRampSmoothing, 0.01f, 1f, GUILayout.Width(115f)); + GUILayout.EndHorizontal(); + + if (GUI.changed) + { + if (mUnityShader) + UnityDiffuseShader(); + else + UpdateShader(); + } + + // Light Settings + GUI.enabled = true; + GUILayout.Space(10); + GUILayout.Label("Light Rotation"); + mLightRotationX = GUILayout.HorizontalSlider(mLightRotationX, 0f, 360f, GUILayout.Width(200f)); + mLightRotationY = GUILayout.HorizontalSlider(mLightRotationY, 0f, 360f, GUILayout.Width(200f)); + + GUILayout.Space(4); + GUILayout.Label("Hold Left mouse button to rotate character", "SmallLabelShadow"); + r = GUILayoutUtility.GetLastRect(); + GUI.Label(r, "Hold Left mouse button to rotate character", "SmallLabel"); + GUILayout.Label("Hold Right/Middle mouse button to scroll", "SmallLabelShadow"); + r = GUILayoutUtility.GetLastRect(); + GUI.Label(r, "Hold Right/Middle mouse button to scroll", "SmallLabel"); + GUILayout.Label("Use mouse scroll wheel or up/down keys to zoom", "SmallLabelShadow"); + r = GUILayoutUtility.GetLastRect(); + GUI.Label(r, "Use mouse scroll wheel or up/down keys to zoom", "SmallLabel"); + + if (GUI.changed) + { + var angle = DirLight.transform.eulerAngles; + angle.y = mLightRotationX; + angle.x = mLightRotationY; + DirLight.transform.eulerAngles = angle; + } + + GUILayout.EndArea(); + } + + //-------------------------------------------------------------------------------------------------- + // PRIVATE + + private void UnityDiffuseShader() + { + var bumpedSpecular = Shader.Find("Bumped Specular"); + var specular = Shader.Find("Specular"); + foreach (var m in AffectedMaterials) + { + if (m.name.Contains("Robot")) + m.shader = specular; + else + m.shader = bumpedSpecular; + } + } + + private void UpdateShader() + { + foreach (var m in AffectedMaterials) + { + ToggleKeyword(m, mShaderSpecular, "TCP2_SPEC"); + if (!m.name.Contains("Robot")) + ToggleKeyword(m, mShaderBump, "TCP2_BUMP"); + ToggleKeyword(m, mShaderReflection, "TCP2_REFLECTION_MASKED"); + ToggleKeyword(m, mShaderRim, "TCP2_RIM"); + ToggleKeyword(m, mShaderRimOutline, "TCP2_RIMO"); + ToggleKeyword(m, mShaderOutline, "OUTLINES"); + ToggleKeyword(m, mRampTextureFlag, "TCP2_RAMPTEXT"); + + m.SetFloat("_RampSmooth", mRampSmoothing); + m.SetTexture("_Ramp", mRampTexture); + m.SetFloat("_RimMin", mRimMin); + m.SetFloat("_RimMax", mRimMax); + + if (m.name.Contains("Robot")) + { + ToggleKeyword(m, mRobotOutlineNormals, "TCP2_TANGENT_AS_NORMALS"); + } + } + + foreach (var m in AffectedMaterials) + { + var s = TCP2_RuntimeUtils.GetShaderWithKeywords(m); + if (s == null) + { + var keywords = ""; + foreach (var kw in m.shaderKeywords) + keywords += kw + ","; + keywords = keywords.TrimEnd(','); + Debug.LogError("[TCP2 Demo] Can't find shader for keywords: \"" + keywords + "\" in material \"" + m.name + "\"\nThe missing shaders probably need to be unpacked. See TCP2 Documentation!"); + } + else + { + m.shader = s; + } + } + } + + private void RimOutlineColor() + { + foreach (var m in AffectedMaterials) + { + m.SetColor("_RimColor", Color.black); + } + } + + private void RestoreRimColors() + { + foreach (var m in AffectedMaterials) + { + if (m.name.Contains("Robot")) + m.SetColor("_RimColor", new Color(0.2f, 0.6f, 1f, 0.5f)); + else + m.SetColor("_RimColor", new Color(1f, 1f, 1f, 0.25f)); + } + } + + private void ToggleKeyword(Material m, bool enabled, string keyword) + { + if (enabled) + m.EnableKeyword(keyword); + else + m.DisableKeyword(keyword); + } + + private void PrevRamp() + { + var i = Array.IndexOf(RampTextures, mRampTexture); + i = Mathf.Clamp(i, 0, RampTextures.Length-1); + i--; + if (i < 0) + i = RampTextures.Length-1; + + mRampTexture = RampTextures[i]; + } + + private void NextRamp() + { + var i = Array.IndexOf(RampTextures, mRampTexture); + i = Mathf.Clamp(i, 0, RampTextures.Length-1); + i++; + if (i >= RampTextures.Length) + i = 0; + + mRampTexture = RampTextures[i]; + } + + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo.cs.meta new file mode 100644 index 00000000..e5fd2a4e --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e6941a9e132c91a4b994112c22a6225b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS.cs b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS.cs new file mode 100644 index 00000000..ddde7049 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS.cs @@ -0,0 +1,286 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace ToonyColorsPro +{ + namespace Demo + { + public class TCP2_Demo_PBS : MonoBehaviour + { + //-------------------------------------------------------------------------------------------------- + // PUBLIC INSPECTOR PROPERTIES + + public Light DirLight; + public GameObject PointLights; + + public MeshRenderer Robot; + public GameObject Canvas; + + [Serializable] + public class SkyboxSetting + { + public Material SkyMaterial; + public Color lightColor; + public Vector3 DirLightEuler; + } + public SkyboxSetting[] SkySettings; + public bool FlipLight = true; + public Texture2D[] RampTextures; + + public Slider SmoothnessSlider; + public Text SmoothnessValue; + public Slider MetallicSlider; + public Text MetallicValue; + public Text BumpScaleValue; + public Text ShaderText; + public Text SkyboxValue; + public Text RampValue; + public Slider RampThresholdSlider; + public Text RampThresholdValue; + public Slider RampSmoothSlider; + public Text RampSmoothValue; + public Slider RampSmoothAddSlider; + public Text RampSmoothAddValue; + public RawImage RampImage; + + public bool ShowPointLights + { + set { PointLights.SetActive(value); } + } + + public bool ShowDirLight + { + set { DirLight.enabled = value; } + } + + public bool RotatePointLights + { + get { return mRotatePointLights; } + set { mRotatePointLights = value; } + } + + public bool UseOutline + { + get { return mUseOutline; } + set + { + mUseOutline = value; + if (robotMaterial.shader.name.Contains("Toony")) + ShowTCP2Shader(); + } + } + + public bool UseRampTexture + { + set + { + robotMaterial.SetFloat("_TCP2_RAMPTEXT", value ? 1f : 0f); + if (value) + robotMaterial.EnableKeyword("TCP2_RAMPTEXT"); + else + robotMaterial.DisableKeyword("TCP2_RAMPTEXT"); + } + } + + public bool UseStylizedFresnel + { + set + { + robotMaterial.SetFloat("_TCP2_STYLIZED_FRESNEL", value ? 1f : 0f); + if (value) + robotMaterial.EnableKeyword("TCP2_STYLIZED_FRESNEL"); + else + robotMaterial.DisableKeyword("TCP2_STYLIZED_FRESNEL"); + } + } + + public bool UseStylizedSpecular + { + set + { + robotMaterial.SetFloat("_TCP2_SPEC_TOON", value ? 1f : 0f); + if (value) + robotMaterial.EnableKeyword("TCP2_SPEC_TOON"); + else + robotMaterial.DisableKeyword("TCP2_SPEC_TOON"); + } + } + + //-------------------------------------------------------------------------------------------------- + // PRIVATE PROPERTIES + + int currentSky; + int currentRamp; + Material robotMaterial; + bool mUseOutline; + bool mRotatePointLights = true; + + //-------------------------------------------------------------------------------------------------- + // UNITY EVENTS + + void Awake() + { + robotMaterial = Robot.material; + + mUseOutline = robotMaterial.shader.name.Contains("Outline"); + + MetallicSlider.value = robotMaterial.GetFloat("_Metallic"); + SmoothnessSlider.value = robotMaterial.GetFloat("_Glossiness"); + RampThresholdSlider.value = robotMaterial.GetFloat("_RampThreshold"); + RampSmoothSlider.value = robotMaterial.GetFloat("_RampSmooth"); + RampSmoothAddSlider.value = robotMaterial.GetFloat("_RampSmoothAdd"); + + UpdateSky(); + UpdateRamp(); + } + + void Update() + { + if (mRotatePointLights) + PointLights.transform.Rotate(Vector3.up * 20f * Time.deltaTime); + + if (Input.GetKeyDown(KeyCode.H)) + Canvas.SetActive(!Canvas.activeSelf); + + if (Input.GetKeyDown(KeyCode.RightArrow)) + NextSky(); + if (Input.GetKeyDown(KeyCode.LeftArrow)) + PrevSky(); + } + + //-------------------------------------------------------------------------------------------------- + // PUBLIC + + public void ToggleShader() + { + if (robotMaterial.shader.name.Contains("Toony")) + { + ShowUnityStandardShader(); + ShaderText.text = "View with TCP2 PBS shader"; + } + else + { + ShowTCP2Shader(); + ShaderText.text = "View with Unity Standard shader"; + } + } + + public void NextSky() + { + currentSky++; + if (currentSky >= SkySettings.Length) currentSky = 0; + UpdateSky(); + } + + public void PrevSky() + { + currentSky--; + if (currentSky < 0) currentSky = SkySettings.Length-1; + UpdateSky(); + } + + public void NextRamp() + { + currentRamp++; + if (currentRamp >= RampTextures.Length) currentRamp = 0; + UpdateRamp(); + } + + public void PrevRamp() + { + currentRamp--; + if (currentRamp < 0) currentRamp = RampTextures.Length - 1; + UpdateRamp(); + } + + public void SetMetallic(float f) + { + robotMaterial.SetFloat("_Metallic", f); + MetallicValue.text = f.ToString("0.00"); + } + + public void SetSmoothness(float f) + { + robotMaterial.SetFloat("_Glossiness", f); + SmoothnessValue.text = f.ToString("0.00"); + } + + public void SetBumpScale(float f) + { + robotMaterial.SetFloat("_BumpScale", f); + BumpScaleValue.text = f.ToString("0.00"); + } + + public void SetRampThreshold(float f) + { + robotMaterial.SetFloat("_RampThreshold", f); + RampThresholdValue.text = f.ToString("0.00"); + } + + public void SetRampSmooth(float f) + { + robotMaterial.SetFloat("_RampSmooth", f); + RampSmoothValue.text = f.ToString("0.00"); + } + + public void SetRampSmoothAdd(float f) + { + robotMaterial.SetFloat("_RampSmoothAdd", f); + RampSmoothAddValue.text = f.ToString("0.00"); + } + + + //-------------------------------------------------------------------------------------------------- + // PRIVATE + + private void UpdateRamp() + { + robotMaterial.SetTexture("_Ramp", RampTextures[currentRamp]); + RampValue.text = string.Format("{0}/{1}", currentRamp + 1, RampTextures.Length); + RampImage.texture = RampTextures[currentRamp]; + } + + private void UpdateSky() + { + var ss = SkySettings[currentSky]; + + DirLight.transform.eulerAngles = ss.DirLightEuler; + if (FlipLight) + DirLight.transform.Rotate(Vector3.up, 180f, Space.Self); + DirLight.color = ss.lightColor; + + RenderSettings.skybox = ss.SkyMaterial; + RenderSettings.customReflection = ss.SkyMaterial.GetTexture("_Tex") as Cubemap; + DynamicGI.UpdateEnvironment(); + + SkyboxValue.text = string.Format("{0}/{1}", currentSky + 1, SkySettings.Length); + } + + private void ShowUnityStandardShader() + { + robotMaterial.shader = Shader.Find("Standard"); + } + + public void ShowTCP2Shader() + { + var shaderName = mUseOutline ? "Hidden/Toony Colors Pro 2/Standard PBS Outline" : "Toony Colors Pro 2/Standard PBS"; + var shader = Shader.Find(shaderName); + + if (shader != null) + robotMaterial.shader = shader; + } + + private void ToggleKeyword(Material m, bool enabled, string keyword) + { + if (enabled) + m.EnableKeyword(keyword); + else + m.DisableKeyword(keyword); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS.cs.meta new file mode 100644 index 00000000..433096be --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: af96b843b0625fe4fa303c7c49cab76d +timeCreated: 1468663624 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS_View.cs b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS_View.cs new file mode 100644 index 00000000..e1a06c94 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS_View.cs @@ -0,0 +1,166 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using UnityEngine; + +namespace ToonyColorsPro +{ + namespace Demo + { + public class TCP2_Demo_PBS_View : MonoBehaviour + { + //-------------------------------------------------------------------------------------------------- + // PUBLIC INSPECTOR PROPERTIES + + public Transform Pivot; + [Header("Orbit")] + public float OrbitStrg = 3f; + public float OrbitClamp = 50f; + [Header("Panning")] + public float PanStrg = 0.1f; + public float PanClamp = 2f; + public float yMin, yMax; + [Header("Zooming")] + public float ZoomStrg = 40f; + public float ZoomClamp = 30f; + public float ZoomDistMin = 1f; + public float ZoomDistMax = 2f; + [Header("Misc")] + public float Decceleration = 8f; + public Rect ignoreMouseRect; + + + //-------------------------------------------------------------------------------------------------- + // PRIVATE PROPERTIES + + private Vector3 mouseDelta; + private Vector3 orbitAcceleration; + private Vector3 panAcceleration; + private Vector3 moveAcceleration; + private float zoomAcceleration; + private const float XMax = 60; + private const float XMin = 300; + + private Vector3 mResetCamPos, mResetPivotPos, mResetCamRot, mResetPivotRot; + + bool leftMouseHeld; + bool rightMouseHeld; + bool middleMouseHeld; + + //-------------------------------------------------------------------------------------------------- + // UNITY EVENTS + + void Awake() + { + mResetCamPos = transform.position; + mResetCamRot = transform.eulerAngles; + mResetPivotPos = Pivot.position; + mResetPivotRot = Pivot.eulerAngles; + } + + void OnEnable() + { + mouseDelta = Input.mousePosition; + } + + void Update() + { + mouseDelta = Input.mousePosition - mouseDelta; + + var rightAlignedRect = ignoreMouseRect; + rightAlignedRect.x = Screen.width - ignoreMouseRect.width; + var ignoreMouse = rightAlignedRect.Contains(Input.mousePosition); + + if (Input.GetMouseButtonDown(0)) + leftMouseHeld = !ignoreMouse; + else if (Input.GetMouseButtonUp(0) || !Input.GetMouseButton(0)) + leftMouseHeld = false; + + if (Input.GetMouseButtonDown(1)) + rightMouseHeld = !ignoreMouse; + else if (Input.GetMouseButtonUp(1) || !Input.GetMouseButton(1)) + rightMouseHeld = false; + + if (Input.GetMouseButtonDown(2)) + middleMouseHeld = !ignoreMouse; + else if (Input.GetMouseButtonUp(2) || !Input.GetMouseButton(2)) + middleMouseHeld = false; + + //Left Button held + if (leftMouseHeld) + { + orbitAcceleration.x += Mathf.Clamp(mouseDelta.x * OrbitStrg, -OrbitClamp, OrbitClamp); + orbitAcceleration.y += Mathf.Clamp(-mouseDelta.y * OrbitStrg, -OrbitClamp, OrbitClamp); + } + //Middle/Right Button held + else if (middleMouseHeld || rightMouseHeld) + { + //panAcceleration.x += Mathf.Clamp(-mouseDelta.x * PanStrg, -PanClamp, PanClamp); + panAcceleration.y += Mathf.Clamp(-mouseDelta.y * PanStrg, -PanClamp, PanClamp); + } + + //Keyboard support + //orbitAcceleration.x += Input.GetKey(KeyCode.LeftArrow) ? 15 : (Input.GetKey(KeyCode.RightArrow) ? -15 : 0); + //orbitAcceleration.y += Input.GetKey(KeyCode.UpArrow) ? 15 : (Input.GetKey(KeyCode.DownArrow) ? -15 : 0); + + if (Input.GetKeyDown(KeyCode.R)) + { + ResetView(); + } + + //X Angle Clamping + var angle = transform.localEulerAngles; + if (angle.x < 180 && angle.x >= XMax && orbitAcceleration.y > 0) orbitAcceleration.y = 0; + if (angle.x > 180 && angle.x <= XMin && orbitAcceleration.y < 0) orbitAcceleration.y = 0; + + //Rotate + transform.RotateAround(Pivot.position, transform.right, orbitAcceleration.y * Time.deltaTime); + transform.RotateAround(Pivot.position, Vector3.up, orbitAcceleration.x * Time.deltaTime); + + //Translate + var pos = Pivot.transform.position; + var yDiff = pos.y; + pos.y += panAcceleration.y * Time.deltaTime; + pos.y = Mathf.Clamp(pos.y, yMin, yMax); + yDiff = pos.y - yDiff; + Pivot.transform.position = pos; + + pos = transform.position; + pos.y += yDiff; + transform.position = pos; + + + //Zoom + var scrollWheel = Input.GetAxis("Mouse ScrollWheel"); + zoomAcceleration += scrollWheel * ZoomStrg; + zoomAcceleration = Mathf.Clamp(zoomAcceleration, -ZoomClamp, ZoomClamp); + var dist = Vector3.Distance(transform.position, Pivot.position); + if ((dist >= ZoomDistMin && zoomAcceleration > 0) || (dist <= ZoomDistMax && zoomAcceleration < 0)) + { + transform.Translate(Vector3.forward * zoomAcceleration * Time.deltaTime, Space.Self); + } + + //Deccelerate + orbitAcceleration = Vector3.Lerp(orbitAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + panAcceleration = Vector3.Lerp(panAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + zoomAcceleration = Mathf.Lerp(zoomAcceleration, 0, Decceleration * Time.deltaTime); + moveAcceleration = Vector3.Lerp(moveAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + + mouseDelta = Input.mousePosition; + } + + public void ResetView() + { + moveAcceleration = Vector3.zero; + orbitAcceleration = Vector3.zero; + panAcceleration = Vector3.zero; + zoomAcceleration = 0f; + + transform.position = mResetCamPos; + transform.eulerAngles = mResetCamRot; + Pivot.position = mResetPivotPos; + Pivot.eulerAngles = mResetPivotRot; + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS_View.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS_View.cs.meta new file mode 100644 index 00000000..0ddda993 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_PBS_View.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 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platformSettings: + - buildTarget: DefaultTexturePlatform + maxTextureSize: 1024 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_View.cs b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_View.cs new file mode 100644 index 00000000..1f14305d --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Demo TCP2/TCP2 Demo Assets/Misc/TCP2_Demo_View.cs @@ -0,0 +1,143 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using UnityEngine; + +namespace ToonyColorsPro +{ + namespace Demo + { + public class TCP2_Demo_View : MonoBehaviour + { + //-------------------------------------------------------------------------------------------------- + // PUBLIC INSPECTOR PROPERTIES + + [Header("Orbit")] + public float OrbitStrg = 3f; + public float OrbitClamp = 50f; + [Header("Panning")] + public float PanStrg = 0.1f; + public float PanClamp = 2f; + [Header("Zooming")] + public float ZoomStrg = 40f; + public float ZoomClamp = 30f; + [Header("Misc")] + public float Decceleration = 8f; + + public Transform CharacterTransform; + + //-------------------------------------------------------------------------------------------------- + // PRIVATE PROPERTIES + + private Vector3 mouseDelta; + private Vector3 orbitAcceleration; + private Vector3 panAcceleration; + private Vector3 moveAcceleration; + private float zoomAcceleration; + private const float XMax = 60; + private const float XMin = 300; + + private Vector3 mResetCamPos, mResetCamRot; + private bool mMouseDown; + + //-------------------------------------------------------------------------------------------------- + // UNITY EVENTS + + void Awake() + { + mResetCamPos = Camera.main.transform.position; + mResetCamRot = Camera.main.transform.eulerAngles; + } + + void OnEnable() + { + mouseDelta = Input.mousePosition; + } + + void Update() + { + + mouseDelta = Input.mousePosition - mouseDelta; + + if (!mMouseDown) + mMouseDown = (Input.GetMouseButtonDown(0) && !(new Rect(0, 65, 230, 260).Contains(Input.mousePosition))) ? true : false; + else + mMouseDown = Input.GetMouseButtonUp(0) ? false : true; + + //Left Button held + if (mMouseDown) + orbitAcceleration.y -= Mathf.Clamp(-mouseDelta.x * OrbitStrg, -OrbitClamp, OrbitClamp); + + //Middle/Right Button held + else if (Input.GetMouseButton(2) || Input.GetMouseButton(1)) + panAcceleration.y += Mathf.Clamp(-mouseDelta.y * PanStrg, -PanClamp, PanClamp); + + //Keyboard support + orbitAcceleration.y += Input.GetKey(KeyCode.LeftArrow) ? 15 : (Input.GetKey(KeyCode.RightArrow) ? -15 : 0); + zoomAcceleration += Input.GetKey(KeyCode.UpArrow) ? 1 : (Input.GetKey(KeyCode.DownArrow) ? -1 : 0); + if (Input.GetKeyDown(KeyCode.R)) + { + ResetView(); + } + + //X Angle Clamping + var angle = Camera.main.transform.localEulerAngles; + if (angle.x < 180 && angle.x >= XMax && orbitAcceleration.y > 0) orbitAcceleration.y = 0; + if (angle.x > 180 && angle.x <= XMin && orbitAcceleration.y < 0) orbitAcceleration.y = 0; + + //Rotate Robot + CharacterTransform.Rotate(-orbitAcceleration * Time.deltaTime, Space.World); + + //Translate Camera + Camera.main.transform.Translate(panAcceleration * Time.deltaTime, Space.World); + + //Zoom + var scrollWheel = Input.GetAxis("Mouse ScrollWheel"); + zoomAcceleration += scrollWheel * ZoomStrg; + zoomAcceleration = Mathf.Clamp(zoomAcceleration, -ZoomClamp, ZoomClamp); + Camera.main.transform.Translate(Vector3.forward * zoomAcceleration * Time.deltaTime, Space.World); + + //Camera position clamp + if (Camera.main.transform.position.y > 1.65f) + { + var pos = Camera.main.transform.position; + pos.y = 1.65f; + Camera.main.transform.position = pos; + } + else if (Camera.main.transform.position.y < 0.3f) + { + var pos = Camera.main.transform.position; + pos.y = 0.3f; + Camera.main.transform.position = pos; + } + + if (Camera.main.transform.position.z < -1.8f) + { + var pos = Camera.main.transform.position; + pos.z = -1.8f; + Camera.main.transform.position = pos; + } + else if (Camera.main.transform.position.z > -0.6f) + { + var pos = Camera.main.transform.position; + pos.z = -0.6f; + Camera.main.transform.position = pos; + } + + //Deccelerate + orbitAcceleration = Vector3.Lerp(orbitAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + panAcceleration = Vector3.Lerp(panAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + zoomAcceleration = Mathf.Lerp(zoomAcceleration, 0, Decceleration * Time.deltaTime); + moveAcceleration = Vector3.Lerp(moveAcceleration, Vector3.zero, Decceleration * Time.deltaTime); + + mouseDelta = Input.mousePosition; + } + + public void ResetView() + { + Camera.main.transform.position = mResetCamPos; + 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Right_Ankle_Joint_01 + humanName: RightFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Ribs + humanName: Spine + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Neck + humanName: Neck + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Head + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_Shoulder_Joint_01 + humanName: LeftShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_Shoulder_Joint_01 + humanName: RightShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: 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a/Assets/JMO Assets/Toony Colors Pro/Documentation/Documentation Data/TCP2_HelpImages.png.meta b/Assets/JMO Assets/Toony Colors Pro/Documentation/Documentation Data/TCP2_HelpImages.png.meta new file mode 100644 index 00000000..ffae2a28 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Documentation/Documentation Data/TCP2_HelpImages.png.meta @@ -0,0 +1,82 @@ +fileFormatVersion: 2 +guid: bdf80d8d0fb917f48b6747de2ffa49ee +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 4 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 32 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaUsage: 0 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - buildTarget: DefaultTexturePlatform + maxTextureSize: 32 + textureFormat: -1 + textureCompression: 3 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: Standalone + maxTextureSize: 32 + textureFormat: -1 + textureCompression: 3 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: WebGL + maxTextureSize: 32 + textureFormat: -1 + textureCompression: 3 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Documentation/TCP2 Documentation.html b/Assets/JMO Assets/Toony Colors Pro/Documentation/TCP2 Documentation.html new file mode 100644 index 00000000..8515db2a --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Documentation/TCP2 Documentation.html @@ -0,0 +1,1307 @@ + + + + + + + JMO Assets - Toony Colors Pro 2 - Documentation + + + + + +
+ +
Other JMO assets for Unity:
+ + + + + + + + + + +
Cartoon FX 1Cartoon FX 2Cartoon FX 3Cartoon FX 4Shape FXWar FXMatCap Shaders (Free)
+ + + +
+

Toony Colors Pro+Mobile 2

+

Documentation

+
+ + + + + +

Thank you for your interest in Toony Colors Pro+Mobile 2!
This document will explain and provide examples for each feature of Toony Colors Pro 2.

+ Note that topics of this documentation can be accessed directly from Unity by clicking on the   icons.

+
+

• If you are looking for the documentation about the Shader Generator 2, go here: Shader Generator 2 Beta Documentation

+
+ +
+ + + + + +
About
+
+

Toony Colors Pro 2 (abbreviated TCP2) is a set of shaders and scripts used to help you give a stylized look to your Unity game or application.
+
+ As of version 2.2, there are two main workflows to choose from: +

    +
  • Physically-Based Shaders based on Unity's Standard shader
  • +
  • "Legacy" Shaders based on the shaders before Unity 5 (using Lambert diffuse and Blinn-Phong specular models)
  • +
+
+ The shaders come with two main features:

+
    +
  • a set of shaders with a Unified Material Inspector: you only select the base Shader in Unity and TCP2 handles selecting the correct one depending on the options you toggle
  • +
  • the Shader Generator allowing you to generate your own Unity shader, with even more features available than in the unified shader
  • +
+

Here are some examples on a basic sphere:

+
+
Unity Diffuse Shader
+
Toony Colors Pro 2
+
TCP2 with no Ramp Smoothing
+
TCP2 with Texture Ramp
+
Sketch Overlay and Outline
+
Texture Ramp and Textured Threshold
+
Detail texture and Halftone Sketch
+
Rim Reflection and black Outline
+
Bump, Rim, Outline and Colored Shadows
+
+
+ + + +
Legacy or Physically-Based?
+
+

Choosing between the two workflows might not be as easy as it seems: because TCP2 is used to get stylized visuals, there may be some cases where you want to avoid replicating the physical reality of light interaction.
+ In such cases, using PBS shaders should be avoided in favor of the Legacy ones.
+
+ Here is a pros/cons list that can help choosing between either workflow:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Standard PBSLegacy Shaders
PROSCONSPROSCONS
Easier material setup similar to Unity's Standard shader, with additional stylization optionsLess stylization options: features like sketch or textured threshold are not supported in the PBS shadersMore control: you can precisely tweak all values to get the exact look wantedLonger material setup: more control means more settings to adjust!
Works in all lighting settings: no need to do further tweaks to materials once they're properly configuredLimited value ranges: you can't go too much outside the "physical" values and get extreme results (that's actually the whole point of PBS!)More Stylization: e.g. comic-book like visuals using features like halftone or sketch featuresLess consistency: you may have to readjust material settings so that they fit in each environment
Automatic mobile version: the correct shader is loaded internally depending on the target platformHigher Cost: the Standard shader generally requires more GPU power than the Legacy ones (even though there's also a mobile version)Better Performance: e.g. unlike Standard where everything has specular and reflections, you can entirely disable these features in Legacy thus resulting in a faster shader
Stylization in 1 click: the shader will get settings defined for a material using the default Standard shaderShader Generator: more features to choose from, and get the ultimate stripped-down shader with just the code you need
+
+ + +
Getting Started
+
+

Physically Based Workflow

+

Assign the following shaders depending on the wanted workflow:

+
    +
  • Toony Colors Pro 2 > Standard PBS for the Metallic workflow
  • +
  • Toony Colors Pro 2 > Standard PBS (Specular) for the Specular workflow
  • +
+

From there, similarly to Unity's Standard shader, the correct subshader will be used based on the texture maps and features used, as well as the target platform (meaning that the mobile version of the shaders will automatically be loaded when targeting mobile devices).
+ TCP2 will additionally load the relevant Outline shader if that feature is enabled. +

+

Legacy Workflow

+

Assign one of the Unified Shader to your material(s) depending on the device you target:
+

    +
  • Toony Colors Pro 2 > Desktop
  • +
  • Toony Colors Pro 2 > Mobile
  • +
+ You can then select the options you want for your material (bump, specular, rim lighting, outlines...) and it will automatically choose the correct shader, making sure you don't have any unused feature loaded.
+
Internally the shader selection works in two steps:
+ - it chooses the correct high-level .shader file depending on the selected features (outlines for example)
+ - Unity then loads an internal shader variation based on the settings chosen, just as it regularly does to turn lightmaps on or off for example (using multi_compile directive)

+
+ Each .shader file has up to 928 internal variations, which is why the compilation may take a little longer for some of the shaders!
The compilation only happens once when first importing the pack. +
+
+ At Build Time, the compilation can take a lot of time depending on how many shaders are used. This is because Unity will fully compile each variation in each shader file.
+ These compiled shaders are then cached, so this will only happen during the first build of your application, as long as you don't modify the shaders afterwards. +
+
+ + +
PBS Material Inspector / Standard PBS Shader
+
+

The Standard PBS Material Inspector is based on Unity's Standard material interface, with additional stylization options.
+
+ The Standard Properties are the same that you will find on the Standard shader:
+

    +
  • Rendering Mode (opaque, transparent, cutout)
  • +
  • Albedo Map & Color
  • +
  • Metallic/Specular Maps (depending on workflow)
  • +
  • Smoothness
  • +
  • Specular
  • +
  • Reflection (using Reflection Probes)
  • +
  • Normal Map (enables Bump Mapping)
  • +
  • Height Map (enables Parallax mapping)
  • +
  • Occlusion Map
  • +
  • Emission Map & Color
  • +
  • Secondary Maps (Albedo + Normal)
  • +
+

Please refer to the Unity manual for more information about the Standard Properties.

+
+ The Toony Colors Pro 2 properties control the following features:

+ + +
+
 
+ + +
+

Main and Additional Lights Ramp Control

+

When not using a ramp texture, you have an additional setting to define a separate smoothing for the main directional light and additional lights.

+
    +
  • Threshold: defines the separation between shadows and highlights
  • +
  • Main Light Smoothing: smoothing of the separation between shadows and highlights for the main directional light
  • +
  • Other Lights Smoothing: smoothing of the separation between shadows and highlights for additional lights
  • +
+ +
Main Light = 0.1
Additional Lights = 0.1
+
Main Light = 1.0
Additional Lights = 0.1
+
Main Light = 0.1
Additional Lights = 1.0
+
+ +
 
+ + +
+

Stylized Specular

+

Will add a smoothing value allowing to get a crisper specular term. You can also blend between the regular and the stylized specular to get an hybrid look.

+
    +
  • Specular Smoothing: defines how crisp the specular highlights should look
  • +
  • Specular Blend: blending value between the Standard and Stylized specular visuals
  • +
+ +
Stylized Specular disabled
+
Stylized Specular enabled
+
Stylized Specular with 0.5 blending
+
+ +
 
+ + +
+

Stylized Fresnel

+

Will add an enhanced Fresnel effect linked to lights around the model.

+
    +
  • Fresnel Strength: defines how visible is the enhanced Fresnel effect (note that the strength is also dependent on the Smoothness of the material)
  • +
  • Fresnel Min/Max: defines the threshold values for the Fresnel effect (similar to the Rim effect)
  • +
+ +
Stylized Fresnel enabled
+
Stylized Fresnel disabled
+
+
+ + +
Unified Material Inspector / Unified Shader
+
+

The Unified Material Inspector allows you to toggle features on and off and let Unity pick and compile the right shader for you. This will ensure that only the features you care about are included in the compiled shader, so that it runs as fast as possible.

+ There are two versions of the Unified Shader included with Toony Colors Pro 2:

+
    +
  • Toony Colors Pro 2 > Desktop with all features in their high quality version
  • +
  • Toony Colors Pro 2 > Mobile with all features optimized to be as fast as possible
  • +
+
+ Note that the desktop version can work smoothly on some high-end mobile devices, so it can make sense to use it for mobile on your main character for example. +
+ +
+
Toony Colors Pro 2
Unified Material Inspector
+
+ +

FEATURES

+ + +
+

Base Properties

+

There are 3 colors in the base properties:

+
    +
  • Color is the regular tint Color multiplied with the whole model
  • +
  • Highlight Color is the a tint Color only applied to the lit parts of the model
  • +
  • Shadow Color is the a tint Color only applied to the unlit parts of the model
  • +
+

Examples:

+
Default Colors
+
Green Color
+
Green Highlight Color
+
Green Shadow Color
+

The Base texture is the main one. Its alpha channel can be used as a gloss map when Specular is enabled.

+ +
Wrapped Lighting with one point light
+
Wrapped Lighting disabled
+
    +
  • Disable Wrapped Lighting will change how diffuse lights cover the models, meaning lighting will appear more focused.
    It can also help when real-time shadow artifacts become too apparent on the model.
  • +
+
+ +
 
+ + +
+

Ramp Style

+

The slider ramp style allows you to define the lit/unlit threshold value, as well as its smoothness (hard or soft line separating shadows from highlights).

+

The texture ramp style allows you to use a 1D texture (horizontal texture with 1 pixel height) defining the shading from lit to unlit.

+

Slider Ramp Examples:

+
Threshold = 0.5
Smoothness = 0.2
+
Threshold = 0.3
Smoothness = 0.5
+
Threshold = 0.75
Smoothness = 0.01
+

Texture Ramp Examples:

+
Unity toon ramp
+
Old school ramp
+
4-levels ramp
+
+ +
 
+ + +
+

Normal/Bump Map

+

Enables normal map support.

+
Stars normal map
Ramp Smoothing = 0.1
+
Granular normal map
Ramp Smoothing = 0.4
+
+ +
 
+ + +
+

Specular

+

Enables Blinn-Phong specular.

+
    +
  • Regular: default Blinn-Phong specular
  • +
  • Cartoon: allows you to define the smoothness of the specular highlight
  • +
+
Regular Specular
Shininess = 0.1
+
Cartoon Specular
Smoothness = 0.1
+
+ +
 
+ + +
+

Reflection (Desktop)

+

Enables cubemap-based reflections.

+
    +
  • Global: applies the reflection on the whole model
  • +
  • Masked: uses the main texture's alpha channel to mask parts of the reflection
  • +
  • Reflection Color (RGB): tint color applied to the reflection
  • +
  • Reflection Color (Alpha): defines the reflection intensity
  • +
  • Use Reflection Probes: will take reflection data from Reflection Probes
  • +
+
Global Reflection
+
Masked Reflection
+
+ +
 
+ + +
+

MatCap (Mobile)

+

Enables texture-based fixed reflections, using a simple square texture. See my free MatCap Shader Pack for more examples!

+
    +
  • Global: applies the reflection on the whole model
  • +
  • Masked: uses the main texture's alpha channel to mask parts of the reflection
  • +
  • Reflection Color (RGB): tint color applied to the reflection
  • +
  • Reflection Color (Alpha): defines the reflection intensity
  • +
+
Additive MatCap
+
MatCap texture used
+
Multiplicative MatCap
+
MatCap texture used
+
+ +
 
+ + +
+

Rim Effects

+

Enables rim effects, where intensity depends on the view direction and the face normal.

+
    +
  • Lighting: adds a color based on the rim factor (a.k.a. rim lighting)
  • +
  • Outline: multiplies a color based on the rim factor
  • +
  • Rim Color (RGB): defines the rim color
  • +
  • Rim Color (Alpha): defines the rim intensity
  • +
  • Rim Min/Max: define the thresholds based on the rim value
  • +
  • Directional Rim (XY): allows control of the rim direction (e.g. only coming from top)
  • +
+
Red rim lighting
Min = 0.3, Max = 1
+
Red rim lighting
Min = 0.6, Max = 0
+
Directional rim lighting
Direction Y = 0.5
+
Black rim outline
Min = 0.2, Max = 0.8
+
Red rim outline
Min = 0.5, Max = 0.55
+
+ +
 
+ + +
+

Outline

+

Adds a mesh-based outline to the model. Note that this will add 1 draw call.

+ The outline works as follow:
+ - an extruded version of the mesh (based on its normals) is rendered with a full unlit color, and with its faces flipped
+ - the regular model is rendered on top of it, creating the illusion of outlines +

+
+ The outline may show incorrectly for meshes with hard edges. In this case you can use TCP2's Smoothed Normals Utility to correct the artifacts. +
+
+
Regular hard edge normals
+
Smoothed normals stored in UV2
(hard edge shading is preserved)
+
+
    +
  • Opaque: solid color outlines
  • +
  • Blended: allows you to set a blending mode to the outlines, to make them transparent for example
  • +
+
    +
  • Outline Color: alpha can control opacity depending on the blending mode selected with Blended Outlines
  • +
  • Outline Width: defines how much to extrude the mesh from the vertex normals to draw the outline
  • +
  • Outline Color From Texture (Desktop only): takes the outline color from the main texture (averaged and multiplied with the outline color) +
    • Texture Outline LOD: defines the mip map level from which to sample the texture color (higher = more blurring)
    +
  • +
  • Constant Size Outline: outline size will stay the same relatively to the screen
  • +
  • Correct Z Artifacts: allows you to tweak the outline extrusion to correct artifacts from complex models
  • +
    Outline Normals
    +
+
    +
  • Regular: use the regular vertex normals
  • +
  • Vertex Colors: use the vertex colors as normals
  • +
  • Tangents: use the vertex tangents as normals (will prevent bump maps and anisotropic specular from working)
  • +
  • UV2: use the vertex second texture coordinates as normals
  • +
+
+ Change this setting when you use TCP2's Smoothed Normals Utility to correct hard-edged models. +
+
    +
    Outline Blending
    +
  • Source Factor: hardware blending source factor
  • +
  • Destination Factor: hardware blending destination factor
  • +
+
+ Blending modes examples:
+ SrcAlpha / OneMinusSrcAlpha: alpha transparency
+ DstColor / Zero: multiplicative
+ One / One: additive
+ OneMinusDstColor / One: soft additive +
+
Black opaque outlines
Width = 1.5
+
Outline color from texture
+
Additive blended outline
+ +
Shader Generator options
+
    +
  • Outline behind model: will make the outline appear behind the model (sorting may not work correctly with other objects)
    + Depth Buffer and Stencil Buffer are two different techniques to achieve the effect - you may want to try one or another depending on the artifacts you get.
    + With Stencil Buffer, you can choose stencil groups for your objects to determine where the outline should appear between them (using the Stencil Outline Group value):
    +
    Same Stencil Group
    +
    Different Stencil Group
    +
  • +
+
+ +
 
+ + + + +
+ + +
Shader Generator
+
+ +
+ The Shader Generator 2 beta is currently available as of version 2.4.0.
+ It is a much more flexible system that remains as simple as it was to enable features, but allows further customization of various properties of the resulting shader.
+ For example, you can change options for any texture used (enable/disable tiling/offset, use scrolling UVs, use screen-space UVs...), or use another data source (e.g. vertex colors), or define your own custom mask for about any property in the shader.
+ It will eventually replace the current Shader Generator, and is currently the only option for LWRP support.
+ You can read its documentation here. +
+ +

The Shader Generator allows you to generate your own shader files with even more features than in the Unified Material Inspector. Indeed each on/off feature in the Unified Shader doubles the number of internal variants, which quickly adds up to lots of internal shader programs. Moreover, Unity's shader_feature directive has its limits.

+

Thus generating your own shader files with no variants and exactly the features you need allows for faster compilation and iteration.

+ + +

USAGE

+
    +
  • Open the Shader Generator via the menu: Tools > Toony Colors Pro 2 > Shader Generator
  • +
  • Select a previously generated shader you want to modify, or New Shader if you want to create one
  • +
  • (New Shader) Choose the name of your shader. The forward slashes will indicate the folders in Unity's shaders drop-down list.
  • +
  • (Optional) Choose the shader filename if the 'Automatic Names' option is disabled
  • +
  • Select the features you want on the shader
  • +
  • Click on 'Generate Shader' (or 'Update Shader' if you are modifying an existing one)
  • +
+

There are a lot of additional features available, however if you select too many at the same times the shader might not be able to compile. This is generally due to the limitations of vertex interpolators in Shader Model 3.

+ +
+ You can open a generated shader for modification directly in the Shader Generator by clicking on the   icon in the Material Inspector! +
+ +
+ The Shader Generator relies on the ShaderImporter.userData string to store information about the features so that they show correctly in the Inspector. Be careful if you also use it in your scripts. +
+ +
+

TEMPLATES

+

You can load other templates to generate different types of shaders.
+ List of included templates:
+

    +
  • Default: Extend the base desktop/mobile shader
  • +
  • Surface Standard PBS: Extend the PBS shader (based on Unity's Standard shader)
  • +
  • Terrain: Generate Unity-terrain compatible shaders (experimental)
  • +
  • Water: Generate water shaders (or other liquids such as lava or poison)
  • +
  • Curved World/Default & Curved World/Water: Templates with support for Curved World system (requires Curved World from the Unity Asset Store)
  • +
  • Legacy/Standard PBS: Old PBS shader template that uses vertex/fragment shaders (the new one uses surface shaders and has more options)
  • +
+

By default the template files are in the JMO Assets/Toony Colors Pro/Editor/Shader Templates/ folder.

+ +
+

ADDITIONAL FEATURES (only available with the Shader Generator)

+ +
+ This list is not exhaustive, feel free to try the options you see in the Shader Generator and see what they do!
+ You can also leave the mouse cursor on most of the labels to show a help tooltip! +
+ + +
+

Ramp Style

+

Defines how to apply ramp shading based on the diffuse term.

+
    +
  • Slider Ramp: Define the lit/unlit threshold value, as well as its smoothness (hard or soft line separating shadows from highlights)
  • +
  • RGB Slider Ramp: Same as Slider Ramp, but uses a color for the threshold, thus separating it for the three RGB channels.
  • +
  • Texture Ramp: Use a 1D texture (horizontal texture with 1 pixel height) defining the shading from lit to unlit
  • +
+

Slider Ramp Examples:

+
Threshold = 0.5
Smoothing = 0.2
+
Threshold = 0.3
Smoothing = 0.5
+
Threshold = 0.75
Smoothing = 0.01
+

RGB Slider Ramp Examples:

+
Threshold (128,100,80)
Smoothing = 0.15
+
Threshold (128,100,80)
Smoothing = 0.6
+
Threshold (80,90,120)
Smoothing = 0.3
+

Texture Ramp Examples:

+
Unity toon ramp
+
Old school ramp
+
4-levels ramp
+
+ +
 
+ + +
+

Ramp Control

+

Defines how many ramp control you get in the material.

+
    +
  • Global: Unique ramp control for all lights
  • +
  • Main + Other Lights: One ramp control for the main directional light, and one for all other lights regardless of their type
  • +
  • Main + Light Type: One ramp control for the main directional light, and one per light type (directional, point, spot) for all other lights
  • +
+
+

In the example below, the sphere is lit by one main directional light, one blue point light, and one yellow spot light.

+
Global
Smoothing = 0.2
+
Main + Other
2 different smoothings
+
Main + Light Type
3 different smoothings
+
+ +
 
+ + +
+

Wrapped Lighting

+

Wrap the diffuse term around the mesh, providing a softer light.

+
    +
  • Off: No wrapped lighting
  • +
  • Half: Wrap lighting by half
  • +
  • Custom: Wrap lighting by a custom factor
  • +
+

Ramp smoothing is 0.5 in the following examples:

+
Off
+
Half
+
Custom (1.5)
+
+ +
 
+ + +
+

Specular (Shader Generator)

+

Enables specular highlights.

+
Options (Shader Generator)
+
    +
  • Regular: default Blinn-Phong specular
  • +
  • Anisotropic: Ward anisotropic specular
  • +
  • Specular Mask: uses a mask for specular (aka gloss map)
  • +
  • Shininess Mask: uses a mask for shininess (allows variable shininess on the same material)
  • +
  • Cartoon Specular: allows you to define the smoothness of the specular highlight
  • +
+
Regular Specular
Shininess = 0.1
+
Cartoon Specular
Smoothness = 0.1
+
Anisotropic Specular
Aniso. Spread = 0.65
+
+ +
 
+ + +
+

Reflection (Shader Generator)

+

Enables cubemap-based reflections.

+
Options (Shader Generator)
+
    +
  • Reflection Mask: uses a mask for reflection
  • +
  • Reflection Color: tints the reflection color (RGB) and sets its strength (Alpha)
  • +
  • Reflection Roughness: defines the MipMap level at which to sample the texture, to simulate blurry reflections
  • +
  • Rim Reflection/Fresnel: the reflection will only appear according to the rim settings (i.e. at grazing angles on the model)
  • +
+
+ MipMaps need to be enabled on the Cubemap texture for Roughness to work! +
+
+
Global Reflection
+
Masked Reflection
+
Blurry Reflection
Roughness = 6
+
Rim/Fresnel Reflection
+
+ +
 
+ + +
+

Rim Effects (Shader Generator)

+

Enables rim effects, where intensity depends on the view direction and the face normal.

+
Properties
+
    +
  • Rim Color (RGB): defines the rim color
  • +
  • Rim Color (Alpha): defines the rim intensity
  • +
  • Rim Min/Max: define the thresholds based on the rim value
  • +
  • Rim Direction (XY): allows control of the rim direction (e.g. only coming from top)
  • +
+
Options (Shader Generator)
+
    +
  • Rim Lighting: adds a color based on the rim factor (a.k.a. rim lighting)
  • +
  • Rim Outline: multiplies a color based on the rim factor
  • +
  • Vertex Rim: calculates the rim term per-vertex rather than per-pixel (less accurate but much faster)
  • +
  • Directional Rim: enables the Rim Direction property
  • +
  • Rim Mask: uses a mask for the rim effect
  • +
  • Light-based Mask: masks the rim effect based on nearby lights
  • +
+
Red rim lighting
Min = 0.3, Max = 1
+
Red rim lighting
Min = 0.6, Max = 0
+
Directional rim lighting
Direction Y = 0.5
+
Black rim outline
Min = 0.2, Max = 0.8
+
Red rim outline
Min = 0.5, Max = 0.55
+
+ +
 
+ + +
+

MatCap (Shader Generator)

+

Enables texture-based fixed reflections, using a simple square texture. See my free MatCap Shader Pack for more examples!

+
Properties
+
    +
  • MatCap Texture (RGB): the MatCap texture
  • +
  • MatCap Color (RGB): tints the MatCap
  • +
  • MatCap Color (Alpha): sets the strength of the MatCap
  • +
+
Options (Shader Generator)
+
    +
  • MatCap Add: MatCap will be added
  • +
  • MatCap Multiply: MatCap will be multiplied
  • +
  • MatCap Mask: uses a mask for the MatCap effect
  • +
  • Pixel MatCap: compute MatCap effect per-pixel, useful if you are using normal maps
  • +
  • MatCap Color: enable the MatCap Color property
  • +
+
Additive MatCap
+
MatCap texture used
+
Multiplicative MatCap
+
MatCap texture used
+
+ +
 
+ +
+ + +
+

Cubemap Ambient

+

Enables cubemap-based ambient lighting. Think of it as directional ambient colors (for example, ambient light from the top will be blue like the sky, ambient light coming from the bottom will be brown like the ground).
+ The effect is very subtle but really helps to anchor your dynamic objects in your scene.

+
Properties
+
    +
  • Ambient Cubemap: the cubemap from which to sample colors
  • +
+
+ It is recommended to use a blurred version of the skybox cubemap as your Ambient Cubemap! +
+
+
Default
+
Cubemap Ambient
+
+ +
 
+ + +
+

Directional Ambient

+

Enables directional ambient lighting, using 6 user-defined colors. This is cheaper than Cubemap Ambient and colors can be easily interpolated to simulate dynamic ambient lighting for example.
+ The effect can be very subtle but really helps to anchor your dynamic objects in your scene.

+
Properties
+
    +
  • Right, Left, Top, Bottom, Front, Back: the 6 colors corresponding to the 6 world axis (positive and negative XYZ)
  • +
+
+
Default
+
Directional Ambient
with strong colors
+
+ +
+ +
 
+ + +
+

Normal/Bump Map (Shader Generator)

+

Enables normal map support.

+
Properties
+
    +
  • Normal Map (RGB): normal map texture
  • +
  • Heightmap (Alpha): heightmap controlling the parallax effect (alpha channel only, can be the same texture defined in the normal map)
  • +
  • Height: strength of the height parallax effect
  • +
+
Options (Shader Generator)
+
    +
  • Bump Scale: adds a float value to control the bump strength, like Unity's Standard shader
  • +
  • Parallax/Height Map: enables the Parallax/Height map support
  • +
+
Stars normal map
Ramp Smoothing = 0.1
+
Granular normal map
Ramp Smoothing = 0.4
+
+ +
 
+ + +
+

Tessellation

+

Enables GPU tessellation on the shader (requires Shader Model 4.6+).
+ You can choose between these techniques:

+
    +
  • Phong: smooths the mesh based on its normals
  • +
  • Fixed: tessellate according to a displacement map and a fixed value
  • +
  • Distance Based: tessellate according to a displacement map and the distance between the mesh and the camera
  • +
  • Edge Length Based: tessellate according to a displacement map and the screen-space length of the mesh's edges
  • +
+

For more information and examples, please look at Unity's Documentation about Tessellation in Surface shaders.

+
+ Tessellation is incompatible with using a custom vertex function. The shader may not compile properly depending on the used features (this is unfortunately a Unity limitation). +
+
+ +
 
+ + +
+

Detail Texture

+

Adds another texture on top of the main one, with its own tiling and offset values.

+
Properties
+
    +
  • Detail (RGB): the detail texture
  • +
+
Options (Shader Generator)
+
    +
  • Use UV2 coordinates: use second UV coordinates for the detail texture
  • +
+

Example:

+
Rock detail texture over main checker texture
+
+ +
 
+ + +
+

Color Mask

+

Enables main color masking. Can be useful if you want to create a customizable color based on the main texture's alpha channel, for example.

+
+ +
 
+ + +
+

Vertex Colors

+

Tints the whole model according to its vertex colors.
Can be used to simulate ambient occlusion, vertex-based lightmap, or regular tinting to add color variations on the same texture while keeping dynamic batching.

+

Example:

+
Simple vertex-based color tinting
+
+ +
 
+ + +
+

Texture Blending

+

Blends up to 5 textures based on vertex colors or a texture map, linearly or alpha-based (height blending).
+ By default the textures are mapped like this:

+ + + + + + +
Black:Main Texture
Red:Texture 1
Green:Texture 2
Blue:Texture 3
Alpha:Texture 4
+
Options
+
    +
  • Texture Blending: defines the mapping source, where each color corresponds to a texture (Vertex Colors or Texture Map)
  • +
  • Blend Method: how to visually blend the textures
  • +
      +
    • Linear: smooth linear transition based on the source colors
    • +
    • Linear (Additive): smooth linear transition, but each texture is added rather than linearly blended
    • +
    • Height (Texture Alpha): texture alpha-based blending, to simulate a more natural blending
    • +
    +
  • Enhance Blend Contrast: add a normal map slot for each additional texture (will enable the Normal/Bump Map feature)
  • +
  • Texture # / Color Channel: set the number of textures, and define the color channel they will map to from the source
  • +
  • Normal Map Blending: add a normal map slot for each additional texture (will enable the Normal/Bump Map feature)
  • +
+ +

Examples:

+
Source Texture Map
(white represents alpha)

+
Linear Blending
+
Height Blending
+
+ +
 
+ + +
+

Triplanar Mapping

+

Use multiple textures and generate world-based texture UVs according to the orientation of the faces.
Triplanar is an efficient way of texturing a terrain mesh.

+
Options
+
    +
  • Surface Texture: How many textures to use for the horizontal surfaces
  • +
  • Ceiling Mode: Defines how to map the second surface texture +
      +
    • Y Normal Direction: map according to the direction of the surface (ground faces up, ceiling faces down)
    • +
    • Min Max Threshold: choose texture based on a defined area (based on the Y position in world space)
    • +
    +
  • +
  • Sides Texture: How many textures to use for the vertical surfaces
  • +
  • Height Blending (Alpha): Non-linear blending based on alpha channel of surface of side texture(s) (as in Texture Blending)
  • +
+
+

The following mesh doesn't have any UVs:

+
Basic Triplanar Mapping
+
Triplanar with 'ceiling' Min Max Threshold
+
+ +
 
+ + +
+

Subsurface Scattering

+

Enables subsurface scattering, i.e. light that scatters inside the model.

+
Options (Shader Generator)
+
    +
  • Subsurface Lights: defines which lights will affect subsurface scattering
  • +
  • Subsurface Mask: mask for the subsurface effect (typically a thickness map)
  • +
  • Subsurface Color: colors the subsurface effect (back lighting only)
  • +
  • Subsurface Ambient Color: adds an ambient subsurface color, affecting both back and front lighting
  • +
  • Multiplicative: makes the subsurface effect multiplied with the diffuse color, instead of added to it
  • +
+
+ Here's an easy way to generate an approximative thickness map in most 3D modeling software: +
    +
  • Flip your model's normals (i.e. flip faces)
  • +
  • Bake the ambient occlusion map
  • +
  • Invert the colors on the resulting texture
  • +
  • Use it as a mask for subsurface scattering
  • +
+
+
+
Point light is behind the sphere, with orange subsurface color
+
+ +
 
+ + +
+

Emission (Self-Illumination)

+

Adds emission based on a mask, a color, or both.

+
Properties
+
    +
  • Emission Color: tint color for the emission light (RGB) and emission strength (Alpha)
  • +
+
Options (Shader Generator)
+
    +
  • Emission Map: uses a mask for emission
  • +
  • Emission Color: enables the Emission Color property
  • +
  • HDR Color: makes the Emission Color an HDR color that can go outside the [0:1] range (useful for effects like bloom)
  • +
+

Example:

+
Simple emission
+
Color tinted emission
+
+ +
 
+ + +
+

Textured Threshold

+

This is a powerful feature to achieve a hand-painted look directly on the shading.

+

The regular shading is defined on a continuous line, more or less smooth depending on the Ramp Smoothing (or Ramp Texture if using one).
Textured Threshold allows you to add a texture pattern along this line.

+
Properties
+
    +
  • Threshold Texture (Alpha): offset the lit/unlit threshold based on the alpha channel
  • +
+
+ Only the Alpha channel is used: values > 128 will add to the threshold, values < 128 will subtract from it (a value of 128 has no effect) +
+

Examples:

+
Using a texture ramp (no threshold texture)
+
Achieving a hand-painted look
+
Texture used for the hand-painted look
+
Using a noise-based threshold texture
+
Noise texture used for the previous look
+
+ +
 
+ + +
+

Diffuse Tint

+

Adds a smooth tint to the model, based on the non-ramped diffuse term.
Can be used to add subtle color fringing in the transition between highlights and shadows for example.

+
Properties
+
    +
  • Diffuse Tint: the tint color
  • +
+

Examples:

+
Regular look
+
With a blue diffuse tint
+
+ +
 
+ + + + + +
+

Sketch

+

Adds a screen-space overlay texture on the shadowed areas. Allows a hand-painted stroke effect for example.

+
Properties
+
    +
  • Sketch (Alpha): the overlay texture
  • +
  • Sketch Anim Speed: animation speed when enabled
  • +
+
+ To easily create an alpha-only texture in Unity, in the Texture Import Settings, set:
+ 'Texture Type' to 'Single Channel'
+ 'Alpha Source' to 'Alpha from Grayscale'
+
+
+ By default the screen-space texture is offset by the object's position, to remove the 'shower door' artifact (seeing that the texture is an overlay on the whole screen)

+ This effect doesn't work correctly in the Scene View: the vertical offset is inverted there. +
+
Options (Shader Generator)
+
    +
  • Sketch Overlay: adds a screen-space overlay texture on the shadowed areas
  • +
  • Sketch Gradient: binary overlay texture based on min/max values (allows half-tone effects)
  • +
  • Sketch Blending: defines how to blend the sketch texture with the model's color
  • +
  • Animated Sketch: animates the texture coordinates
  • +
  • Vertex Coords: calculate screen-space coordinates per-vertex rather than per-pixel (less accurate but faster)
  • +
  • Disable Obj-Space Offset: disables offsetting the texture from the object's position (the texture will stay fixed relative to the screen, i.e. each pixel on the screen will always map to the same texture color)
  • +
+
Sketch Overlay with strokes texture
+
Sketch Gradient with strokes texture
+
Sketch Gradient with halftone texture
+
Textured Sphere with regular Sketch Overlay
+
Textured Sphere with
Color Burn blending
+
+ +
 
+ + +
+

Alpha Blending (Transparency)

+

Enables blending on the model. Allows soft transparency but may cause sorting issues with other semi-transparent objects.

+

Alpha Blending will be enabled by default, but you can change the source and destination blend factors to create other effects such as additive blending. See Unity's manual about blending for more information.

+
Properties
+
    +
  • Source Factor: source blending factor
  • +
  • Destination Factor: destination blending factor
  • +
+
Alpha blending over blue background
+

You can define other blending modes than regular alpha-based transparency.
The following examples are in the form Source Factor / Destination Factor > Result

+
    +
  • Src Alpha / One Minus Src Alpha > Alpha Blending (regular transparency)
  • +
  • One / One > Additive Blending
  • +
  • One Minus Dst Color / One > Soft Additive Blending
  • +
  • Dst Color / Zero > Multiplicative Blending
  • +
+
+ +
 
+ + +
+

Alpha Testing (Cutout)

+

Enables alpha testing on the model. Allows binary transparency with proper depth sorting.

+

See Unity's manual about alpha testing for more information.

+
Properties
+
    +
  • Alpha cutoff: threshold at which alpha value becomes transparent
  • +
+
Alpha testing over blue background
+
+ +
 
+ + +
+

Shader Target

+

Defines the shader target level to compile for.

+

Shader Model 3.0 is the default value and should work for most GPUs (desktop and mobile).
+ Shader Model 2.5 is recommended to maximize mobile device compatibility.
+ Shader Model 2.0 can be used to target very old devices but will limit the complexity of the generated shader.
+

+

See Unity's manual about shader compilation target levels for more information.

+
+ +
 
+ + +
+

Double-Sided

+

To get double-sided rendering, use these options:

+
    +
  • Set Culling to Off (double-sided) so that backfaces are rendered.
  • +
  • (optional) Enable Backface lighting to get accurate lighting calculation for backfaces (Shader Target 3.0+)
  • +
+

See Unity's manual about shader compilation target levels for more information.

+
+ +
+ + + +
Shader Generator : Masks
+
+

Some features can be masked using vertex colors or a texture.

Usage is pretty simple: +

    +
  • Select to use vertex colors or a texture as a mask (either the Main Texture or a new texture slot - up to 3 separate masks textures)
  • +
  • If you selected a mask different from the Main Texture, select the color channel that will be used for masking
  • +
  • If you selected a texture mask, select the UV settings that will be used for masking: +
      +
    • Main Tex UV: will use the texture coordinates of the main texture
    • +
    • Independent UV0: will use independent scale/offsets settings with UVs from the mesh
    • +
    • Independent UV1: will use independent scale/offsets settings with the secondary UVs from the mesh
    • +
    +
  • +
+

+
+ The mask UV settings are the same for each mask, so if you change it for Mask 1 anywhere it will be reflected everywhere Mask 1 is used. +
+

For example, if you want to use the main texture's alpha channel as a gloss map, in the Specular Mask feature choose Main Texture and Alpha.

+
+ + +
Smoothed Normals Utility
+
+

The Smoothed Normals Utility allows you to solve this situation:

+
+
Regular hard edge normals
+
Smoothed normals stored in UV2
(hard edge shading is preserved)
+
+

HOW IT WORKS

+

The outlining technique is based on the mesh normals. When a vertex has multiple normals (aka hard edge shading), it can break the outline as shown above.
+ The Smoothed Normals Utility will calculate the average normals for each vertex of your mesh, and assign them to an unused part of your mesh data (vertex colors, tangents, or second UV coordinates)

+

By enabling the corresponding option in the Outline properties, the shader will take this data as the new normals to draw the outline.
This way you get a correctly outlined mesh with hard-edge shading preserved.

+ +

USAGE

+

Open the utility via the menu: Tools > Toony Colors Pro 2 > Smoothed Normals Utility

+

In Unity, select: +

    +
  • a mesh or a model from the Project view
  • +
  • a GameObject with a MeshFilter or SkinnedMeshRenderer attached
  • +
+ The meshes ready to be processed should appear in the Smoothed Normals Utility when it gets the focus.
+ Select the mesh data where you want to store the smoothed normals: +
    +
  • Vertex Colors: do not use this if you are using vertex colors elsewhere (texture blending, tinting...)
  • +
  • Tangents: do not use this if you are using bump/normal maps or anisotropic specular
  • +
  • UV2: do not use this if you are using lightmaps or the detail texture on the second UV coordinates
  • +
+ Click on "Generate Smoothed Mesh" to generate a copy of the mesh with smoothed normals in the selected mesh data.
+ The new mesh will automatically be assigned if you had MeshFilters or SkinnedMeshRenderers selected. +

+
+ Smoothed Normals will only be stored in Tangents for skinned meshes.
This is because normals need to be affected by bones, and in the 3 options available only tangents are affected by bones (vertex colors and UV2 data are not). Thus smoothed normals can only work stored in tangents for skinned meshes.
This means that smoothed normals can't work with normal/bump maps or anisotropic specular on skinned meshes. +
+
+ If a copy of the mesh has already been made, it will be overwritten with the new settings defined.
You can recognize the generated meshes with the [TCP2 Smoothed] suffix, and they are all stored in the 'Smoothed Meshes' folder by default. +
+ +
+ + + +
Ramp Generator
+
+

The Ramp Generator allows you to create a ramp texture (to be used with the texture ramp feature) very easily from a gradient.
+ Simply edit the gradient and set a texture width size. The texture height will always be 4 pixels tall.

+
+
Ramp Generator
+
+

The Ramp Generator can also edit back ramps generated with it, allowing you to edit the gradient and see the results in real-time on your models/materials.

+

You can edit a gradient ramp either by:

+
    +
  • loading a texture with the Ramp Generator
  • +
  • or clicking on Edit Gradient in a TCP2 material that uses ramp textures
  • +
+
+
Ramp Editor
+
+
+ + + +
Unpack Shaders
+
+

To avoid very long loading times when Toony Colors Pro 2 is imported in Unity, some of its shaders are packed in an archive.
You can unpack these shaders by category (reflection, rim effects...) if you ever need them.
+ Depending on your machine, the importing process can be more or less long.

+

You can unpack shaders via the menu: Tools > Toony Colors Pro 2 > Unpack Shaders > ...

+
+ + + +
Using Curved World
+
+ You can use the Curved World system by Davit Naskidashvili with Toony Colors Pro 2 as of version 2.12.
+ This feature requires the Curved World package from the Asset Store.
+
+ Open the Shader Generator, and load the Curved World template file (default or water) with the "Load..." button.
+ The generated shaders will now be compatible with Curved World and react to its settings.
+
+ For the Shader Generator 2, you need to enable Curved World Support in the Third Party Plugins section. +
+ + + +
Using VertExmotion
+
+ You can use the VertExmotion system by Kalagaan with Toony Colors Pro 2 as of version 2.4.0.
+ This feature requires the VertExmotion or VertExmotion Pro package from the Asset Store.
+
+ Open the Shader Generator (or the Shader Generator 2), and under the Third Party Plugins section enable VertExmotion Support. +
+ + + +
Using the Lightweight Pipeline (LWRP)
+
+

Universal Render Pipeline (formerly Lightweight Render Pipeline) support is available using the corresponding template in the Shader Generator 2, which is currently in beta as of version 2.4.0
+ The LWRP/URP template has been developed using Unity 2019.1.0 and LWRP 5.13.0.

+

Please refer to the Shader Generator 2 documentation for more information!

+
+ + + +
About Deferred Shading
+
+

Toony Colors Pro 2 only supports Forward rendering currently.
+ It will work if your player settings are set to Deferred Shading, although materials using TCP2 will be rendered in Forward on top of the Deferred scene.

+

October 2019: +
After some research, Deferred support development has been dropped due to the lack of requests and the technical challenge involved.
+ I might revisit it later when the Deferred rendering path is released for the Universal Render Pipeline.

+
+ + + +
Further Help
+
+ If you have questions, bug reports or suggestions please contact me by email: jean.moreno.public+unity@gmail.com +
+ +
+
+
+ + +
Other JMO assets for Unity:
+ + + + + + + + + + +
Cartoon FX 1Cartoon FX 2Cartoon FX 3Cartoon FX 4Shape FXWar FXMatCap Shaders (Free)
+ + +
+ + diff --git a/Assets/JMO Assets/Toony Colors Pro/Documentation/TCP2 Documentation.html.meta b/Assets/JMO Assets/Toony Colors Pro/Documentation/TCP2 Documentation.html.meta new file mode 100644 index 00000000..4b5627b1 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Documentation/TCP2 Documentation.html.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 62668791628ca2642b4bcf66800672c4 +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor.meta b/Assets/JMO Assets/Toony Colors Pro/Editor.meta new file mode 100644 index 00000000..3b40a30f --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c4ad5b706380175439b16798963604f8 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts.meta new file mode 100644 index 00000000..ec7cf9d1 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7341cb0de60990744a2c9e176191eaf8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/Roboto.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/Roboto.meta new file mode 100644 index 00000000..08b11def --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/Roboto.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: afe069865e0373a469a6954341e1a5b2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/Roboto/Roboto - Apache License.txt b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/Roboto/Roboto - Apache License.txt new file mode 100644 index 00000000..63d53024 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/Roboto/Roboto - Apache License.txt @@ -0,0 +1,203 @@ +Font data copyright Google 2012 + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. Definitions. + + "License" shall mean the terms and conditions for use, reproduction, + and distribution as defined by Sections 1 through 9 of this document. + + "Licensor" shall mean the copyright owner or entity authorized by + the copyright owner that is granting the License. + + "Legal Entity" shall mean the union of the acting entity and all + other entities that control, are controlled by, or are under common + control with that entity. For the purposes of this definition, + "control" means (i) the power, direct or indirect, to cause the + direction or management of such entity, whether by contract or + otherwise, or (ii) ownership of fifty percent (50%) or more of the + outstanding shares, or (iii) beneficial ownership of such entity. + + "You" (or "Your") shall mean an individual or Legal Entity + exercising permissions granted by this License. + + "Source" form shall mean the preferred form for making modifications, + including but not limited to software source code, documentation + source, and configuration files. + + "Object" form shall mean any form resulting from mechanical + transformation or translation of a Source form, including but + not limited to compiled object code, generated documentation, + and conversions to other media types. + + "Work" shall mean the work of authorship, whether in Source or + Object form, made available under the License, as indicated by a + copyright notice that is included in or attached to the work + (an example is provided in the Appendix below). + + "Derivative Works" shall mean any work, whether in Source or Object + form, that is based on (or derived from) the Work and for which the + editorial revisions, annotations, elaborations, or other modifications + represent, as a whole, an original work of authorship. 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SIL Open Font License.txt b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen - SIL Open Font License.txt new file mode 100644 index 00000000..4256add5 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen - SIL Open Font License.txt @@ -0,0 +1,44 @@ +Copyright (c) 2015, Kosal Sen, Philatype (), +with Reserved Font Name Sen. + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. + +The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the copyright statement(s). + +"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. + +"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. + +5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen - SIL Open Font License.txt.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen - SIL Open Font License.txt.meta new file mode 100644 index 00000000..dab4ef35 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen - SIL Open Font License.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9ab8845e628da044ea0ee9c3dbfa7e4d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen-bold.otf b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen-bold.otf new file mode 100644 index 00000000..0ba33fef Binary files /dev/null and b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen-bold.otf differ diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen-bold.otf.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen-bold.otf.meta new file mode 100644 index 00000000..0d37c764 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Fonts/sen/sen-bold.otf.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 21b3731dcedecc546bf47de8757b4e01 +TrueTypeFontImporter: + externalObjects: {} + serializedVersion: 4 + fontSize: 11 + forceTextureCase: -2 + characterSpacing: 0 + characterPadding: 1 + includeFontData: 1 + fontName: Sen + fontNames: + - 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buildTarget: DefaultTexturePlatform + maxTextureSize: 1024 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: Standalone + maxTextureSize: 1024 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors.meta new file mode 100644 index 00000000..6ebb9168 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 584ca242687ad0c42b988356c7e7a3e5 +folderAsset: yes +timeCreated: 1533294770 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/MaterialInspector_SG2.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/MaterialInspector_SG2.cs new file mode 100644 index 00000000..55845b6a --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/MaterialInspector_SG2.cs @@ -0,0 +1,116 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +//Enable this to display the default Inspector (in case the custom Inspector is broken) +//#define SHOW_DEFAULT_INSPECTOR + +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; + +// Custom material inspector for generated shader + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + public class MaterialInspector_SG2 : ShaderGUI + { + //Properties + private Material targetMaterial { get { return (mMaterialEditor == null) ? null : mMaterialEditor.target as Material; } } + private MaterialEditor mMaterialEditor; + private Stack toggledGroups = new Stack(); + + //-------------------------------------------------------------------------------------------------- + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + mMaterialEditor = materialEditor; + +#if SHOW_DEFAULT_INSPECTOR + base.OnGUI(); + return; +#else + + //Header + EditorGUILayout.BeginHorizontal(); + var label = (Screen.width > 450f) ? "TOONY COLORS PRO 2 - INSPECTOR (Generated Shader)" : (Screen.width > 300f ? "TOONY COLORS PRO 2 - INSPECTOR" : "TOONY COLORS PRO 2"); + TCP2_GUI.HeaderBig(label); + if(TCP2_GUI.Button(TCP2_GUI.CogIcon2, "SG2", "Open in Shader Generator")) + { + if(targetMaterial.shader != null) + { + ShaderGenerator2.OpenWithShader(targetMaterial.shader); + } + } + EditorGUILayout.EndHorizontal(); + TCP2_GUI.Separator(); + + //Iterate Shader properties + materialEditor.serializedObject.Update(); + var mShader = materialEditor.serializedObject.FindProperty("m_Shader"); + toggledGroups.Clear(); + if(materialEditor.isVisible && !mShader.hasMultipleDifferentValues && mShader.objectReferenceValue != null) + { + //Retina display fix + EditorGUIUtility.labelWidth = Utils.ScreenWidthRetina - 120f; + EditorGUIUtility.fieldWidth = 64f; + + EditorGUI.BeginChangeCheck(); + + EditorGUI.indentLevel++; + foreach(var p in properties) + { + var visible = (toggledGroups.Count == 0 || toggledGroups.Peek()); + + //Hacky way to separate material inspector properties into foldout groups + if(p.name.StartsWith("__BeginGroup")) + { + //Foldout + if(visible) + { + GUILayout.Space(2f); + Rect propertyRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight, EditorStyles.layerMaskField); + propertyRect.x += 12; + propertyRect.width -= 12; + p.floatValue = EditorGUI.Foldout(propertyRect, p.floatValue > 0, p.displayName, true) ? 1 : 0; + } + + EditorGUI.indentLevel++; + toggledGroups.Push((p.floatValue > 0) && visible); + } + else if(p.name.StartsWith("__EndGroup")) + { + EditorGUI.indentLevel--; + toggledGroups.Pop(); + GUILayout.Space(2f); + } + else + { + //Draw regular property + if(visible && (p.flags & (MaterialProperty.PropFlags.PerRendererData | MaterialProperty.PropFlags.HideInInspector)) == MaterialProperty.PropFlags.None) + mMaterialEditor.ShaderProperty(p, p.displayName); + } + } + EditorGUI.indentLevel--; + + if(EditorGUI.EndChangeCheck()) + { + materialEditor.PropertiesChanged(); + } + } + +#endif // !SHOW_DEFAULT_INSPECTOR + +#if UNITY_5_5_OR_NEWER + TCP2_GUI.Separator(); + materialEditor.RenderQueueField(); +#endif +#if UNITY_5_6_OR_NEWER + materialEditor.EnableInstancingField(); +#endif + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/MaterialInspector_SG2.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/MaterialInspector_SG2.cs.meta new file mode 100644 index 00000000..79190a9a --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/MaterialInspector_SG2.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e7c1109da7fe83445bc0445c22e04e0f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_GetPosOnWater_Editor.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_GetPosOnWater_Editor.cs new file mode 100644 index 00000000..48d28d1e --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_GetPosOnWater_Editor.cs @@ -0,0 +1,26 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using UnityEditor; +using ToonyColorsPro.Runtime; + +// Script to get the water height from a specific world position +// Useful to easily make objects float on water for example + +namespace ToonyColorsPro +{ + namespace Inspector + { + [CustomEditor(typeof(TCP2_GetPosOnWater)), CanEditMultipleObjects] + public class TCP2_GetPosOnWater_Editor : Editor + { + public override void OnInspectorGUI() + { + //base.OnInspectorGUI(); + + EditorGUILayout.HelpBox("Use this script with a Water Template-generated shader to get the water height at a specific world point.\n\nMake sure that the shader has the following features enabled:\n- Custom Time\n- Vertex Waves\n- World-based Position\n\nMake sure to also use the TCP2_ShaderUpdateUnityTime script!", MessageType.Info); + base.OnInspectorGUI(); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_GetPosOnWater_Editor.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_GetPosOnWater_Editor.cs.meta new file mode 100644 index 00000000..aef6437b --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_GetPosOnWater_Editor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0b1f42519fac9ff40be68294216b750a +timeCreated: 1483974247 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector.cs new file mode 100644 index 00000000..80f26f03 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector.cs @@ -0,0 +1,873 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +//Enable this to display the default Inspector (in case the custom Inspector is broken) +//#define SHOW_DEFAULT_INSPECTOR + +//Enable this to show Debug info +//#define DEBUG_INFO + +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.Rendering; +using ToonyColorsPro.Utilities; +using ToonyColorsPro.Legacy; + +// Custom Unified Inspector that will select the correct shaders depending on the settings defined. + +public class TCP2_MaterialInspector : ShaderGUI +{ + //Constants + private const string BASE_SHADER_PATH = "Toony Colors Pro 2/"; + private const string VARIANT_SHADER_PATH = "Hidden/Toony Colors Pro 2/Variants/"; + private const string BASE_SHADER_NAME = "Desktop"; + private const string BASE_SHADER_NAME_MOB = "Mobile"; + + //Properties + private Material targetMaterial { get { return (mMaterialEditor == null) ? null : mMaterialEditor.target as Material; } } + private MaterialEditor mMaterialEditor; + private List mShaderFeatures; + private bool isGeneratedShader; + private bool isMobileShader; + private bool mJustChangedShader; + private string mVariantError; + + //Shader Variants + private List ShaderVariants = new List + { + "Specular", + "Reflection", + "Matcap", + "Rim", + "RimOutline", + "Outline", + "OutlineBlending", + "Sketch", + "Alpha", + "Cutout" + }; + private List ShaderVariantsEnabled = new List + { + false, + false, + false, + false, + false, + false, + false, + false, + false, + false + }; + + //-------------------------------------------------------------------------------------------------- + + public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader) + { + base.AssignNewShaderToMaterial (material, oldShader, newShader); + + //Detect if User Shader (from Shader Generator) + isGeneratedShader = false; + mShaderFeatures = null; + var shaderImporter = ShaderImporter.GetAtPath(AssetDatabase.GetAssetPath(newShader)) as ShaderImporter; + if(shaderImporter != null) + { + TCP2_ShaderGeneratorUtils.ParseUserData(shaderImporter, out mShaderFeatures); + if(mShaderFeatures.Count > 0 && mShaderFeatures[0] == "USER") + { + isGeneratedShader = true; + } + } + } + + private void UpdateFeaturesFromShader() + { + if(targetMaterial != null && targetMaterial.shader != null) + { + var name = targetMaterial.shader.name; + if(name.Contains("Mobile")) + isMobileShader = true; + else + isMobileShader = false; + var nameFeatures = new List(name.Split(' ')); + for(var i = 0; i < ShaderVariants.Count; i++) + { + ShaderVariantsEnabled[i] = nameFeatures.Contains(ShaderVariants[i]); + } + //Get flags for compiled shader to hide certain parts of the UI + var shaderImporter = ShaderImporter.GetAtPath(AssetDatabase.GetAssetPath(targetMaterial.shader)) as ShaderImporter; + if(shaderImporter != null) + { +// mShaderFeatures = new List(shaderImporter.userData.Split(new string[]{","}, System.StringSplitOptions.RemoveEmptyEntries)); + TCP2_ShaderGeneratorUtils.ParseUserData(shaderImporter, out mShaderFeatures); + if(mShaderFeatures.Count > 0 && mShaderFeatures[0] == "USER") + { + isGeneratedShader = true; + } + } + } + } + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + mMaterialEditor = materialEditor; + +#if SHOW_DEFAULT_INSPECTOR + base.OnGUI(); + return; +#else + + if(mJustChangedShader && Event.current != null) + { + mJustChangedShader = false; + mVariantError = null; + SceneView.RepaintAll(); + materialEditor.Repaint(); + return; + } + + UpdateFeaturesFromShader(); + + //Get material keywords + var keywordsList = new List(targetMaterial.shaderKeywords); + var updateKeywords = false; + var updateVariant = false; + + //Header + EditorGUILayout.BeginHorizontal(); + TCP2_GUI.HeaderBig("TOONY COLORS PRO 2 - INSPECTOR"); + if(isGeneratedShader && TCP2_GUI.Button(TCP2_GUI.CogIcon, "O", "Open in Shader Generator")) + { + if(targetMaterial.shader != null) + { + TCP2_ShaderGenerator.OpenWithShader(targetMaterial.shader); + } + } + TCP2_GUI.HelpButton("Unified Shader"); + EditorGUILayout.EndHorizontal(); + TCP2_GUI.Separator(); + + if(!string.IsNullOrEmpty(mVariantError)) + { + EditorGUILayout.HelpBox(mVariantError, MessageType.Error); + + EditorGUILayout.HelpBox("Some of the shaders are packed to avoid super long loading times when you import Toony Colors Pro 2 into Unity.\n\n"+ + "You can unpack them by category in the menu:\n\"Tools > Toony Colors Pro 2 > Unpack Shaders > ...\"", + MessageType.Info); + } + + //Iterate Shader properties + materialEditor.serializedObject.Update(); + var mShader = materialEditor.serializedObject.FindProperty("m_Shader"); + if(materialEditor.isVisible && !mShader.hasMultipleDifferentValues && mShader.objectReferenceValue != null) + { + //Retina display fix + EditorGUIUtility.labelWidth = Utils.ScreenWidthRetina - 120f; + EditorGUIUtility.fieldWidth = 64f; + + EditorGUI.BeginChangeCheck(); + + var props = properties; + + //UNFILTERED PARAMETERS ============================================================== + + TCP2_GUI.HeaderAndHelp("BASE", "Base Properties"); + if(ShowFilteredProperties(null, props)) + { + if(!isGeneratedShader) + Utils.ShaderKeywordToggle("TCP2_DISABLE_WRAPPED_LIGHT", "Disable Wrapped Lighting", "Disable wrapped lighting, reducing intensity received from lights", keywordsList, ref updateKeywords, "Disable Wrapped Lighting"); + + TCP2_GUI.Separator(); + } + + //FILTERED PARAMETERS ================================================================ + + //RAMP TYPE -------------------------------------------------------------------------- + + if(CategoryFilter("TEXTURE_RAMP")) + { + if(isGeneratedShader) + { + ShowFilteredProperties("#RAMPT#", props); + } + else + { + if( Utils.ShaderKeywordToggle("TCP2_RAMPTEXT", "Texture Toon Ramp", "Make the toon ramp based on a texture", keywordsList, ref updateKeywords, "Ramp Style") ) + { + ShowFilteredProperties("#RAMPT#", props); + } + else + { + ShowFilteredProperties("#RAMPF#", props); + } + } + } + else + { + ShowFilteredProperties("#RAMPF#", props); + } + + TCP2_GUI.Separator(); + + //BUMP/NORMAL MAPPING ---------------------------------------------------------------- + + if(CategoryFilter("BUMP")) + { + if(isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("BUMP/NORMAL MAPPING", "Normal/Bump map"); + + ShowFilteredProperties("#NORM#", props); + ShowFilteredProperties("#PLLX#", props); + } + else + { + if( Utils.ShaderKeywordToggle("TCP2_BUMP", "BUMP/NORMAL MAPPING", "Enable bump mapping using normal maps", keywordsList, ref updateKeywords, "Normal/Bump map") ) + { + ShowFilteredProperties("#NORM#", props); + } + } + + TCP2_GUI.Separator(); + } + + //SPECULAR --------------------------------------------------------------------------- + + if(CategoryFilter("SPECULAR", "SPECULAR_ANISOTROPIC")) + { + if(isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("SPECULAR", "Specular"); + ShowFilteredProperties("#SPEC#", props); + if(HasFlags("SPECULAR_ANISOTROPIC")) + ShowFilteredProperties("#SPECA#", props); + if(HasFlags("SPECULAR_TOON")) + ShowFilteredProperties("#SPECT#", props); + } + else + { + var specular = Utils.HasKeywords(keywordsList, "TCP2_SPEC", "TCP2_SPEC_TOON"); + Utils.ShaderVariantUpdate("Specular", ShaderVariants, ShaderVariantsEnabled, specular, ref updateVariant); + + specular |= Utils.ShaderKeywordRadio("SPECULAR", new[]{"TCP2_SPEC_OFF","TCP2_SPEC","TCP2_SPEC_TOON"}, new[] + { + new GUIContent("Off", "No Specular"), + new GUIContent("Regular", "Default Blinn-Phong Specular"), + new GUIContent("Cartoon", "Specular with smoothness control") + }, + keywordsList, ref updateKeywords); + + if( specular ) + { + ShowFilteredProperties("#SPEC#", props); + + var specr = Utils.HasKeywords(keywordsList, "TCP2_SPEC_TOON"); + if(specr) + { + ShowFilteredProperties("#SPECT#", props); + } + } + } + + TCP2_GUI.Separator(); + } + + //REFLECTION ------------------------------------------------------------------------- + + if(CategoryFilter("REFLECTION") && !isMobileShader) + { + if(isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("REFLECTION", "Reflection"); + + ShowFilteredProperties("#REFL#", props); +#if UNITY_5 + if(HasFlags("U5_REFLPROBE")) + ShowFilteredProperties("#REFL_U5#", props); +#endif + if(HasFlags("REFL_COLOR")) + ShowFilteredProperties("#REFLC#", props); + if(HasFlags("REFL_ROUGH")) + { + ShowFilteredProperties("#REFLR#", props); + EditorGUILayout.HelpBox("Cubemap Texture needs to have MipMaps enabled for Roughness to work!", MessageType.Info); + } + } + else + { + var reflection = Utils.HasKeywords(keywordsList, "TCP2_REFLECTION", "TCP2_REFLECTION_MASKED"); + Utils.ShaderVariantUpdate("Reflection", ShaderVariants, ShaderVariantsEnabled, reflection, ref updateVariant); + + reflection |= Utils.ShaderKeywordRadio("REFLECTION", new[]{"TCP2_REFLECTION_OFF","TCP2_REFLECTION","TCP2_REFLECTION_MASKED"}, new[] + { + new GUIContent("Off", "No Cubemap Reflection"), + new GUIContent("Global", "Global Cubemap Reflection"), + new GUIContent("Masked", "Masked Cubemap Reflection (using the main texture's alpha channel)") + }, + keywordsList, ref updateKeywords); + + if( reflection ) + { +#if UNITY_5 + //Reflection Probes toggle + if( Utils.ShaderKeywordToggle("TCP2_U5_REFLPROBE", "Use Reflection Probes", "Use Unity 5's Reflection Probes", keywordsList, ref updateKeywords) ) + { + ShowFilteredProperties("#REFL_U5#", props); + } +#endif + ShowFilteredProperties("#REFL#", props); + } + } + + TCP2_GUI.Separator(); + } + + //MATCAP ----------------------------------------------------------------------------- + + if(CategoryFilter("MATCAP")) + { + if(isGeneratedShader) + { + TCP2_GUI.Header("MATCAP"); + ShowFilteredProperties("#MC#", props); + + TCP2_GUI.Separator(); + } + else if(isMobileShader) + { + var matcap = Utils.HasKeywords(keywordsList, "TCP2_MC", "TCP2_MCMASK"); + Utils.ShaderVariantUpdate("Matcap", ShaderVariants, ShaderVariantsEnabled, matcap, ref updateVariant); + + matcap |= Utils.ShaderKeywordRadio("MATCAP", new[]{"TCP2_MC_OFF","TCP2_MC","TCP2_MCMASK"}, new[] + { + new GUIContent("Off", "No MatCap reflection"), + new GUIContent("Global", "Global additive MatCap"), + new GUIContent("Masked", "Masked additive MatCap (using the main texture's alpha channel)") + }, + keywordsList, ref updateKeywords); + + if( matcap ) + { + ShowFilteredProperties("#MC#", props); + } + + TCP2_GUI.Separator(); + } + + } + + //SUBSURFACE SCATTERING -------------------------------------------------------------------------------- + + if (CategoryFilter("SUBSURFACE_SCATTERING") && isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("SUBSURFACE SCATTERING", "Subsurface Scattering"); + ShowFilteredProperties("#SUBS#", props); + TCP2_GUI.Separator(); + } + + //RIM -------------------------------------------------------------------------------- + + if(CategoryFilter("RIM", "RIM_OUTLINE")) + { + if(isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("RIM", "Rim"); + + ShowFilteredProperties("#RIM#", props); + + if(HasFlags("RIMDIR")) + { + ShowFilteredProperties("#RIMDIR#", props); + + if(HasFlags("PARALLAX")) + { + EditorGUILayout.HelpBox("Because it affects the view direction vector, Rim Direction may distort Parallax effect.", MessageType.Warning); + } + } + } + else + { + var rim = Utils.HasKeywords(keywordsList, "TCP2_RIM"); + var rimOutline = Utils.HasKeywords(keywordsList, "TCP2_RIMO"); + + Utils.ShaderVariantUpdate("Rim", ShaderVariants, ShaderVariantsEnabled, rim, ref updateVariant); + Utils.ShaderVariantUpdate("RimOutline", ShaderVariants, ShaderVariantsEnabled, rimOutline, ref updateVariant); + + rim |= rimOutline |= Utils.ShaderKeywordRadio("RIM", new[]{"TCP2_RIM_OFF","TCP2_RIM","TCP2_RIMO"}, new[] + { + new GUIContent("Off", "No Rim effect"), + new GUIContent("Lighting", "Rim lighting (additive)"), + new GUIContent("Outline", "Rim outline (blended)") + }, + keywordsList, ref updateKeywords); + + if( rim || rimOutline ) + { + ShowFilteredProperties("#RIM#", props); + + if(CategoryFilter("RIMDIR")) + { + if( Utils.ShaderKeywordToggle("TCP2_RIMDIR", "Directional Rim", "Enable directional rim control (rim calculation is approximated if enabled)", keywordsList, ref updateKeywords) ) + { + ShowFilteredProperties("#RIMDIR#", props); + } + } + } + } + + TCP2_GUI.Separator(); + } + + //CUBEMAP AMBIENT -------------------------------------------------------------------- + + if(CategoryFilter("CUBE_AMBIENT") && isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("CUBEMAP AMBIENT", "Cubemap Ambient"); + ShowFilteredProperties("#CUBEAMB#", props); + TCP2_GUI.Separator(); + } + + //DIRECTIONAL AMBIENT -------------------------------------------------------------------- + + if(CategoryFilter("DIRAMBIENT") && isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("DIRECTIONAL AMBIENT", "Directional Ambient"); + DirectionalAmbientGUI("#DAMB#", props); + TCP2_GUI.Separator(); + } + + //SKETCH -------------------------------------------------------------------------------- + + if(CategoryFilter("SKETCH", "SKETCH_GRADIENT") && isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("SKETCH", "Sketch"); + + var sketch = HasFlags("SKETCH"); + var sketchG = HasFlags("SKETCH_GRADIENT"); + + if(sketch || sketchG) + ShowFilteredProperties("#SKETCH#", props); + + if(sketchG) + ShowFilteredProperties("#SKETCHG#", props); + + TCP2_GUI.Separator(); + } + + //OUTLINE -------------------------------------------------------------------------------- + + if(CategoryFilter("OUTLINE", "OUTLINE_BLENDING")) + { + var hasOutlineOpaque = false; + var hasOutlineBlending = false; + var hasOutline = false; + + if(isGeneratedShader) + { + TCP2_GUI.HeaderAndHelp("OUTLINE", "Outline"); + + hasOutlineOpaque = HasFlags("OUTLINE"); + hasOutlineBlending = HasFlags("OUTLINE_BLENDING"); + hasOutline = hasOutlineOpaque || hasOutlineBlending; + } + else + { + hasOutlineOpaque = Utils.HasKeywords(keywordsList, "OUTLINES"); + hasOutlineBlending = Utils.HasKeywords(keywordsList, "OUTLINE_BLENDING"); + hasOutline = hasOutlineOpaque || hasOutlineBlending; + + Utils.ShaderVariantUpdate("Outline", ShaderVariants, ShaderVariantsEnabled, hasOutlineOpaque, ref updateVariant); + Utils.ShaderVariantUpdate("OutlineBlending", ShaderVariants, ShaderVariantsEnabled, hasOutlineBlending, ref updateVariant); + + hasOutline |= Utils.ShaderKeywordRadio("OUTLINE", new[]{"OUTLINE_OFF","OUTLINES","OUTLINE_BLENDING"}, new[] + { + new GUIContent("Off", "No Outline"), + new GUIContent("Opaque", "Opaque Outline"), + new GUIContent("Blended", "Allows transparent Outline and other effects") + }, + keywordsList, ref updateKeywords); + } + + if( hasOutline ) + { + EditorGUI.indentLevel++; + + //Outline Type --------------------------------------------------------------------------- + ShowFilteredProperties("#OUTLINE#", props, false); + if(!isMobileShader && !HasFlags("FORCE_SM2")) + { + var outlineTextured = Utils.ShaderKeywordToggle("TCP2_OUTLINE_TEXTURED", "Outline Color from Texture", "If enabled, outline will take an averaged color from the main texture multiplied by Outline Color", keywordsList, ref updateKeywords); + if(outlineTextured) + { + ShowFilteredProperties("#OUTLINETEX#", props); + } + } + Utils.ShaderKeywordToggle("TCP2_OUTLINE_CONST_SIZE", "Constant Size Outline", "If enabled, outline will have a constant size independently from camera distance", keywordsList, ref updateKeywords); + if( Utils.ShaderKeywordToggle("TCP2_ZSMOOTH_ON", "Correct Z Artefacts", "Enable the outline z-correction to try to hide artefacts from complex models", keywordsList, ref updateKeywords) ) + { + ShowFilteredProperties("#OUTLINEZ#", props); + } + + //Smoothed Normals ----------------------------------------------------------------------- + EditorGUI.indentLevel--; + TCP2_GUI.Header("OUTLINE NORMALS", "Defines where to take the vertex normals from to draw the outline.\nChange this when using a smoothed mesh to fill the gaps shown in hard-edged meshes."); + EditorGUI.indentLevel++; + Utils.ShaderKeywordRadio(null, new[]{"TCP2_NONE", "TCP2_COLORS_AS_NORMALS", "TCP2_TANGENT_AS_NORMALS", "TCP2_UV2_AS_NORMALS"}, new[] + { + new GUIContent("Regular", "Use regular vertex normals"), + new GUIContent("Vertex Colors", "Use vertex colors as normals (with smoothed mesh)"), + new GUIContent("Tangents", "Use tangents as normals (with smoothed mesh)"), + new GUIContent("UV2", "Use second texture coordinates as normals (with smoothed mesh)") + }, + keywordsList, ref updateKeywords); + EditorGUI.indentLevel--; + + //Outline Blending ----------------------------------------------------------------------- + + if(hasOutlineBlending) + { + var blendProps = GetFilteredProperties("#BLEND#", props); + + if(blendProps.Length != 2) + { + EditorGUILayout.HelpBox("Couldn't find Blending properties!", MessageType.Error); + } + else + { + TCP2_GUI.Header("OUTLINE BLENDING", "BLENDING EXAMPLES:\nAlpha Transparency: SrcAlpha / OneMinusSrcAlpha\nMultiply: DstColor / Zero\nAdd: One / One\nSoft Add: OneMinusDstColor / One"); + + var blendSrc = (BlendMode)blendProps[0].floatValue; + var blendDst = (BlendMode)blendProps[1].floatValue; + + EditorGUI.BeginChangeCheck(); + var f = EditorGUIUtility.fieldWidth; + var l = EditorGUIUtility.labelWidth; + EditorGUIUtility.fieldWidth = 110f; + EditorGUIUtility.labelWidth -= Mathf.Abs(f - EditorGUIUtility.fieldWidth); + blendSrc = (BlendMode)EditorGUILayout.EnumPopup("Source Factor", blendSrc); + blendDst = (BlendMode)EditorGUILayout.EnumPopup("Destination Factor", blendDst); + EditorGUIUtility.fieldWidth = f; + EditorGUIUtility.labelWidth = l; + if(EditorGUI.EndChangeCheck()) + { + blendProps[0].floatValue = (float)blendSrc; + blendProps[1].floatValue = (float)blendDst; + } + } + } + } + + TCP2_GUI.Separator(); + } + + //TRANSPARENCY -------------------------------------------------------------------------------- + + if(CategoryFilter("ALPHA", "CUTOUT") && isGeneratedShader) + { + var alpha = false; + var cutout = false; + + if(isGeneratedShader) + { + TCP2_GUI.Header("TRANSPARENCY"); + + alpha = HasFlags("ALPHA"); + cutout = HasFlags("CUTOUT"); + } + + if( alpha ) + { + var blendProps = GetFilteredProperties("#ALPHA#", props); + if(blendProps.Length != 2) + { + EditorGUILayout.HelpBox("Couldn't find Blending properties!", MessageType.Error); + } + else + { + TCP2_GUI.Header("BLENDING", "BLENDING EXAMPLES:\nAlpha Transparency: SrcAlpha / OneMinusSrcAlpha\nMultiply: DstColor / Zero\nAdd: One / One\nSoft Add: OneMinusDstColor / One"); + + var blendSrc = (BlendMode)blendProps[0].floatValue; + var blendDst = (BlendMode)blendProps[1].floatValue; + + EditorGUI.BeginChangeCheck(); + var f = EditorGUIUtility.fieldWidth; + var l = EditorGUIUtility.labelWidth; + EditorGUIUtility.fieldWidth = 110f; + EditorGUIUtility.labelWidth -= Mathf.Abs(f - EditorGUIUtility.fieldWidth); + blendSrc = (BlendMode)EditorGUILayout.EnumPopup("Source Factor", blendSrc); + blendDst = (BlendMode)EditorGUILayout.EnumPopup("Destination Factor", blendDst); + EditorGUIUtility.fieldWidth = f; + EditorGUIUtility.labelWidth = l; + if(EditorGUI.EndChangeCheck()) + { + blendProps[0].floatValue = (float)blendSrc; + blendProps[1].floatValue = (float)blendDst; + } + } + } + + if( cutout ) + { + ShowFilteredProperties("#CUTOUT#", props); + } + } + +#if DEBUG_INFO + //-------------------------------------------------------------------------------------- + //DEBUG -------------------------------------------------------------------------------- + + TCP2_GUI.SeparatorBig(); + + TCP2_GUI.Header("DEBUG"); + + //Clear Keywords + if(GUILayout.Button("Clear Keywords", EditorStyles.miniButton)) + { + keywordsList.Clear(); + updateKeywords = true; + } + + //Shader Flags + GUILayout.Label("Features", EditorStyles.boldLabel); + string features = ""; + if(mShaderFeatures != null) + { + foreach(string flag in mShaderFeatures) + { + features += flag + ", "; + } + } + if(features.Length > 0) + features = features.Substring(0, features.Length-2); + + GUILayout.Label(features, EditorStyles.wordWrappedMiniLabel); + + //Shader Keywords + GUILayout.Label("Keywords", EditorStyles.boldLabel); + string keywords = ""; + foreach(string keyword in keywordsList) + { + keywords += keyword + ", "; + } + if(keywords.Length > 0) + keywords = keywords.Substring(0, keywords.Length-2); + + GUILayout.Label(keywords, EditorStyles.wordWrappedMiniLabel); +#endif + //-------------------------------------------------------------------------------------- + + if(EditorGUI.EndChangeCheck()) + { + materialEditor.PropertiesChanged(); + } + } + + //Update Keywords + if(updateKeywords) + { + if(materialEditor.targets != null && materialEditor.targets.Length > 0) + { + foreach(var t in materialEditor.targets) + { + (t as Material).shaderKeywords = keywordsList.ToArray(); + EditorUtility.SetDirty(t); + } + } + else + { + targetMaterial.shaderKeywords = keywordsList.ToArray(); + EditorUtility.SetDirty(targetMaterial); + } + } + + //Update Variant + if(updateVariant && !isGeneratedShader) + { + var baseName = isMobileShader ? BASE_SHADER_NAME_MOB : BASE_SHADER_NAME; + + var newShader = baseName; + for(var i = 0; i < ShaderVariants.Count; i++) + { + if(ShaderVariantsEnabled[i]) + { + newShader += " " + ShaderVariants[i]; + } + } + newShader = newShader.TrimEnd(); + + //If variant shader + var basePath = BASE_SHADER_PATH; + if(newShader != baseName) + { + basePath = VARIANT_SHADER_PATH; + } + + var shader = Shader.Find(basePath + newShader); + if(shader != null) + { + materialEditor.SetShader(shader, false); + + mJustChangedShader = true; + } + else + { + if(Event.current.type != EventType.Layout) + { + mVariantError = "Can't find shader variant:\n" + basePath + newShader; + } + materialEditor.Repaint(); + } + } + else if(!string.IsNullOrEmpty(mVariantError) && Event.current.type != EventType.Layout) + { + mVariantError = null; + materialEditor.Repaint(); + } + +#endif + +#if UNITY_5_5_OR_NEWER + materialEditor.RenderQueueField(); +#endif +#if UNITY_5_6_OR_NEWER + materialEditor.EnableInstancingField(); +#endif + } + + //-------------------------------------------------------------------------------------------------- + // Properties GUI + + //Hide parts of the GUI if the shader is compiled + private bool CategoryFilter(params string[] filters) + { + if(!isGeneratedShader) + { + return true; + } + + foreach(var filter in filters) + { + if(mShaderFeatures.Contains(filter)) + return true; + } + + return false; + } + + private bool HasFlags(params string[] flags) + { + foreach(var flag in flags) + { + if(mShaderFeatures.Contains(flag)) + return true; + } + + return false; + } + + private bool ShowFilteredProperties(string filter, MaterialProperty[] properties, bool indent = true) + { + if(indent) + EditorGUI.indentLevel++; + + var propertiesShown = false; + foreach (var p in properties) + { + if ((p.flags & (MaterialProperty.PropFlags.PerRendererData | MaterialProperty.PropFlags.HideInInspector)) == MaterialProperty.PropFlags.None) + propertiesShown |= ShaderMaterialPropertyImpl(p, filter); + } + + if(indent) + EditorGUI.indentLevel--; + + return propertiesShown; + } + + private MaterialProperty[] GetFilteredProperties(string filter, MaterialProperty[] properties, bool indent = true) + { + var propList = new List(); + + foreach(var p in properties) + { + if(p.displayName.Contains(filter)) + propList.Add(p); + } + + return propList.ToArray(); + } + + private bool ShaderMaterialPropertyImpl(MaterialProperty property, string filter = null) + { + //Filter + var displayName = property.displayName; + if(filter != null) + { + if(!displayName.Contains(filter)) + return false; + + displayName = displayName.Remove(displayName.IndexOf(filter), filter.Length+1); + } + else if(displayName.Contains("#")) + { + return false; + } + + //GUI + mMaterialEditor.ShaderProperty(property, displayName); + + return true; + } + + private void DirectionalAmbientGUI(string filter, MaterialProperty[] properties) + { + var width = (EditorGUIUtility.currentViewWidth-20)/6; + EditorGUILayout.BeginHorizontal(); + foreach(var p in properties) + { + //Filter + var displayName = p.displayName; + if(filter != null) + { + if(!displayName.Contains(filter)) + continue; + displayName = displayName.Remove(displayName.IndexOf(filter), filter.Length+1); + } + else if(displayName.Contains("#")) + continue; + + GUILayout.Label(displayName, GUILayout.Width(width)); + } + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(); + foreach(var p in properties) + { + //Filter + var displayName = p.displayName; + if(filter != null) + { + if(!displayName.Contains(filter)) + continue; + displayName = displayName.Remove(displayName.IndexOf(filter), filter.Length+1); + } + else if(displayName.Contains("#")) + continue; + + DirAmbientColorProperty(p, displayName, width); + } + EditorGUILayout.EndHorizontal(); + } + + private Color DirAmbientColorProperty(MaterialProperty prop, string label, float width) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = prop.hasMixedValue; + var colorValue = EditorGUILayout.ColorField(prop.colorValue, GUILayout.Width(width)); + EditorGUI.showMixedValue = false; + if(EditorGUI.EndChangeCheck()) + { + prop.colorValue = colorValue; + } + return prop.colorValue; + } +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector.cs.meta new file mode 100644 index 00000000..a0714152 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: efbf5b64530caae4cb0c552265891d0a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector_PBS.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector_PBS.cs new file mode 100644 index 00000000..f3efee63 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector_PBS.cs @@ -0,0 +1,825 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using System.Linq; +using UnityEditor; +using UnityEngine; +using UnityEngine.Rendering; +using ToonyColorsPro.Utilities; + +internal class TCP2_MaterialInspector_PBS : ShaderGUI +{ + private enum WorkflowMode + { + Specular, + Metallic, + Dielectric + } + + public enum BlendMode + { + Opaque, + Cutout, + Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency + Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply + } + + public enum SmoothnessMapChannel + { + SpecularMetallicAlpha, + AlbedoAlpha + } + + private static class Styles + { + //public static GUIStyle optionsButton = "PaneOptions"; + public static GUIContent uvSetLabel = new GUIContent("UV Set"); + //public static GUIContent[] uvSetOptions = { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") }; + + public static string emptyTootip = ""; + public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)"); + public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); + public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)"); + public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)"); + public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness Value"); + public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor"); + public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel"); + public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights"); + public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections"); + public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); + public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)"); + public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); + public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)"); + public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)"); + public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2"); + public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map"); + + //public static string whiteSpaceString = " "; + public static string primaryMapsText = "Main Maps"; + public static string secondaryMapsText = "Secondary Maps"; + public static string forwardText = "Forward Rendering Options"; + public static string renderingMode = "Rendering Mode"; + public static GUIContent emissiveWarning = new GUIContent ("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive."); + //public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect."); + public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode)); + + //public static string tcp2_HeaderText = "Toony Colors Pro 2 - Stylization"; + public static string tcp2_highlightColorText = "Highlight Color"; + public static string tcp2_shadowColorText = "Shadow Color"; + public static GUIContent tcp2_rampText = new GUIContent("Ramp Texture", "Ramp 1D Texture (R)"); + public static GUIContent tcp2_rampThresholdText = new GUIContent("Threshold", "Threshold for the separation between shadows and highlights"); + public static GUIContent tcp2_rampSmoothText = new GUIContent("Main Light Smoothing", "Main Light smoothing of the separation between shadows and highlights"); + public static GUIContent tcp2_rampSmoothAddText = new GUIContent("Other Lights Smoothing", "Additional Lights smoothing of the separation between shadows and highlights"); + public static GUIContent tcp2_specSmoothText = new GUIContent("Specular Smoothing", "Stylized Specular smoothing"); + public static GUIContent tcp2_SpecBlendText = new GUIContent("Specular Blend", "Stylized Specular contribution over regular Specular"); + public static GUIContent tcp2_rimStrengthText = new GUIContent("Fresnel Strength", "Stylized Fresnel overall strength"); + public static GUIContent tcp2_rimMinText = new GUIContent("Fresnel Min", "Stylized Fresnel min ramp threshold"); + public static GUIContent tcp2_rimMaxText = new GUIContent("Fresnel Max", "Stylized Fresnel max ramp threshold"); + public static GUIContent tcp2_outlineColorText = new GUIContent("Outline Color", "Color of the outline"); + public static GUIContent tcp2_outlineWidthText = new GUIContent("Outline Width", "Width of the outline"); + + public static string tcp2_TexLodText = "Outline Texture LOD"; + public static string tcp2_ZSmoothText = "ZSmooth Value"; + public static string tcp2_Offset1Text = "Offset Factor"; + public static string tcp2_Offset2Text = "Offset Units"; + public static string tcp2_srcBlendOutlineText = "Source Factor"; + public static string tcp2_dstBlendOutlineText = "Destination Factor"; + } + + MaterialProperty blendMode; + MaterialProperty albedoMap; + MaterialProperty albedoColor; + MaterialProperty alphaCutoff; + MaterialProperty specularMap; + MaterialProperty specularColor; + MaterialProperty metallicMap; + MaterialProperty metallic; + MaterialProperty smoothness; + MaterialProperty smoothnessScale; + MaterialProperty smoothnessMapChannel; + MaterialProperty highlights; + MaterialProperty reflections; + MaterialProperty bumpScale; + MaterialProperty bumpMap; + MaterialProperty occlusionStrength; + MaterialProperty occlusionMap; + MaterialProperty heigtMapScale; + MaterialProperty heightMap; + MaterialProperty emissionColorForRendering; + MaterialProperty emissionMap; + MaterialProperty detailMask; + MaterialProperty detailAlbedoMap; + MaterialProperty detailNormalMapScale; + MaterialProperty detailNormalMap; + MaterialProperty uvSetSecondary; + + //TCP2 + MaterialProperty tcp2_highlightColor; + MaterialProperty tcp2_shadowColor; + MaterialProperty tcp2_TCP2_DISABLE_WRAPPED_LIGHT; + MaterialProperty tcp2_TCP2_RAMPTEXT; + MaterialProperty tcp2_ramp; + MaterialProperty tcp2_rampThreshold; + MaterialProperty tcp2_rampSmooth; + MaterialProperty tcp2_rampSmoothAdd; + MaterialProperty tcp2_SPEC_TOON; + MaterialProperty tcp2_specSmooth; + MaterialProperty tcp2_SpecBlend; + MaterialProperty tcp2_STYLIZED_FRESNEL; + MaterialProperty tcp2_rimStrength; + MaterialProperty tcp2_rimMin; + MaterialProperty tcp2_rimMax; + MaterialProperty tcp2_outlineColor; + MaterialProperty tcp2_outlineWidth; + MaterialProperty tcp2_TCP2_OUTLINE_TEXTURED; + MaterialProperty tcp2_TexLod; + MaterialProperty tcp2_TCP2_OUTLINE_CONST_SIZE; + MaterialProperty tcp2_TCP2_ZSMOOTH_ON; + MaterialProperty tcp2_ZSmooth; + MaterialProperty tcp2_Offset1; + MaterialProperty tcp2_Offset2; + MaterialProperty tcp2_srcBlendOutline; + MaterialProperty tcp2_dstBlendOutline; + static bool expandStandardProperties = true; + static bool expandTCP2Properties = true; + readonly string[] outlineNormalsKeywords = { "TCP2_NONE", "TCP2_COLORS_AS_NORMALS", "TCP2_TANGENT_AS_NORMALS", "TCP2_UV2_AS_NORMALS" }; + + MaterialEditor m_MaterialEditor; + WorkflowMode m_WorkflowMode = WorkflowMode.Specular; +#if !UNITY_2018_1_OR_NEWER + readonly ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f); +#endif + + bool m_FirstTimeApply = true; + + public void FindProperties (MaterialProperty[] props) + { + blendMode = FindProperty ("_Mode", props); + albedoMap = FindProperty ("_MainTex", props); + albedoColor = FindProperty ("_Color", props); + alphaCutoff = FindProperty ("_Cutoff", props); + specularMap = FindProperty ("_SpecGlossMap", props, false); + specularColor = FindProperty ("_SpecColor", props, false); + metallicMap = FindProperty ("_MetallicGlossMap", props, false); + metallic = FindProperty ("_Metallic", props, false); + if (specularMap != null && specularColor != null) + m_WorkflowMode = WorkflowMode.Specular; + else if (metallicMap != null && metallic != null) + m_WorkflowMode = WorkflowMode.Metallic; + else + m_WorkflowMode = WorkflowMode.Dielectric; + smoothness = FindProperty ("_Glossiness", props); + smoothnessScale = FindProperty("_GlossMapScale", props, false); + smoothnessMapChannel = FindProperty("_SmoothnessTextureChannel", props, false); + highlights = FindProperty("_SpecularHighlights", props, false); + reflections = FindProperty("_GlossyReflections", props, false); + bumpScale = FindProperty ("_BumpScale", props); + bumpMap = FindProperty ("_BumpMap", props); + heigtMapScale = FindProperty ("_Parallax", props); + heightMap = FindProperty("_ParallaxMap", props); + occlusionStrength = FindProperty ("_OcclusionStrength", props); + occlusionMap = FindProperty ("_OcclusionMap", props); + emissionColorForRendering = FindProperty ("_EmissionColor", props); + emissionMap = FindProperty ("_EmissionMap", props); + detailMask = FindProperty ("_DetailMask", props); + detailAlbedoMap = FindProperty ("_DetailAlbedoMap", props); + detailNormalMapScale = FindProperty ("_DetailNormalMapScale", props); + detailNormalMap = FindProperty ("_DetailNormalMap", props); + uvSetSecondary = FindProperty ("_UVSec", props); + + //TCP2 + tcp2_highlightColor = FindProperty("_HColor", props); + tcp2_shadowColor = FindProperty("_SColor", props); + + tcp2_rampThreshold = FindProperty("_RampThreshold", props); + tcp2_rampSmooth = FindProperty("_RampSmooth", props); + tcp2_rampSmoothAdd = FindProperty("_RampSmoothAdd", props); + tcp2_TCP2_DISABLE_WRAPPED_LIGHT = FindProperty("_TCP2_DISABLE_WRAPPED_LIGHT", props); + tcp2_TCP2_RAMPTEXT = FindProperty("_TCP2_RAMPTEXT", props); + tcp2_ramp = FindProperty("_Ramp", props); + + tcp2_SPEC_TOON = FindProperty("_TCP2_SPEC_TOON", props); + tcp2_specSmooth = FindProperty("_SpecSmooth", props); + tcp2_SpecBlend = FindProperty("_SpecBlend", props); + + tcp2_STYLIZED_FRESNEL = FindProperty("_TCP2_STYLIZED_FRESNEL", props); + tcp2_rimStrength = FindProperty("_RimStrength", props); + tcp2_rimMin = FindProperty("_RimMin", props); + tcp2_rimMax = FindProperty("_RimMax", props); + + tcp2_outlineColor = FindProperty("_OutlineColor", props, false); + tcp2_outlineWidth = FindProperty("_Outline", props, false); + tcp2_TCP2_OUTLINE_TEXTURED = FindProperty("_TCP2_OUTLINE_TEXTURED", props, false); + tcp2_TexLod = FindProperty("_TexLod", props, false); + tcp2_TCP2_OUTLINE_CONST_SIZE = FindProperty("_TCP2_OUTLINE_CONST_SIZE", props, false); + tcp2_TCP2_ZSMOOTH_ON = FindProperty("_TCP2_ZSMOOTH_ON", props, false); + tcp2_ZSmooth = FindProperty("_ZSmooth", props, false); + tcp2_Offset1 = FindProperty("_Offset1", props, false); + tcp2_Offset2 = FindProperty("_Offset2", props, false); + tcp2_srcBlendOutline = FindProperty("_SrcBlendOutline", props, false); + tcp2_dstBlendOutline = FindProperty("_DstBlendOutline", props, false); + } + + public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props) + { + FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + m_MaterialEditor = materialEditor; + var material = materialEditor.target as Material; + + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a standard shader. + // Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071) + if (m_FirstTimeApply) + { + MaterialChanged(material, m_WorkflowMode); + m_FirstTimeApply = false; + } + + ShaderPropertiesGUI(material); + +#if UNITY_5_5_OR_NEWER + materialEditor.RenderQueueField(); +#endif +#if UNITY_5_6_OR_NEWER + materialEditor.EnableInstancingField(); +#endif + } + + public void ShaderPropertiesGUI (Material material) + { + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + { + BlendModePopup(); + + GUILayout.Space(8f); + expandStandardProperties = GUILayout.Toggle(expandStandardProperties, "STANDARD PROPERTIES", EditorStyles.toolbarButton); + if (expandStandardProperties) + { + //Background + var vertRect = EditorGUILayout.BeginVertical(); + vertRect.xMax += 2; + vertRect.xMin--; + GUI.Box(vertRect, "", "RL Background"); + GUILayout.Space(4f); + + // Primary properties + GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel); + DoAlbedoArea(material); + DoSpecularMetallicArea(); + m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, + bumpMap.textureValue != null ? bumpScale : null); + m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, + heightMap.textureValue != null ? heigtMapScale : null); + m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, + occlusionMap.textureValue != null ? occlusionStrength : null); + DoEmissionArea(material); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); + EditorGUI.BeginChangeCheck(); + m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); + if (EditorGUI.EndChangeCheck()) + emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; + // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake + + EditorGUILayout.Space(); + + // Secondary properties + GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale); + m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); + m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text); + + // Third properties + GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel); + if (highlights != null) + m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText); + if (reflections != null) + m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText); + + GUILayout.Space(8f); + EditorGUILayout.EndVertical(); + } + + EditorGUILayout.Space(); + + //---------------------------------------------------------------- + // TOONY COLORS PRO 2 + + var useOutline = (m_MaterialEditor.target as Material).shaderKeywords.Contains("OUTLINES"); + var useOutlineBlended = (m_MaterialEditor.target as Material).shaderKeywords.Contains("OUTLINE_BLENDING"); + + var hasOutlineShader = tcp2_outlineWidth != null; + var hasOutlineBlendedShader = tcp2_srcBlendOutline != null; + + var useOutlineNew = useOutline; + var useOutlineBlendedNew = useOutlineBlended; + + expandTCP2Properties = GUILayout.Toggle(expandTCP2Properties, "TOONY COLORS PRO 2", EditorStyles.toolbarButton); + if (expandTCP2Properties) + { + //Background + var vertRect = EditorGUILayout.BeginVertical(); + vertRect.xMax += 2; + vertRect.xMin--; + GUI.Box(vertRect, "", "RL Background"); + GUILayout.Space(4f); + + GUILayout.Label("Base Properties", EditorStyles.boldLabel); + m_MaterialEditor.ColorProperty(tcp2_highlightColor, Styles.tcp2_highlightColorText); + m_MaterialEditor.ColorProperty(tcp2_shadowColor, Styles.tcp2_shadowColorText); + + // Wrapped Lighting + m_MaterialEditor.ShaderProperty(tcp2_TCP2_DISABLE_WRAPPED_LIGHT, "Disable Wrapped Lighting"); + + // Ramp Texture / Threshold + m_MaterialEditor.ShaderProperty(tcp2_TCP2_RAMPTEXT, "Use Ramp Texture"); + if (tcp2_TCP2_RAMPTEXT.floatValue > 0) + { + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(tcp2_ramp, Styles.tcp2_rampText); + //m_MaterialEditor.TexturePropertySingleLine(Styles.tcp2_rampText, tcp2_ramp); + EditorGUI.indentLevel--; + } + else + { + m_MaterialEditor.ShaderProperty(tcp2_rampThreshold, Styles.tcp2_rampThresholdText.text, 1); + m_MaterialEditor.ShaderProperty(tcp2_rampSmooth, Styles.tcp2_rampSmoothText.text, 1); + m_MaterialEditor.ShaderProperty(tcp2_rampSmoothAdd, Styles.tcp2_rampSmoothAddText.text, 1); + } + + EditorGUILayout.Space(); + GUILayout.Label("Stylization Options", EditorStyles.boldLabel); + + // Stylized Specular + m_MaterialEditor.ShaderProperty(tcp2_SPEC_TOON, "Stylized Specular"); + if (tcp2_SPEC_TOON.floatValue > 0) + { + m_MaterialEditor.ShaderProperty(tcp2_specSmooth, Styles.tcp2_specSmoothText.text, 1); + m_MaterialEditor.ShaderProperty(tcp2_SpecBlend, Styles.tcp2_SpecBlendText.text, 1); + + EditorGUILayout.Space(); + } + + //Stylized Fresnel + m_MaterialEditor.ShaderProperty(tcp2_STYLIZED_FRESNEL, "Stylized Fresnel"); + if (tcp2_STYLIZED_FRESNEL.floatValue > 0) + { + m_MaterialEditor.ShaderProperty(tcp2_rimStrength, Styles.tcp2_rimStrengthText.text, 1); + m_MaterialEditor.ShaderProperty(tcp2_rimMin, Styles.tcp2_rimMinText.text, 1); + m_MaterialEditor.ShaderProperty(tcp2_rimMax, Styles.tcp2_rimMaxText.text, 1); + + EditorGUILayout.Space(); + } + + //Outline + useOutlineNew = EditorGUILayout.Toggle(new GUIContent("Outline", "Enable mesh-based outline"), useOutline); + if (useOutline && hasOutlineShader) + { + //Outline base props + m_MaterialEditor.ShaderProperty(tcp2_outlineColor, Styles.tcp2_outlineColorText.text, 1); + m_MaterialEditor.ShaderProperty(tcp2_outlineWidth, Styles.tcp2_outlineWidthText.text, 1); + + m_MaterialEditor.ShaderProperty(tcp2_TCP2_OUTLINE_TEXTURED, "Textured Outline", 1); + if (tcp2_TCP2_OUTLINE_TEXTURED.floatValue > 0) + { + m_MaterialEditor.ShaderProperty(tcp2_TexLod, Styles.tcp2_TexLodText, 1); + } + + m_MaterialEditor.ShaderProperty(tcp2_TCP2_OUTLINE_CONST_SIZE, "Constant Screen Size", 1); + m_MaterialEditor.ShaderProperty(tcp2_TCP2_ZSMOOTH_ON, "Z Smooth", 1); + if (tcp2_TCP2_ZSMOOTH_ON.floatValue > 0) + { + m_MaterialEditor.ShaderProperty(tcp2_ZSmooth, Styles.tcp2_ZSmoothText, 2); + m_MaterialEditor.ShaderProperty(tcp2_Offset1, Styles.tcp2_Offset1Text, 2); + m_MaterialEditor.ShaderProperty(tcp2_Offset2, Styles.tcp2_Offset2Text, 2); + } + + //Blended Outline + EditorGUI.indentLevel++; + useOutlineBlendedNew = EditorGUILayout.Toggle(new GUIContent("Blended Outline", "Enable blended outline rather than opaque"), useOutlineBlended); + if (useOutlineBlended && hasOutlineBlendedShader) + { + EditorGUI.indentLevel++; + var blendSrc = (UnityEngine.Rendering.BlendMode)tcp2_srcBlendOutline.floatValue; + var blendDst = (UnityEngine.Rendering.BlendMode)tcp2_dstBlendOutline.floatValue; + EditorGUI.BeginChangeCheck(); + blendSrc = (UnityEngine.Rendering.BlendMode)EditorGUILayout.EnumPopup(Styles.tcp2_srcBlendOutlineText, blendSrc); + blendDst = (UnityEngine.Rendering.BlendMode)EditorGUILayout.EnumPopup(Styles.tcp2_dstBlendOutlineText, blendDst); + if (EditorGUI.EndChangeCheck()) + { + tcp2_srcBlendOutline.floatValue = (float)blendSrc; + tcp2_dstBlendOutline.floatValue = (float)blendDst; + } + EditorGUI.indentLevel--; + } + EditorGUI.indentLevel--; + + //Outline Normals + var onIndex = GetOutlineNormalsIndex(); + var newIndex = onIndex; + EditorGUI.indentLevel++; + if (Utils.ScreenWidthRetina < 390f) + { + newIndex = Utils.ShaderKeywordRadioGeneric("Outline Normals", newIndex, new[] + { + new GUIContent("R", "Use regular vertex normals"), + new GUIContent("VC", "Use vertex colors as normals (with smoothed mesh)"), + new GUIContent("T", "Use tangents as normals (with smoothed mesh)"), + new GUIContent("UV2", "Use second texture coordinates as normals (with smoothed mesh)") + }); + } + else if (Utils.ScreenWidthRetina < 560f) + { + newIndex = Utils.ShaderKeywordRadioGeneric("Outline Normals", newIndex, new[] + { + new GUIContent("Regular", "Use regular vertex normals"), + new GUIContent("VColors", "Use vertex colors as normals (with smoothed mesh)"), + new GUIContent("Tangents", "Use tangents as normals (with smoothed mesh)"), + new GUIContent("UV2", "Use second texture coordinates as normals (with smoothed mesh)") + }); + } + else + { + newIndex = Utils.ShaderKeywordRadioGeneric("Outline Normals", newIndex, new[] + { + new GUIContent("Regular", "Use regular vertex normals"), + new GUIContent("Vertex Colors", "Use vertex colors as normals (with smoothed mesh)"), + new GUIContent("Tangents", "Use tangents as normals (with smoothed mesh)"), + new GUIContent("UV2", "Use second texture coordinates as normals (with smoothed mesh)") + }); + } + EditorGUI.indentLevel--; + if (newIndex != onIndex) + { + UpdateOutlineNormalsKeyword(newIndex); + } + } + + GUILayout.Space(8f); + GUILayout.EndVertical(); + + // TCP2 End + //---------------------------------------------------------------- + } + + GUILayout.Space(10f); + + //TCP2: set correct shader based on outline properties + if (useOutline != useOutlineNew || useOutlineBlended != useOutlineBlendedNew) + { + SetTCP2Shader(useOutlineNew, useOutlineBlendedNew); + } + else if (useOutline != hasOutlineShader || useOutlineBlended != hasOutlineBlendedShader) + { + SetTCP2Shader(useOutline, useOutlineBlended); + } + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendMode.targets) + MaterialChanged((Material)obj, m_WorkflowMode); + } + } + + void UpdateOutlineNormalsKeyword(int index) + { + var selectedKeyword = outlineNormalsKeywords[index]; + + foreach (var obj in m_MaterialEditor.targets) + { + if (obj is Material) + { + var m = obj as Material; + foreach (var kw in outlineNormalsKeywords) + m.DisableKeyword(kw); + m.EnableKeyword(selectedKeyword); + } + } + } + + internal void DetermineWorkflow(MaterialProperty[] props) + { + if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null) + m_WorkflowMode = WorkflowMode.Specular; + else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null) + m_WorkflowMode = WorkflowMode.Metallic; + else + m_WorkflowMode = WorkflowMode.Dielectric; + } + + public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader) + { + // _Emission property is lost after assigning Standard shader to the material + // thus transfer it before assigning the new shader + if (material.HasProperty("_Emission")) + { + material.SetColor("_EmissionColor", material.GetColor("_Emission")); + } + + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) + { + SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); + return; + } + + var blendMode = BlendMode.Opaque; + if (oldShader.name.Contains("/Transparent/Cutout/")) + { + blendMode = BlendMode.Cutout; + } + else if (oldShader.name.Contains("/Transparent/")) + { + // NOTE: legacy shaders did not provide physically based transparency + // therefore Fade mode + blendMode = BlendMode.Fade; + } + material.SetFloat("_Mode", (float)blendMode); + + DetermineWorkflow( MaterialEditor.GetMaterialProperties (new[] { material }) ); + MaterialChanged(material, m_WorkflowMode); + } + + void BlendModePopup() + { + EditorGUI.showMixedValue = blendMode.hasMixedValue; + var mode = (BlendMode)blendMode.floatValue; + + EditorGUI.BeginChangeCheck(); + mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames); + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); + blendMode.floatValue = (float)mode; + } + + EditorGUI.showMixedValue = false; + } + + void DoAlbedoArea(Material material) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); + if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)) + { + m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 0); + } + } + + void DoEmissionArea( Material material ) + { + var showHelpBox = !HasValidEmissiveKeyword(material); + + var hadEmissionTexture = emissionMap.textureValue != null; + + // Texture and HDR color controls +#if !UNITY_2018_1_OR_NEWER + m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); +#else + m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, false); +#endif + + // If texture was assigned and color was black set color to white + var brightness = emissionColorForRendering.colorValue.maxColorComponent; + if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) + emissionColorForRendering.colorValue = Color.white; + + // Emission for GI? + m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 0); + + if (showHelpBox) + { + EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning); + } + } + + void DoSpecularMetallicArea() + { + var hasGlossMap = false; + if (m_WorkflowMode == WorkflowMode.Specular) + { + hasGlossMap = specularMap.textureValue != null; + m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor); + } + else if (m_WorkflowMode == WorkflowMode.Metallic) + { + hasGlossMap = metallicMap.textureValue != null; + m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic); + } + + var showSmoothnessScale = hasGlossMap; + if (smoothnessMapChannel != null) + { + var smoothnessChannel = (int)smoothnessMapChannel.floatValue; + if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha) + showSmoothnessScale = true; + } + + var indentation = 2; // align with labels of texture properties + m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); + + //++indentation; + if (smoothnessMapChannel != null) + m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation); + } + + public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) + { + switch (blendMode) + { + case BlendMode.Opaque: + material.SetOverrideTag("RenderType", ""); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = -1; + break; + case BlendMode.Cutout: + material.SetOverrideTag("RenderType", "TransparentCutout"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.EnableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.AlphaTest; + break; + case BlendMode.Fade: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.EnableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.Transparent; + break; + case BlendMode.Transparent: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.Transparent; + break; + } + } + + static SmoothnessMapChannel GetSmoothnessMapChannel( Material material ) + { + var ch = (int)material.GetFloat("_SmoothnessTextureChannel"); + if (ch == (int)SmoothnessMapChannel.AlbedoAlpha) + return SmoothnessMapChannel.AlbedoAlpha; + return SmoothnessMapChannel.SpecularMetallicAlpha; + } + + static bool ShouldEmissionBeEnabled( Material mat, Color color ) + { + var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0; + return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission; + } + + static void SetMaterialKeywords(Material material, WorkflowMode workflowMode) + { + // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation + // (MaterialProperty value might come from renderer material property block) + SetKeyword (material, "_NORMALMAP", material.GetTexture ("_BumpMap") || material.GetTexture ("_DetailNormalMap")); + if (workflowMode == WorkflowMode.Specular) + SetKeyword (material, "_SPECGLOSSMAP", material.GetTexture ("_SpecGlossMap")); + else if (workflowMode == WorkflowMode.Metallic) + SetKeyword (material, "_METALLICGLOSSMAP", material.GetTexture ("_MetallicGlossMap")); + SetKeyword (material, "_PARALLAXMAP", material.GetTexture ("_ParallaxMap")); + SetKeyword (material, "_DETAIL_MULX2", material.GetTexture ("_DetailAlbedoMap") || material.GetTexture ("_DetailNormalMap")); + + var shouldEmissionBeEnabled = ShouldEmissionBeEnabled (material, material.GetColor("_EmissionColor")); + SetKeyword (material, "_EMISSION", shouldEmissionBeEnabled); + + if (material.HasProperty("_SmoothnessTextureChannel")) + { + SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha); + } + + // Setup lightmap emissive flags + var flags = material.globalIlluminationFlags; + if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) + { + flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; + if (!shouldEmissionBeEnabled) + flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; + + material.globalIlluminationFlags = flags; + } + } + + bool HasValidEmissiveKeyword (Material material) + { + // Material animation might be out of sync with the material keyword. + // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. + // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) + var hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION"); + if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue)) + return false; + return true; + } + + static void MaterialChanged(Material material, WorkflowMode workflowMode) + { + SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); + + SetMaterialKeywords(material, workflowMode); + } + + static void SetKeyword(Material m, string keyword, bool state) + { + if (state) + m.EnableKeyword (keyword); + else + m.DisableKeyword (keyword); + } + + //TCP2 Tools + + int GetOutlineNormalsIndex() + { + if (m_MaterialEditor.target == null || !(m_MaterialEditor.target is Material)) + return 0; + + for (var i = 0; i < outlineNormalsKeywords.Length; i++) + { + if ((m_MaterialEditor.target as Material).IsKeywordEnabled(outlineNormalsKeywords[i])) + return i; + } + return 0; + } + + void SetTCP2Shader( bool useOutline, bool blendedOutline ) + { + var specular = m_WorkflowMode == WorkflowMode.Specular; + string shaderPath = null; + + if (!useOutline) + { + if(specular) + shaderPath = "Toony Colors Pro 2/Standard PBS (Specular)"; + else + shaderPath = "Toony Colors Pro 2/Standard PBS"; + } + else if (blendedOutline) + { + if (specular) + shaderPath = "Hidden/Toony Colors Pro 2/Standard PBS Outline Blended (Specular)"; + else + shaderPath = "Hidden/Toony Colors Pro 2/Standard PBS Outline Blended"; + } + else + { + if (specular) + shaderPath = "Hidden/Toony Colors Pro 2/Standard PBS Outline (Specular)"; + else + shaderPath = "Hidden/Toony Colors Pro 2/Standard PBS Outline"; + } + + var shader = Shader.Find(shaderPath); + if (shader != null) + { + if ((m_MaterialEditor.target as Material).shader != shader) + { + m_MaterialEditor.SetShader(shader, false); + } + + foreach (var obj in m_MaterialEditor.targets) + { + if (obj is Material) + { + if (blendedOutline) + (obj as Material).EnableKeyword("OUTLINE_BLENDING"); + else + (obj as Material).DisableKeyword("OUTLINE_BLENDING"); + + if (useOutline) + (obj as Material).EnableKeyword("OUTLINES"); + else + (obj as Material).DisableKeyword("OUTLINES"); + } + } + + m_MaterialEditor.Repaint(); + SceneView.RepaintAll(); + } + else + { + EditorApplication.Beep(); + Debug.LogError("Toony Colors Pro 2: Couldn't find the following shader:\n\""+shaderPath+"\""); + } + } +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector_PBS.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector_PBS.cs.meta new file mode 100644 index 00000000..27590ddc --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_MaterialInspector_PBS.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9b2558a2bc0ac2f4c82b7a07d8d19887 +timeCreated: 1468423504 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_OutlineInspector.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_OutlineInspector.cs new file mode 100644 index 00000000..915fa5f6 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_OutlineInspector.cs @@ -0,0 +1,280 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +//#define SHOW_DEFAULT_INSPECTOR + +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.Rendering; +using ToonyColorsPro.Utilities; + +// Custom Inspector when using the Outline Only shaders + +public class TCP2_OutlineInspector : MaterialEditor +{ + //Properties + private Material targetMaterial { get { return target as Material; } } + private Shader mCurrentShader; + private bool mIsOutlineBlending; + private bool mShaderModel2; + + //-------------------------------------------------------------------------------------------------- + + public override void OnEnable() + { + mCurrentShader = targetMaterial.shader; + UpdateFeaturesFromShader(); + base.OnEnable(); + } + + public override void OnDisable() + { + base.OnDisable(); + } + + private void UpdateFeaturesFromShader() + { + if(targetMaterial != null && targetMaterial.shader != null) + { + var name = targetMaterial.shader.name; + mIsOutlineBlending = name.ToLowerInvariant().Contains("blended"); + mShaderModel2 = name.ToLowerInvariant().Contains("sm2"); + } + } + + public override void OnInspectorGUI() + { + if(!isVisible) + { + return; + } + +#if SHOW_DEFAULT_INSPECTOR + base.OnInspectorGUI(); + return; +#else + + //Detect if Shader has changed + if(targetMaterial.shader != mCurrentShader) + { + mCurrentShader = targetMaterial.shader; + } + + UpdateFeaturesFromShader(); + + //Get material keywords + var keywordsList = new List(targetMaterial.shaderKeywords); + var updateKeywords = false; + + //Header + TCP2_GUI.HeaderBig("TOONY COLORS PRO 2 - Outlines Only"); + TCP2_GUI.Separator(); + + //Iterate Shader properties + serializedObject.Update(); + var mShader = serializedObject.FindProperty("m_Shader"); + if(isVisible && !mShader.hasMultipleDifferentValues && mShader.objectReferenceValue != null) + { + EditorGUIUtility.labelWidth = Utils.ScreenWidthRetina - 120f; + EditorGUIUtility.fieldWidth = 64f; + + EditorGUI.BeginChangeCheck(); + + var props = GetMaterialProperties(targets); + + //UNFILTERED PARAMETERS ============================================================== + + if(ShowFilteredProperties(null, props, false)) + { + TCP2_GUI.Separator(); + } + + //FILTERED PARAMETERS ================================================================ + + //Outline Type --------------------------------------------------------------------------- + ShowFilteredProperties("#OUTLINE#", props, false); + if(!mShaderModel2) + { + var texturedOutline = Utils.ShaderKeywordToggle("TCP2_OUTLINE_TEXTURED", "Outline Color from Texture", "If enabled, outline will take an averaged color from the main texture multiplied by Outline Color", keywordsList, ref updateKeywords); + if(texturedOutline) + { + ShowFilteredProperties("#OUTLINETEX#", props); + } + } + + Utils.ShaderKeywordToggle("TCP2_OUTLINE_CONST_SIZE", "Constant Size Outline", "If enabled, outline will have a constant size independently from camera distance", keywordsList, ref updateKeywords); + if( Utils.ShaderKeywordToggle("TCP2_ZSMOOTH_ON", "Correct Z Artefacts", "Enable the outline z-correction to try to hide artefacts from complex models", keywordsList, ref updateKeywords) ) + { + ShowFilteredProperties("#OUTLINEZ#", props); + } + + //Smoothed Normals ----------------------------------------------------------------------- + TCP2_GUI.Header("OUTLINE NORMALS", "Defines where to take the vertex normals from to draw the outline.\nChange this when using a smoothed mesh to fill the gaps shown in hard-edged meshes."); + Utils.ShaderKeywordRadio(null, new[]{"TCP2_NONE", "TCP2_COLORS_AS_NORMALS", "TCP2_TANGENT_AS_NORMALS", "TCP2_UV2_AS_NORMALS"}, new[] + { + new GUIContent("Regular", "Use regular vertex normals"), + new GUIContent("Vertex Colors", "Use vertex colors as normals (with smoothed mesh)"), + new GUIContent("Tangents", "Use tangents as normals (with smoothed mesh)"), + new GUIContent("UV2", "Use second texture coordinates as normals (with smoothed mesh)") + }, + keywordsList, ref updateKeywords); + + //Outline Blending ----------------------------------------------------------------------- + + if(mIsOutlineBlending) + { + var blendProps = GetFilteredProperties("#BLEND#", props); + + if(blendProps.Length != 2) + { + EditorGUILayout.HelpBox("Couldn't find Blending properties!", MessageType.Error); + } + else + { + TCP2_GUI.Header("OUTLINE BLENDING", "BLENDING EXAMPLES:\nAlpha Transparency: SrcAlpha / OneMinusSrcAlpha\nMultiply: DstColor / Zero\nAdd: One / One\nSoft Add: OneMinusDstColor / One"); + + var blendSrc = (BlendMode)blendProps[0].floatValue; + var blendDst = (BlendMode)blendProps[1].floatValue; + + EditorGUI.BeginChangeCheck(); + var f = EditorGUIUtility.fieldWidth; + var l = EditorGUIUtility.labelWidth; + EditorGUIUtility.fieldWidth = 110f; + EditorGUIUtility.labelWidth -= Mathf.Abs(f - EditorGUIUtility.fieldWidth); + blendSrc = (BlendMode)EditorGUILayout.EnumPopup("Source Factor", blendSrc); + blendDst = (BlendMode)EditorGUILayout.EnumPopup("Destination Factor", blendDst); + EditorGUIUtility.fieldWidth = f; + EditorGUIUtility.labelWidth = l; + if(EditorGUI.EndChangeCheck()) + { + blendProps[0].floatValue = (float)blendSrc; + blendProps[1].floatValue = (float)blendDst; + } + } + } + + TCP2_GUI.Separator(); + + //-------------------------------------------------------------------------------------- + + if(EditorGUI.EndChangeCheck()) + { + PropertiesChanged(); + } + } + + //Update Keywords + if(updateKeywords) + { + if(targets != null && targets.Length > 0) + { + foreach(var t in targets) + { + (t as Material).shaderKeywords = keywordsList.ToArray(); + EditorUtility.SetDirty(t); + } + } + else + { + targetMaterial.shaderKeywords = keywordsList.ToArray(); + EditorUtility.SetDirty(targetMaterial); + } + } +#endif + } + + //-------------------------------------------------------------------------------------------------- + // Properties GUI + + private bool ShowFilteredProperties(string filter, MaterialProperty[] properties, bool indent = true) + { + if(indent) + EditorGUI.indentLevel++; + + var propertiesShown = false; + foreach(var p in properties) + propertiesShown |= ShaderMaterialPropertyImpl(p, filter); + + if(indent) + EditorGUI.indentLevel--; + + return propertiesShown; + } + + private MaterialProperty[] GetFilteredProperties(string filter, MaterialProperty[] properties, bool indent = true) + { + var propList = new List(); + + foreach(var p in properties) + { + if(p.displayName.Contains(filter)) + propList.Add(p); + } + + return propList.ToArray(); + } + + private bool ShaderMaterialPropertyImpl(MaterialProperty property, string filter = null) + { + //Filter + var displayName = property.displayName; + if(filter != null) + { + if(!displayName.Contains(filter)) + return false; + + displayName = displayName.Remove(displayName.IndexOf(filter), filter.Length+1); + } + else if(displayName.Contains("#")) + { + return false; + } + + //GUI + switch(property.type) + { + case MaterialProperty.PropType.Color: + ColorProperty(property, displayName); + break; + + case MaterialProperty.PropType.Float: + FloatProperty(property, displayName); + break; + + case MaterialProperty.PropType.Range: + EditorGUILayout.BeginHorizontal(); + + //Add float field to Range parameters +#if UNITY_4 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 + float value = RangeProperty(property, displayName); + Rect r = GUILayoutUtility.GetLastRect(); + r.x = r.width - 160f; + r.width = 65f; + value = EditorGUI.FloatField(r, value); + if(property.floatValue != value) + { + property.floatValue = value; + } +#else + RangeProperty(property, displayName); +#endif + EditorGUILayout.EndHorizontal(); + break; + + case MaterialProperty.PropType.Texture: + TextureProperty(property, displayName); + break; + + case MaterialProperty.PropType.Vector: + VectorProperty(property, displayName); + break; + + default: + EditorGUILayout.LabelField("Unknown Material Property Type: " + property.type); + break; + } + + return true; + } +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_OutlineInspector.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_OutlineInspector.cs.meta new file mode 100644 index 00000000..d1ab9826 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_OutlineInspector.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f4c7c64a5c48ad94bb41f040f54e8176 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_ShaderUpdateUnityTime_Editor.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_ShaderUpdateUnityTime_Editor.cs new file mode 100644 index 00000000..1906b3ab --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_ShaderUpdateUnityTime_Editor.cs @@ -0,0 +1,29 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using UnityEditor; +using ToonyColorsPro.Runtime; + +// Script that will update the custom time value for relevant water materials (using "Custom Time" from the Shader Generator) + +// This allows: +// - getting the world height position of the wave with the TCP2_GetPosOnWater script +// - syncing to Unity's Time.timeScale value + +namespace ToonyColorsPro +{ + namespace Inspector + { + [CustomEditor(typeof(TCP2_ShaderUpdateUnityTime))] + public class TCP2_ShaderUpdateUnityTime_Editor : Editor + { + public override void OnInspectorGUI() + { + //base.OnInspectorGUI(); + + EditorGUILayout.HelpBox("This script will update the time value for water shaders that use the 'Custom Time' option.\n\n This allows:\n- getting the world height position of the wave with the TCP2_GetPosOnWater script\n- syncing to Unity's Time.timeScale value", MessageType.Info); + base.OnInspectorGUI(); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_ShaderUpdateUnityTime_Editor.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_ShaderUpdateUnityTime_Editor.cs.meta new file mode 100644 index 00000000..c91818aa --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Inspectors/TCP2_ShaderUpdateUnityTime_Editor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 11d2faac34363a847b01df848fe25e77 +timeCreated: 1483974247 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy.meta new file mode 100644 index 00000000..73bc955d --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9ea575993f5476844b429e4bcc21e7c1 +folderAsset: yes +timeCreated: 1566483609 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_Config.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_Config.cs new file mode 100644 index 00000000..8a99707d --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_Config.cs @@ -0,0 +1,393 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using UnityEditor; +using UnityEngine; + +// Represents a Toony Colors Pro 2 configuration to generate the corresponding shader + +namespace ToonyColorsPro +{ + namespace Legacy + { + public class TCP2_Config + { + //-------------------------------------------------------------------------------------------------- + + public string Filename = "TCP2 Custom"; + public string ShaderName = "Toony Colors Pro 2/User/My TCP2 Shader"; + public string configType = "Normal"; + public string templateFile = "TCP2_ShaderTemplate_Default"; + public int shaderTarget = 30; + public List Features = new List(); + public List Flags = new List(); + public Dictionary Keywords = new Dictionary(); + public bool isModifiedExternally; + + //-------------------------------------------------------------------------------------------------- + + private enum ParseBlock + { + None, + Features, + Flags + } + + public static TCP2_Config CreateFromFile(TextAsset asset) + { + return CreateFromFile(asset.text); + } + public static TCP2_Config CreateFromFile(string text) + { + var lines = text.Split(new[] { "\n", "\r\n" }, StringSplitOptions.RemoveEmptyEntries); + var config = new TCP2_Config(); + + //Flags + var currentBlock = ParseBlock.None; + for (var i = 0; i < lines.Length; i++) + { + var line = lines[i]; + + if (line.StartsWith("//")) continue; + + var data = line.Split(new[] { "\t" }, StringSplitOptions.RemoveEmptyEntries); + if (line.StartsWith("#")) + { + currentBlock = ParseBlock.None; + + switch (data[0]) + { + case "#filename": config.Filename = data[1]; break; + case "#shadername": config.ShaderName = data[1]; break; + case "#features": currentBlock = ParseBlock.Features; break; + case "#flags": currentBlock = ParseBlock.Flags; break; + + default: Debug.LogWarning("[TCP2 Shader Config] Unrecognized tag: " + data[0] + "\nline " + (i+1)); break; + } + } + else + { + if (data.Length > 1) + { + var enabled = false; + bool.TryParse(data[1], out enabled); + + if (enabled) + { + if (currentBlock == ParseBlock.Features) + config.Features.Add(data[0]); + else if (currentBlock == ParseBlock.Flags) + config.Flags.Add(data[0]); + else + Debug.LogWarning("[TCP2 Shader Config] Unrecognized line while parsing : " + line + "\nline " + (i+1)); + } + } + } + } + + return config; + } + + public static TCP2_Config CreateFromShader(Shader shader) + { + var shaderImporter = ShaderImporter.GetAtPath(AssetDatabase.GetAssetPath(shader)) as ShaderImporter; + + var config = new TCP2_Config(); + config.ShaderName = shader.name; + config.Filename = Path.GetFileName(AssetDatabase.GetAssetPath(shader)).Replace(".shader", ""); + config.isModifiedExternally = false; + var valid = config.ParseUserData(shaderImporter); + + if (valid) + return config; + return null; + } + + public TCP2_Config Copy() + { + var config = new TCP2_Config(); + + config.Filename = Filename; + config.ShaderName = ShaderName; + + foreach (var feature in Features) + config.Features.Add(feature); + + foreach (var flag in Flags) + config.Flags.Add(flag); + + foreach (var kvp in Keywords) + config.Keywords.Add(kvp.Key, kvp.Value); + + config.shaderTarget = shaderTarget; + config.configType = configType; + config.templateFile = templateFile; + + return config; + } + + public string GetShaderTargetCustomData() + { + return string.Format("SM:{0}", shaderTarget); + } + + public string GetConfigTypeCustomData() + { + if (configType != "Normal") + { + return string.Format("CT:{0}", configType); + } + + return null; + } + + public string GetConfigFileCustomData() + { + return string.Format("CF:{0}", templateFile); + } + + public int ToHash() + { + var sb = new StringBuilder(); + sb.Append(Filename); + sb.Append(ShaderName); + var orderedFeatures = new List(Features); + orderedFeatures.Sort(); + var orderedFlags = new List(Flags); + orderedFlags.Sort(); + var sortedKeywordsKeys = new List(Keywords.Keys); + sortedKeywordsKeys.Sort(); + var sortedKeywordsValues = new List(Keywords.Values); + sortedKeywordsValues.Sort(); + + foreach (var f in orderedFeatures) + sb.Append(f); + foreach (var f in orderedFlags) + sb.Append(f); + foreach (var f in sortedKeywordsKeys) + sb.Append(f); + foreach (var f in sortedKeywordsValues) + sb.Append(f); + + sb.Append(shaderTarget.ToString()); + + return sb.ToString().GetHashCode(); + } + + //Convert Config to ShaderImporter UserData + public string ToUserData(string[] customData) + { + var userData = ""; + if (!Features.Contains("USER")) + userData = "USER,"; + + foreach (var feature in Features) + if (feature.Contains("USER")) + userData += string.Format("{0},", feature); + else + userData += string.Format("F{0},", feature); + foreach (var flag in Flags) + userData += string.Format("f{0},", flag); + foreach (var kvp in Keywords) + userData += string.Format("K{0}:{1},", kvp.Key, kvp.Value); + foreach (var custom in customData) + userData += string.Format("c{0},", custom); + userData = userData.TrimEnd(','); + + return userData; + } + + bool ParseUserData(ShaderImporter importer) + { + if (string.IsNullOrEmpty(importer.userData)) + return false; + + var data = importer.userData.Split(new[] { "," }, StringSplitOptions.RemoveEmptyEntries); + var customDataList = new List(); + + foreach (var d in data) + { + if (string.IsNullOrEmpty(d)) continue; + + switch (d[0]) + { + //Features + case 'F': + if (d == "F") break; //Prevent getting "empty" feature + Features.Add(d.Substring(1)); + break; + + //Flags + case 'f': Flags.Add(d.Substring(1)); break; + + //Keywords + case 'K': + var kw = d.Substring(1).Split(':'); + if (kw.Length != 2) + { + Debug.LogError("[TCP2 Shader Generator] Error while parsing userData: invalid Keywords format."); + return false; + } + else + { + Keywords.Add(kw[0], kw[1]); + } + break; + + //Custom Data + case 'c': customDataList.Add(d.Substring(1)); break; + //old format + default: Features.Add(d); break; + } + } + + foreach (var customData in customDataList) + { + //Hash + if (customData.Length > 0 && customData[0] == 'h') + { + var dataHash = customData; + var fileHash = TCP2_ShaderGeneratorUtils.GetShaderContentHash(importer); + + if (!string.IsNullOrEmpty(fileHash) && dataHash != fileHash) + { + isModifiedExternally = true; + } + } + //Timestamp + else + { + ulong timestamp; + if (ulong.TryParse(customData, out timestamp)) + { + if (importer.assetTimeStamp != timestamp) + { + isModifiedExternally = true; + } + } + } + + //Shader Model target + if (customData.StartsWith("SM:")) + { + shaderTarget = int.Parse(customData.Substring(3)); + } + + //Configuration Type + if (customData.StartsWith("CT:")) + { + configType = customData.Substring(3); + } + + //Configuration File + if (customData.StartsWith("CF:")) + { + templateFile = customData.Substring(3); + } + } + + return true; + } + + public void AutoNames() + { + var rawName = ShaderName.Replace("Toony Colors Pro 2/", ""); + Filename = rawName; + } + + //-------------------------------------------------------------------------------------------------- + // FEATURES + + public bool HasFeature(string feature) + { + return TCP2_ShaderGeneratorUtils.HasEntry(Features, feature); + } + + public bool HasFeaturesAny(params string[] features) + { + return TCP2_ShaderGeneratorUtils.HasAnyEntries(Features, features); + } + + public bool HasFeaturesAll(params string[] features) + { + return TCP2_ShaderGeneratorUtils.HasAllEntries(Features, features); + } + + public void ToggleFeature(string feature, bool enable) + { + if (string.IsNullOrEmpty(feature)) + return; + + TCP2_ShaderGeneratorUtils.ToggleEntry(Features, feature, enable); + } + + //-------------------------------------------------------------------------------------------------- + // FLAGS + + public bool HasFlag(string flag) + { + return TCP2_ShaderGeneratorUtils.HasEntry(Flags, flag); + } + + public bool HasFlagsAny(params string[] flags) + { + return TCP2_ShaderGeneratorUtils.HasAnyEntries(Flags, flags); + } + + public bool HasFlagsAll(params string[] flags) + { + return TCP2_ShaderGeneratorUtils.HasAllEntries(Flags, flags); + } + + public void ToggleFlag(string flag, bool enable) + { + TCP2_ShaderGeneratorUtils.ToggleEntry(Flags, flag, enable); + } + + //-------------------------------------------------------------------------------------------------- + // KEYWORDS + + public bool HasKeyword(string key) + { + return GetKeyword(key) != null; + } + + public string GetKeyword(string key) + { + if (key == null) + return null; + + if (!Keywords.ContainsKey(key)) + return null; + + return Keywords[key]; + } + + public void SetKeyword(string key, string value) + { + if (string.IsNullOrEmpty(value)) + { + if (Keywords.ContainsKey(key)) + Keywords.Remove(key); + } + else + { + if (Keywords.ContainsKey(key)) + Keywords[key] = value; + else + Keywords.Add(key, value); + } + } + + public void RemoveKeyword(string key) + { + if (Keywords.ContainsKey(key)) + Keywords.Remove(key); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_Config.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_Config.cs.meta new file mode 100644 index 00000000..aac5e61a --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_Config.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3e3245e95e5106845be9bb392a342c38 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_PBS_SG.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_PBS_SG.cs new file mode 100644 index 00000000..84e558aa --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_PBS_SG.cs @@ -0,0 +1,612 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.Rendering; +using ToonyColorsPro.Utilities; +using ToonyColorsPro.Legacy; + +internal class TCP2_MaterialInspector_PBS_SG : ShaderGUI +{ + private enum WorkflowMode + { + Specular, + Metallic, + Dielectric + } + + public enum BlendMode + { + Opaque, + Cutout, + Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency + Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply + } + + public enum SmoothnessMapChannel + { + SpecularMetallicAlpha, + AlbedoAlpha + } + + private static class Styles + { + //public static GUIStyle optionsButton = "PaneOptions"; + public static GUIContent uvSetLabel = new GUIContent("UV Set"); + //public static GUIContent[] uvSetOptions = { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") }; + + //public static string emptyTootip = ""; + public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)"); + public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); + public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)"); + public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)"); + public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness Value"); + public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor"); + public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel"); +// public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights"); +// public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections"); + public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); + public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)"); + public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); + public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)"); + public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)"); + public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2"); + public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map"); + + //public static string whiteSpaceString = " "; + public static string primaryMapsText = "Main Maps"; + public static string secondaryMapsText = "Secondary Maps"; +// public static string forwardText = "Forward Rendering Options"; + public static string renderingMode = "Rendering Mode"; + public static GUIContent emissiveWarning = new GUIContent ("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive."); + //public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect."); + public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode)); + + //public static string tcp2_HeaderText = "Toony Colors Pro 2 - Stylization"; + public static string tcp2_highlightColorText = "Highlight Color"; + public static string tcp2_shadowColorText = "Shadow Color"; + /* + public static GUIContent tcp2_rampText = new GUIContent("Ramp Texture", "Ramp 1D Texture (R)"); + public static GUIContent tcp2_rampThresholdText = new GUIContent("Threshold", "Threshold for the separation between shadows and highlights"); + public static GUIContent tcp2_rampSmoothText = new GUIContent("Main Light Smoothing", "Main Light smoothing of the separation between shadows and highlights"); + public static GUIContent tcp2_rampSmoothAddText = new GUIContent("Other Lights Smoothing", "Additional Lights smoothing of the separation between shadows and highlights"); + public static GUIContent tcp2_specSmoothText = new GUIContent("Specular Smoothing", "Stylized Specular smoothing"); + public static GUIContent tcp2_SpecBlendText = new GUIContent("Specular Blend", "Stylized Specular contribution over regular Specular"); + public static GUIContent tcp2_rimStrengthText = new GUIContent("Fresnel Strength", "Stylized Fresnel overall strength"); + public static GUIContent tcp2_rimMinText = new GUIContent("Fresnel Min", "Stylized Fresnel min ramp threshold"); + public static GUIContent tcp2_rimMaxText = new GUIContent("Fresnel Max", "Stylized Fresnel max ramp threshold"); + public static GUIContent tcp2_outlineColorText = new GUIContent("Outline Color", "Color of the outline"); + public static GUIContent tcp2_outlineWidthText = new GUIContent("Outline Width", "Width of the outline"); + + public static string tcp2_TexLodText = "Outline Texture LOD"; + public static string tcp2_ZSmoothText = "ZSmooth Value"; + public static string tcp2_Offset1Text = "Offset Factor"; + public static string tcp2_Offset2Text = "Offset Units"; + public static string tcp2_srcBlendOutlineText = "Source Factor"; + public static string tcp2_dstBlendOutlineText = "Destination Factor"; + */ + } + + MaterialProperty blendMode; + MaterialProperty albedoMap; + MaterialProperty albedoColor; + MaterialProperty alphaCutoff; + MaterialProperty specularMap; + MaterialProperty specularColor; + MaterialProperty metallicMap; + MaterialProperty metallic; + MaterialProperty smoothness; + MaterialProperty smoothnessScale; + MaterialProperty smoothnessMapChannel; + //MaterialProperty highlights = null; +// MaterialProperty reflections = null; + MaterialProperty bumpScale; + MaterialProperty bumpMap; + MaterialProperty occlusionStrength; + MaterialProperty occlusionMap; + MaterialProperty heigtMapScale; + MaterialProperty heightMap; + MaterialProperty emissionColorForRendering; + MaterialProperty emissionMap; + MaterialProperty detailMask; + MaterialProperty detailAlbedoMap; + MaterialProperty detailNormalMapScale; + MaterialProperty detailNormalMap; + MaterialProperty uvSetSecondary; + + //TCP2 + List SGProperties; + MaterialProperty tcp2_highlightColor; + MaterialProperty tcp2_shadowColor; + + static bool expandStandardProperties = true; + static bool expandTCP2Properties = true; + readonly string[] outlineNormalsKeywords = { "TCP2_NONE", "TCP2_COLORS_AS_NORMALS", "TCP2_TANGENT_AS_NORMALS", "TCP2_UV2_AS_NORMALS" }; + + MaterialEditor m_MaterialEditor; + WorkflowMode m_WorkflowMode = WorkflowMode.Specular; +#if !UNITY_2018_1_OR_NEWER + readonly ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f); +#endif + + bool m_FirstTimeApply = true; + + public void FindProperties (MaterialProperty[] props) + { + //Iterate through all properties so that we can extract the 'unknown' ones + SGProperties = new List(); + for (var i = 0; i < props.Length; i++) + { + var property = props[i]; + if(property != null) + { + switch(property.name) + { + // STANDARD + case "_Mode": blendMode = property; break; + case "_MainTex": albedoMap = property; break; + case "_Color": albedoColor = property; break; + case "_Cutoff": alphaCutoff = property; break; + case "_SpecGlossMap": specularMap = property; break; + case "_SpecColor": specularColor = property; break; + case "_MetallicGlossMap": metallicMap = property; break; + case "_Metallic": metallic = property; break; + case "_Glossiness": smoothness = property; break; + case "_GlossMapScale": smoothnessScale = property; break; + case "_SmoothnessTextureChannel": smoothnessMapChannel = property; break; + case "_BumpScale": bumpScale = property; break; + case "_BumpMap": bumpMap = property; break; + case "_Parallax": heigtMapScale = property; break; + case "_ParallaxMap": heightMap = property; break; + case "_OcclusionStrength": occlusionStrength = property; break; + case "_OcclusionMap": occlusionMap = property; break; + case "_EmissionColor": emissionColorForRendering = property; break; + case "_EmissionMap": emissionMap = property; break; + case "_DetailMask": detailMask = property; break; + case "_DetailAlbedoMap": detailAlbedoMap = property; break; + case "_DetailNormalMapScale": detailNormalMapScale = property; break; + case "_DetailNormalMap": detailNormalMap = property; break; + case "_UVSec": uvSetSecondary = property; break; + + // TCP2 + case "_HColor": tcp2_highlightColor = property; break; + case "_SColor": tcp2_shadowColor = property; break; + + // Add to ShaderGenerator Properties + default: + if (!SGProperties.Contains(property)) + { + if(!property.displayName.StartsWith("__")) + SGProperties.Add(property); + } + else + Debug.LogWarning("Duplicate property?\n" + property.name); + break; + } + } + } + + if (specularMap != null && specularColor != null) + m_WorkflowMode = WorkflowMode.Specular; + else if (metallicMap != null && metallic != null) + m_WorkflowMode = WorkflowMode.Metallic; + else + m_WorkflowMode = WorkflowMode.Dielectric; + } + + public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props) + { + FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + m_MaterialEditor = materialEditor; + var material = materialEditor.target as Material; + + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a standard shader. + // Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071) + if (m_FirstTimeApply) + { + MaterialChanged(material, m_WorkflowMode); + m_FirstTimeApply = false; + } + + //TCP2 Header + EditorGUILayout.BeginHorizontal(); + var label = (Screen.width > 450f) ? "TOONY COLORS PRO 2 - INSPECTOR (Generated Shader)" : (Screen.width > 300f ? "TOONY COLORS PRO 2 - INSPECTOR" : "TOONY COLORS PRO 2"); + TCP2_GUI.HeaderBig(label); + if (TCP2_GUI.Button(TCP2_GUI.CogIcon, "O", "Open in Shader Generator")) + { + if (material.shader != null) + { + TCP2_ShaderGenerator.OpenWithShader(material.shader); + } + } + EditorGUILayout.EndHorizontal(); + TCP2_GUI.Separator(); + + ShaderPropertiesGUI(material); + +#if UNITY_5_5_OR_NEWER + materialEditor.RenderQueueField(); +#endif +#if UNITY_5_6_OR_NEWER + materialEditor.EnableInstancingField(); +#endif + } + + public void ShaderPropertiesGUI (Material material) + { + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + { + BlendModePopup(); + + GUILayout.Space(8f); + expandStandardProperties = GUILayout.Toggle(expandStandardProperties, "STANDARD PROPERTIES", EditorStyles.toolbarButton); + if (expandStandardProperties) + { + //Background + var vertRect = EditorGUILayout.BeginVertical(); + vertRect.xMax += 2; + vertRect.xMin--; + GUI.Box(vertRect, "", "RL Background"); + GUILayout.Space(4f); + + // Primary properties + GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel); + DoAlbedoArea(material); + DoSpecularMetallicArea(); + m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, + bumpMap.textureValue != null ? bumpScale : null); + m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, + heightMap.textureValue != null ? heigtMapScale : null); + m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, + occlusionMap.textureValue != null ? occlusionStrength : null); + DoEmissionArea(material); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); + EditorGUI.BeginChangeCheck(); + m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); + if (EditorGUI.EndChangeCheck()) + emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; + // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake + + EditorGUILayout.Space(); + + // Secondary properties + GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale); + m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); + m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text); + + // Third properties + /* + if (reflections != null) + GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel); + //if (highlights != null) + //m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText); + if (reflections != null) + m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText); + */ + + GUILayout.Space(8f); + EditorGUILayout.EndVertical(); + } + + EditorGUILayout.Space(); + + //---------------------------------------------------------------- + // TOONY COLORS PRO 2 + + expandTCP2Properties = GUILayout.Toggle(expandTCP2Properties, "TOONY COLORS PRO 2", EditorStyles.toolbarButton); + if (expandTCP2Properties) + { + //Background + var vertRect = EditorGUILayout.BeginVertical(); + vertRect.xMax += 2; + vertRect.xMin--; + GUI.Box(vertRect, "", "RL Background"); + GUILayout.Space(4f); + + GUILayout.Label("Base Properties", EditorStyles.boldLabel); + m_MaterialEditor.ColorProperty(tcp2_highlightColor, Styles.tcp2_highlightColorText); + m_MaterialEditor.ColorProperty(tcp2_shadowColor, Styles.tcp2_shadowColorText); + EditorGUILayout.Space(); + + //Shader Generator Properties + for(var i = 0; i < SGProperties.Count; i++) + { + if (SGProperties[i].type == MaterialProperty.PropType.Texture) + { + //Compensate margins so that texture slot looks square + var fw = EditorGUIUtility.fieldWidth; + EditorGUIUtility.fieldWidth = 64f; + m_MaterialEditor.ShaderProperty(SGProperties[i], SGProperties[i].displayName); + EditorGUIUtility.fieldWidth = fw; + } + else + m_MaterialEditor.ShaderProperty(SGProperties[i], SGProperties[i].displayName); + } + + GUILayout.Space(8f); + GUILayout.EndVertical(); + + // TCP2 End + //---------------------------------------------------------------- + } + + GUILayout.Space(10f); + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendMode.targets) + MaterialChanged((Material)obj, m_WorkflowMode); + } + } + + void UpdateOutlineNormalsKeyword(int index) + { + var selectedKeyword = outlineNormalsKeywords[index]; + + foreach (var obj in m_MaterialEditor.targets) + { + if (obj is Material) + { + var m = obj as Material; + foreach (var kw in outlineNormalsKeywords) + m.DisableKeyword(kw); + m.EnableKeyword(selectedKeyword); + } + } + } + + internal void DetermineWorkflow(MaterialProperty[] props) + { + if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null) + m_WorkflowMode = WorkflowMode.Specular; + else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null) + m_WorkflowMode = WorkflowMode.Metallic; + else + m_WorkflowMode = WorkflowMode.Dielectric; + } + + public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader) + { + // _Emission property is lost after assigning Standard shader to the material + // thus transfer it before assigning the new shader + if (material.HasProperty("_Emission")) + { + material.SetColor("_EmissionColor", material.GetColor("_Emission")); + } + + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) + { + SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); + return; + } + + var blendMode = BlendMode.Opaque; + if (oldShader.name.Contains("/Transparent/Cutout/")) + { + blendMode = BlendMode.Cutout; + } + else if (oldShader.name.Contains("/Transparent/")) + { + // NOTE: legacy shaders did not provide physically based transparency + // therefore Fade mode + blendMode = BlendMode.Fade; + } + material.SetFloat("_Mode", (float)blendMode); + + DetermineWorkflow( MaterialEditor.GetMaterialProperties (new[] { material }) ); + MaterialChanged(material, m_WorkflowMode); + } + + void BlendModePopup() + { + EditorGUI.showMixedValue = blendMode.hasMixedValue; + var mode = (BlendMode)blendMode.floatValue; + + EditorGUI.BeginChangeCheck(); + mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames); + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); + blendMode.floatValue = (float)mode; + } + + EditorGUI.showMixedValue = false; + } + + void DoAlbedoArea(Material material) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); + if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)) + { + m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 0); + } + } + + void DoEmissionArea( Material material ) + { + var showHelpBox = !HasValidEmissiveKeyword(material); + + var hadEmissionTexture = emissionMap.textureValue != null; + + // Texture and HDR color controls +#if !UNITY_2018_1_OR_NEWER + m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); +#else + m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, false); +#endif + + // If texture was assigned and color was black set color to white + var brightness = emissionColorForRendering.colorValue.maxColorComponent; + if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) + emissionColorForRendering.colorValue = Color.white; + + // Emission for GI? + m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 0); + + if (showHelpBox) + { + EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning); + } + } + + void DoSpecularMetallicArea() + { + var hasGlossMap = false; + if (m_WorkflowMode == WorkflowMode.Specular) + { + hasGlossMap = specularMap.textureValue != null; + m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor); + } + else if (m_WorkflowMode == WorkflowMode.Metallic) + { + hasGlossMap = metallicMap.textureValue != null; + m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic); + } + + var showSmoothnessScale = hasGlossMap; + if (smoothnessMapChannel != null) + { + var smoothnessChannel = (int)smoothnessMapChannel.floatValue; + if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha) + showSmoothnessScale = true; + } + + var indentation = 2; // align with labels of texture properties + m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); + + //++indentation; + if (smoothnessMapChannel != null) + m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation); + } + + public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) + { + switch (blendMode) + { + case BlendMode.Opaque: + material.SetOverrideTag("RenderType", ""); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = -1; + break; + case BlendMode.Cutout: + material.SetOverrideTag("RenderType", "TransparentCutout"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.EnableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.AlphaTest; + break; + case BlendMode.Fade: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.EnableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.Transparent; + break; + case BlendMode.Transparent: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.Transparent; + break; + } + } + + static SmoothnessMapChannel GetSmoothnessMapChannel( Material material ) + { + var ch = (int)material.GetFloat("_SmoothnessTextureChannel"); + if (ch == (int)SmoothnessMapChannel.AlbedoAlpha) + return SmoothnessMapChannel.AlbedoAlpha; + return SmoothnessMapChannel.SpecularMetallicAlpha; + } + + static bool ShouldEmissionBeEnabled( Material mat, Color color ) + { + var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0; + return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission; + } + + static void SetMaterialKeywords(Material material, WorkflowMode workflowMode) + { + // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation + // (MaterialProperty value might come from renderer material property block) + SetKeyword (material, "_NORMALMAP", material.GetTexture ("_BumpMap") || material.GetTexture ("_DetailNormalMap")); + if (workflowMode == WorkflowMode.Specular) + SetKeyword (material, "_SPECGLOSSMAP", material.GetTexture ("_SpecGlossMap")); + else if (workflowMode == WorkflowMode.Metallic) + SetKeyword (material, "_METALLICGLOSSMAP", material.GetTexture ("_MetallicGlossMap")); + SetKeyword (material, "_PARALLAXMAP", material.GetTexture ("_ParallaxMap")); + SetKeyword (material, "_DETAIL_MULX2", material.GetTexture ("_DetailAlbedoMap") || material.GetTexture ("_DetailNormalMap")); + + var shouldEmissionBeEnabled = ShouldEmissionBeEnabled (material, material.GetColor("_EmissionColor")); + SetKeyword (material, "_EMISSION", shouldEmissionBeEnabled); + + if (material.HasProperty("_SmoothnessTextureChannel")) + { + SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha); + } + + // Setup lightmap emissive flags + var flags = material.globalIlluminationFlags; + if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) + { + flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; + if (!shouldEmissionBeEnabled) + flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; + + material.globalIlluminationFlags = flags; + } + } + + bool HasValidEmissiveKeyword (Material material) + { + // Material animation might be out of sync with the material keyword. + // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. + // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) + var hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION"); + if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue)) + return false; + return true; + } + + static void MaterialChanged(Material material, WorkflowMode workflowMode) + { + SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); + + SetMaterialKeywords(material, workflowMode); + } + + static void SetKeyword(Material m, string keyword, bool state) + { + if (state) + m.EnableKeyword (keyword); + else + m.DisableKeyword (keyword); + } +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_PBS_SG.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_PBS_SG.cs.meta new file mode 100644 index 00000000..26e3bed6 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_PBS_SG.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f4de1971dd29ad24f85f95080be28fe7 +timeCreated: 1468423504 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SG.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SG.cs new file mode 100644 index 00000000..dfb29d70 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SG.cs @@ -0,0 +1,108 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +//Enable this to display the default Inspector (in case the custom Inspector is broken) +//#define SHOW_DEFAULT_INSPECTOR + +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; +using ToonyColorsPro.Legacy; + +// Custom material inspector for generated shader + +public class TCP2_MaterialInspector_SG : ShaderGUI +{ + //Properties + private Material targetMaterial { get { return (mMaterialEditor == null) ? null : mMaterialEditor.target as Material; } } + private MaterialEditor mMaterialEditor; + private Stack toggledGroups = new Stack(); + + //-------------------------------------------------------------------------------------------------- + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + mMaterialEditor = materialEditor; + +#if SHOW_DEFAULT_INSPECTOR + base.OnGUI(); + return; +#else + + //Header + EditorGUILayout.BeginHorizontal(); + var label = (Screen.width > 450f) ? "TOONY COLORS PRO 2 - INSPECTOR (Generated Shader)" : (Screen.width > 300f ? "TOONY COLORS PRO 2 - INSPECTOR" : "TOONY COLORS PRO 2"); + TCP2_GUI.HeaderBig(label); + if(TCP2_GUI.Button(TCP2_GUI.CogIcon, "O", "Open in Shader Generator")) + { + if(targetMaterial.shader != null) + { + TCP2_ShaderGenerator.OpenWithShader(targetMaterial.shader); + } + } + EditorGUILayout.EndHorizontal(); + TCP2_GUI.Separator(); + + //Iterate Shader properties + materialEditor.serializedObject.Update(); + var mShader = materialEditor.serializedObject.FindProperty("m_Shader"); + toggledGroups.Clear(); + if(materialEditor.isVisible && !mShader.hasMultipleDifferentValues && mShader.objectReferenceValue != null) + { + //Retina display fix + EditorGUIUtility.labelWidth = Utils.ScreenWidthRetina - 120f; + EditorGUIUtility.fieldWidth = 64f; + + EditorGUI.BeginChangeCheck(); + + EditorGUI.indentLevel++; + foreach (var p in properties) + { + var visible = (toggledGroups.Count == 0 || toggledGroups.Peek()); + + //Hacky way to separate material inspector properties into foldout groups + if(p.name.StartsWith("__BeginGroup")) + { + //Foldout + if(visible) + { + GUILayout.Space(8f); + p.floatValue = EditorGUILayout.Foldout(p.floatValue > 0, p.displayName, TCP2_GUI.FoldoutBold) ? 1 : 0; + } + + EditorGUI.indentLevel++; + toggledGroups.Push((p.floatValue > 0) && visible); + } + else if(p.name.StartsWith("__EndGroup")) + { + EditorGUI.indentLevel--; + toggledGroups.Pop(); + GUILayout.Space(8f); + } + else + { + //Draw regular property + if(visible && (p.flags & (MaterialProperty.PropFlags.PerRendererData | MaterialProperty.PropFlags.HideInInspector)) == MaterialProperty.PropFlags.None) + mMaterialEditor.ShaderProperty(p, p.displayName); + } + } + EditorGUI.indentLevel--; + + if (EditorGUI.EndChangeCheck()) + { + materialEditor.PropertiesChanged(); + } + } + +#endif // !SHOW_DEFAULT_INSPECTOR + +#if UNITY_5_5_OR_NEWER + TCP2_GUI.Separator(); + materialEditor.RenderQueueField(); +#endif +#if UNITY_5_6_OR_NEWER + materialEditor.EnableInstancingField(); +#endif + } +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SG.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SG.cs.meta new file mode 100644 index 00000000..c489aea0 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SG.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ca4a83adb4010c04d824159169edf441 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SurfacePBS_SG.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SurfacePBS_SG.cs new file mode 100644 index 00000000..0366f0b9 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SurfacePBS_SG.cs @@ -0,0 +1,708 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.Rendering; +using ToonyColorsPro.Utilities; +using ToonyColorsPro.Legacy; + +internal class TCP2_MaterialInspector_SurfacePBS_SG : ShaderGUI +{ + private enum WorkflowMode + { + Specular, + Metallic, + Dielectric + } + + public enum BlendMode + { + Opaque, + Cutout, + Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency + Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply + } + + public enum SmoothnessMapChannel + { + SpecularMetallicAlpha, + AlbedoAlpha + } + + private static class Styles + { + //public static GUIStyle optionsButton = "PaneOptions"; + //public static GUIContent uvSetLabel = new GUIContent("UV Set"); + //public static GUIContent[] uvSetOptions = { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") }; + + //public static string emptyTootip = ""; + public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)"); + public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); + public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)"); + public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)"); + public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness Value"); + public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor"); +// public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel"); +// public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights"); +// public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections"); + public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); + public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)"); + public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); + public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)"); + public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)"); + public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2"); + public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map"); + + //public static string whiteSpaceString = " "; + public static string primaryMapsText = "Main Maps"; + public static string secondaryMapsText = "Secondary Maps"; +// public static string forwardText = "Forward Rendering Options"; + public static string renderingMode = "Rendering Mode"; + public static GUIContent emissiveWarning = new GUIContent ("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive."); + //public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect."); + public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode)); + + //public static string tcp2_HeaderText = "Toony Colors Pro 2 - Stylization"; + public static string tcp2_highlightColorText = "Highlight Color"; + public static string tcp2_shadowColorText = "Shadow Color"; + /* + public static GUIContent tcp2_rampText = new GUIContent("Ramp Texture", "Ramp 1D Texture (R)"); + public static GUIContent tcp2_rampThresholdText = new GUIContent("Threshold", "Threshold for the separation between shadows and highlights"); + public static GUIContent tcp2_rampSmoothText = new GUIContent("Main Light Smoothing", "Main Light smoothing of the separation between shadows and highlights"); + public static GUIContent tcp2_rampSmoothAddText = new GUIContent("Other Lights Smoothing", "Additional Lights smoothing of the separation between shadows and highlights"); + public static GUIContent tcp2_specSmoothText = new GUIContent("Specular Smoothing", "Stylized Specular smoothing"); + public static GUIContent tcp2_SpecBlendText = new GUIContent("Specular Blend", "Stylized Specular contribution over regular Specular"); + public static GUIContent tcp2_rimStrengthText = new GUIContent("Fresnel Strength", "Stylized Fresnel overall strength"); + public static GUIContent tcp2_rimMinText = new GUIContent("Fresnel Min", "Stylized Fresnel min ramp threshold"); + public static GUIContent tcp2_rimMaxText = new GUIContent("Fresnel Max", "Stylized Fresnel max ramp threshold"); + public static GUIContent tcp2_outlineColorText = new GUIContent("Outline Color", "Color of the outline"); + public static GUIContent tcp2_outlineWidthText = new GUIContent("Outline Width", "Width of the outline"); + + public static string tcp2_TexLodText = "Outline Texture LOD"; + public static string tcp2_ZSmoothText = "ZSmooth Value"; + public static string tcp2_Offset1Text = "Offset Factor"; + public static string tcp2_Offset2Text = "Offset Units"; + public static string tcp2_srcBlendOutlineText = "Source Factor"; + public static string tcp2_dstBlendOutlineText = "Destination Factor"; + */ + } + + MaterialProperty blendMode; + MaterialProperty albedoMap; + MaterialProperty albedoColor; + MaterialProperty alphaCutoff; + MaterialProperty specularMap; + MaterialProperty specularColor; + MaterialProperty metallicMap; + MaterialProperty metallic; + MaterialProperty smoothness; + MaterialProperty smoothnessScale; +// MaterialProperty smoothnessMapChannel = null; +// MaterialProperty highlights = null; +// MaterialProperty reflections = null; + MaterialProperty bumpScale; + MaterialProperty bumpMap; + MaterialProperty occlusionStrength; + MaterialProperty occlusionMap; + MaterialProperty heigtMapScale; + MaterialProperty heightMap; + MaterialProperty emissionColorForRendering; + MaterialProperty emissionMap; + MaterialProperty detailMask; + MaterialProperty detailAlbedoMap; + MaterialProperty detailNormalMapScale; + MaterialProperty detailNormalMap; + //MaterialProperty uvSetSecondary = null; + + //TCP2 + List SGProperties; + MaterialProperty tcp2_highlightColor; + MaterialProperty tcp2_shadowColor; + + static bool expandStandardProperties = true; + static bool expandTCP2Properties = true; + readonly string[] outlineNormalsKeywords = { "TCP2_NONE", "TCP2_COLORS_AS_NORMALS", "TCP2_TANGENT_AS_NORMALS", "TCP2_UV2_AS_NORMALS" }; + + MaterialEditor m_MaterialEditor; + WorkflowMode m_WorkflowMode = WorkflowMode.Specular; +#if !UNITY_2018_1_OR_NEWER + readonly ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f); +#endif + + bool m_FirstTimeApply = true; + public static bool InspectorNeedsUpdate; + + public void FindProperties (MaterialProperty[] props) + { + //Iterate through all properties so that we can extract the 'unknown' ones + SGProperties = new List(); + for (var i = 0; i < props.Length; i++) + { + var property = props[i]; + if(property != null) + { + switch(property.name) + { + // STANDARD + case "_Mode": blendMode = property; break; + case "_MainTex": albedoMap = property; break; + case "_Color": albedoColor = property; break; + case "_Cutoff": alphaCutoff = property; break; + case "_SpecGlossMap": specularMap = property; break; + case "_SpecColor": specularColor = property; break; + case "_MetallicGlossMap": metallicMap = property; break; + case "_Metallic": metallic = property; break; + case "_Glossiness": smoothness = property; break; + case "_GlossMapScale": smoothnessScale = property; break; + //case "_SmoothnessTextureChannel": smoothnessMapChannel = property; break; + case "_BumpScale": bumpScale = property; break; + case "_BumpMap": bumpMap = property; break; + case "_Parallax": heigtMapScale = property; break; + case "_ParallaxMap": heightMap = property; break; + case "_OcclusionStrength": occlusionStrength = property; break; + case "_OcclusionMap": occlusionMap = property; break; + case "_EmissionColor": emissionColorForRendering = property; break; + case "_EmissionMap": emissionMap = property; break; + case "_DetailMask": detailMask = property; break; + case "_DetailAlbedoMap": detailAlbedoMap = property; break; + case "_DetailNormalMapScale": detailNormalMapScale = property; break; + case "_DetailNormalMap": detailNormalMap = property; break; + //case "_UVSec": uvSetSecondary = property; break; + + // TCP2 + case "_HColor": tcp2_highlightColor = property; break; + case "_SColor": tcp2_shadowColor = property; break; + + // Add to ShaderGenerator Properties + default: + if (!SGProperties.Contains(property)) + { + if(!property.displayName.StartsWith("__")) + SGProperties.Add(property); + } + else + Debug.LogWarning("Duplicate property?\n" + property.name); + break; + } + } + } + + if (specularColor != null) + m_WorkflowMode = WorkflowMode.Specular; + else if (metallic != null) + m_WorkflowMode = WorkflowMode.Metallic; + else + m_WorkflowMode = WorkflowMode.Dielectric; + } + + public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props) + { + if(InspectorNeedsUpdate) + { + //reset properties + blendMode = null; + albedoMap = null; + albedoColor = null; + alphaCutoff = null; + specularMap = null; + specularColor = null; + metallicMap = null; + metallic = null; + smoothness = null; + smoothnessScale = null; + //smoothnessMapChannel = null; + bumpScale = null; + bumpMap = null; + occlusionStrength = null; + occlusionMap = null; + heigtMapScale = null; + heightMap = null; + emissionColorForRendering = null; + emissionMap = null; + detailMask = null; + detailAlbedoMap = null; + detailNormalMapScale = null; + detailNormalMap = null; + //uvSetSecondary = null; + } + + FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + m_MaterialEditor = materialEditor; + var material = materialEditor.target as Material; + + // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing + // material to a standard shader. + // Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071) + if (m_FirstTimeApply || InspectorNeedsUpdate) + { + MaterialChanged(material, m_WorkflowMode); + m_FirstTimeApply = false; + InspectorNeedsUpdate = false; + } + + //TCP2 Header + EditorGUILayout.BeginHorizontal(); + var label = (Screen.width > 450f) ? "TOONY COLORS PRO 2 - INSPECTOR (Generated Shader)" : (Screen.width > 300f ? "TOONY COLORS PRO 2 - INSPECTOR" : "TOONY COLORS PRO 2"); + TCP2_GUI.HeaderBig(label); + if (TCP2_GUI.Button(TCP2_GUI.CogIcon, "O", "Open in Shader Generator")) + { + if (material.shader != null) + { + TCP2_ShaderGenerator.OpenWithShader(material.shader); + } + } + EditorGUILayout.EndHorizontal(); + TCP2_GUI.Separator(); + + ShaderPropertiesGUI(material); + +#if UNITY_5_5_OR_NEWER + materialEditor.RenderQueueField(); +#endif +#if UNITY_5_6_OR_NEWER + materialEditor.EnableInstancingField(); +#endif + } + + public void ShaderPropertiesGUI (Material material) + { + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + { + BlendModePopup(); + + GUILayout.Space(8f); + expandStandardProperties = GUILayout.Toggle(expandStandardProperties, "STANDARD PROPERTIES", EditorStyles.toolbarButton); + if (expandStandardProperties) + { + //Background + var vertRect = EditorGUILayout.BeginVertical(); + vertRect.xMax += 2; + vertRect.xMin--; + GUI.Box(vertRect, "", "RL Background"); + GUILayout.Space(4f); + + // Primary properties + GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel); + DoAlbedoArea(material); + DoSpecularMetallicArea(); + + if(bumpMap != null) + m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); + if(heightMap != null) + m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null); + if(occlusionMap != null) + m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null); + if(emissionMap != null || emissionColorForRendering != null) + DoEmissionArea(material); + if(detailMask != null) + m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); + EditorGUI.BeginChangeCheck(); + m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); + if(EditorGUI.EndChangeCheck()) + { + // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake + if(emissionMap != null) + emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; + } + + EditorGUILayout.Space(); + + // Secondary properties + if(detailAlbedoMap != null) + { + GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap); + if(detailNormalMap != null && detailNormalMapScale != null) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale); + } + m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); + //TCP2: defined through the Shader Generator + //m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text); + } + + // Third properties + /* + if (reflections != null) + GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel); + //if (highlights != null) + //m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText); + if (reflections != null) + m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText); + */ + + GUILayout.Space(8f); + EditorGUILayout.EndVertical(); + } + + EditorGUILayout.Space(); + + //---------------------------------------------------------------- + // TOONY COLORS PRO 2 + + expandTCP2Properties = GUILayout.Toggle(expandTCP2Properties, "TOONY COLORS PRO 2", EditorStyles.toolbarButton); + if (expandTCP2Properties) + { + //Background + var vertRect = EditorGUILayout.BeginVertical(); + vertRect.xMax += 2; + vertRect.xMin--; + GUI.Box(vertRect, "", "RL Background"); + GUILayout.Space(4f); + + GUILayout.Label("Base Properties", EditorStyles.boldLabel); + m_MaterialEditor.ColorProperty(tcp2_highlightColor, Styles.tcp2_highlightColorText); + m_MaterialEditor.ColorProperty(tcp2_shadowColor, Styles.tcp2_shadowColorText); + EditorGUILayout.Space(); + + //Shader Generator Properties + for(var i = 0; i < SGProperties.Count; i++) + { + if (SGProperties[i].type == MaterialProperty.PropType.Texture) + { + //Compensate margins so that texture slot looks square + var fw = EditorGUIUtility.fieldWidth; + EditorGUIUtility.fieldWidth = 64f; + m_MaterialEditor.ShaderProperty(SGProperties[i], SGProperties[i].displayName); + EditorGUIUtility.fieldWidth = fw; + } + else + m_MaterialEditor.ShaderProperty(SGProperties[i], SGProperties[i].displayName); + } + + GUILayout.Space(8f); + GUILayout.EndVertical(); + + // TCP2 End + //---------------------------------------------------------------- + } + + GUILayout.Space(10f); + } + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in blendMode.targets) + MaterialChanged((Material)obj, m_WorkflowMode); + } + } + + void UpdateOutlineNormalsKeyword(int index) + { + var selectedKeyword = outlineNormalsKeywords[index]; + + foreach (var obj in m_MaterialEditor.targets) + { + if (obj is Material) + { + var m = obj as Material; + foreach (var kw in outlineNormalsKeywords) + m.DisableKeyword(kw); + m.EnableKeyword(selectedKeyword); + } + } + } + + internal void DetermineWorkflow(MaterialProperty[] props) + { + if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null) + m_WorkflowMode = WorkflowMode.Specular; + else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null) + m_WorkflowMode = WorkflowMode.Metallic; + else + m_WorkflowMode = WorkflowMode.Dielectric; + } + + public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader) + { + // _Emission property is lost after assigning Standard shader to the material + // thus transfer it before assigning the new shader + if (material.HasProperty("_Emission") && material.HasProperty("_EmissionColor")) + { + material.SetColor("_EmissionColor", material.GetColor("_Emission")); + } + + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) + { + SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); + return; + } + + var blendMode = BlendMode.Opaque; + if (oldShader.name.Contains("/Transparent/Cutout/")) + { + blendMode = BlendMode.Cutout; + } + else if (oldShader.name.Contains("/Transparent/")) + { + // NOTE: legacy shaders did not provide physically based transparency + // therefore Fade mode + blendMode = BlendMode.Fade; + } + material.SetFloat("_Mode", (float)blendMode); + + DetermineWorkflow( MaterialEditor.GetMaterialProperties (new[] { material }) ); + MaterialChanged(material, m_WorkflowMode); + } + + void BlendModePopup() + { + EditorGUI.showMixedValue = blendMode.hasMixedValue; + var mode = (BlendMode)blendMode.floatValue; + + EditorGUI.BeginChangeCheck(); + mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames); + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); + blendMode.floatValue = (float)mode; + } + + EditorGUI.showMixedValue = false; + } + + void DoAlbedoArea(Material material) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); + if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)) + { + m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 0); + } + } + + void DoEmissionArea(Material material) + { +#if UNITY_5_6_OR_NEWER + // Emission for GI? + if (m_MaterialEditor.EmissionEnabledProperty()) + { + bool hadEmissionTexture = emissionMap.textureValue != null; + + // Texture and HDR color controls + #if UNITY_2018_1_OR_NEWER + m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, false); + #else + m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); + #endif + + // If texture was assigned and color was black set color to white + float brightness = emissionColorForRendering.colorValue.maxColorComponent; + if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) + emissionColorForRendering.colorValue = Color.white; + + // change the GI flag and fix it up with emissive as black if necessary + m_MaterialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true); + } +#else + var showHelpBox = !HasValidEmissiveKeyword(material); + + var hadEmissionTexture = emissionMap.textureValue != null; + + // Texture and HDR color controls + m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); + + // If texture was assigned and color was black set color to white + var brightness = emissionColorForRendering.colorValue.maxColorComponent; + if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) + emissionColorForRendering.colorValue = Color.white; + + // Emission for GI? + m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 0); + + if (showHelpBox) + { + EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning); + } +#endif + } + + void DoSpecularMetallicArea() + { + var hasGlossMap = false; + if (m_WorkflowMode == WorkflowMode.Specular) + { + if(specularMap != null) + { + hasGlossMap = true; + m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap); + } + else + { + m_MaterialEditor.ShaderProperty(specularColor, Styles.specularMapText, 2); + } + } + else if (m_WorkflowMode == WorkflowMode.Metallic) + { + if(metallicMap != null) + { + hasGlossMap = true; + m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap); + } + else + { + m_MaterialEditor.ShaderProperty(metallic, Styles.metallicMapText, 2); + } + } + + var showSmoothnessScale = hasGlossMap; + + /* + if (smoothnessMapChannel != null) + { + int smoothnessChannel = (int)smoothnessMapChannel.floatValue; + if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha) + showSmoothnessScale = true; + } + */ + + var indentation = 2; // align with labels of texture properties + m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); + + //++indentation; + //TCP2: this is defined through the Shader Generator + /* + if (smoothnessMapChannel != null) + m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation); + */ + } + + public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) + { + switch (blendMode) + { + case BlendMode.Opaque: + material.SetOverrideTag("RenderType", ""); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = -1; + break; + case BlendMode.Cutout: + material.SetOverrideTag("RenderType", "TransparentCutout"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.EnableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.AlphaTest; + break; + case BlendMode.Fade: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.EnableKeyword("_ALPHABLEND_ON"); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.Transparent; + break; + case BlendMode.Transparent: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + material.DisableKeyword("_ALPHATEST_ON"); + material.DisableKeyword("_ALPHABLEND_ON"); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + material.renderQueue = (int)RenderQueue.Transparent; + break; + } + } + + static SmoothnessMapChannel GetSmoothnessMapChannel( Material material ) + { + var ch = (int)material.GetFloat("_SmoothnessTextureChannel"); + if (ch == (int)SmoothnessMapChannel.AlbedoAlpha) + return SmoothnessMapChannel.AlbedoAlpha; + return SmoothnessMapChannel.SpecularMetallicAlpha; + } + + static bool ShouldEmissionBeEnabled( Material mat, Color color ) + { + var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0; + return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission; + } + + static void SetMaterialKeywords(Material material, WorkflowMode workflowMode) + { + // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation + // (MaterialProperty value might come from renderer material property block) + + //TCP2: no more keywords, these features are toggled in the Shader Generator + /* + SetKeyword (material, "_NORMALMAP", material.HasProperty("_BumpMap") || material.HasProperty("_DetailNormalMap")); + if (workflowMode == WorkflowMode.Specular) + SetKeyword (material, "_SPECGLOSSMAP", material.GetTexture ("_SpecGlossMap")); + else if (workflowMode == WorkflowMode.Metallic) + SetKeyword (material, "_METALLICGLOSSMAP", material.GetTexture ("_MetallicGlossMap")); + SetKeyword (material, "_PARALLAXMAP", material.GetTexture ("_ParallaxMap")); + SetKeyword (material, "_DETAIL_MULX2", material.GetTexture ("_DetailAlbedoMap") || material.GetTexture ("_DetailNormalMap")); + */ + +#if UNITY_5_6_OR_NEWER + // A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect + // or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color. + // The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color. + if (material.HasProperty("_EmissionColor")) + { + MaterialEditor.FixupEmissiveFlag(material); + bool shouldEmissionBeEnabled = material.HasProperty("_EmissionColor") && (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); + } + else if(material.IsKeywordEnabled("_EMISSION")) + { + SetKeyword(material, "_EMISSION", false); + } +#else + // Setup lightmap emissive flags + var shouldEmissionBeEnabled = material.HasProperty("_EmissionColor") && ShouldEmissionBeEnabled(material, material.GetColor("_EmissionColor")); + var flags = material.globalIlluminationFlags; + if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) + { + flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; + if (!shouldEmissionBeEnabled) + flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; + + material.globalIlluminationFlags = flags; + } +#endif + } + + bool HasValidEmissiveKeyword (Material material) + { + // Material animation might be out of sync with the material keyword. + // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. + // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) + var hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION"); + if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue)) + return false; + return true; + } + + static void MaterialChanged(Material material, WorkflowMode workflowMode) + { + SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); + + SetMaterialKeywords(material, workflowMode); + } + + static void SetKeyword(Material m, string keyword, bool state) + { + if (state) + m.EnableKeyword (keyword); + else + m.DisableKeyword (keyword); + } +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SurfacePBS_SG.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SurfacePBS_SG.cs.meta new file mode 100644 index 00000000..b5a88942 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_MaterialInspector_SurfacePBS_SG.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 32a8cb9db81a83743ad66902ccb3406b +timeCreated: 1468423504 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.UIFeatures.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.UIFeatures.cs new file mode 100644 index 00000000..d8ad038a --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.UIFeatures.cs @@ -0,0 +1,968 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; + +// Utility to generate custom Toony Colors Pro 2 shaders with specific features + +namespace ToonyColorsPro +{ + namespace Legacy + { + public partial class TCP2_ShaderGenerator : EditorWindow + { + //-------------------------------------------------------------------------------------------------- + // UI from Template System + + public class UIFeature + { + protected const float LABEL_WIDTH = 210f; + static Rect LastPosition; + static Rect LastPositionFull; + static bool LastVisible; + + static GUIContent tempContent = new GUIContent(); + protected static GUIContent TempContent(string label, string tooltip = null) + { + tempContent.text = label; + tempContent.tooltip = tooltip; + return tempContent; + } + + protected string label; + protected string tooltip; + protected string[] requires; //features required for this feature to be enabled (AND) + protected string[] requiresOr; //features required for this feature to be enabled (OR) + protected string[] excludes; //features required to be OFF for this feature to be enabled + protected string[] excludesAll; //features required to be OFF for this feature to be enabled + protected bool showHelp = true; + protected bool increaseIndent; + protected string helpTopic; + protected bool customGUI; //complete custom GUI that overrides the default behaviors (e.g. separator) + protected bool ignoreVisibility; //ignore the current visible state and force the UI element to be drawn + private bool wasEnabled; //track when the Enabled flag changes + private bool inline; //draw next to previous position + private bool halfWidth; //draw in half space of the position (for inline) + + protected static Stack FoldoutStack = new Stack(); + public static void ClearFoldoutStack() + { + UIFeature_DropDownStart.ClearDropDownsList(); + FoldoutStack.Clear(); + } + + //Initialize a UIFeature given a list of arbitrary properties + public UIFeature(List> list) + { + if (list != null) + { + foreach (var kvp in list) + { + ProcessProperty(kvp.Key, kvp.Value); + } + } + } + + //Process a property from the Template in the form key=value + protected virtual void ProcessProperty(string key, string value) + { + //Direct inline properties, no need for a value + if (string.IsNullOrEmpty(value)) + { + switch (key) + { + case "nohelp": showHelp = false; break; + case "indent": increaseIndent = true; break; + case "inline": inline = true; break; + case "half": halfWidth = true; break; + } + } + else + { + //Common properties to all UIFeature classes + switch (key) + { + case "lbl": label = value.Replace(" ", "\n"); break; + case "tt": tooltip = value.Replace(@"\n", "\n").Replace(" ", "\n"); break; + case "help": showHelp = bool.Parse(value); break; + case "indent": increaseIndent = bool.Parse(value); break; + case "needs": requires = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); break; + case "needsOr": requiresOr = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); break; + case "excl": excludes = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); break; + case "exclAll": excludesAll = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); break; + case "hlptop": helpTopic = value; break; + case "inline": inline = bool.Parse(value); break; + case "half": halfWidth = bool.Parse(value); break; + } + } + } + + static Rect HeaderRect(ref Rect lineRect, float width) + { + var rect = lineRect; + rect.width = width; + + lineRect.x += rect.width; + lineRect.width -= rect.width; + + return rect; + } + + public void DrawGUI(TCP2_Config config) + { + var enabled = Enabled(config); + GUI.enabled = enabled; + var visible = (sHideDisabled && increaseIndent) ? enabled : true; + if (inline) + { + visible = LastVisible; + } + + visible &= (FoldoutStack.Count > 0) ? FoldoutStack.Peek() : true; + + ForceValue(config); + + if (customGUI) + { + if (visible || ignoreVisibility) + { + DrawGUI(new Rect(0, 0, EditorGUIUtility.currentViewWidth, 0), config); + return; + } + } + else if (visible) + { + //Total line rect + Rect position; + position = inline ? LastPosition : EditorGUILayout.GetControlRect(); + Rect fullPosition = position; + + if (halfWidth) + { + position.width = Mathf.Max((position.width/2f) - 8f, LABEL_WIDTH + 10f); + } + + //LastPosition is already halved + if (inline) + { + position.x += position.width + 8f; + position.width = LastPositionFull.width - LastPosition.width - 8f; + } + + //Last Position for inlined properties + LastPosition = position; + LastPositionFull = fullPosition; + + if (!inline) + { + //Help + if (showHelp) + { + var helpRect = HeaderRect(ref position, 20f); + TCP2_GUI.HelpButton(helpRect, label, string.IsNullOrEmpty(helpTopic) ? label : helpTopic); + } + else + { + HeaderRect(ref position, 20f); + } + + //Indent + if (increaseIndent) + { + HeaderRect(ref position, 6f); + } + } + + //Label + var guiContent = TempContent((increaseIndent ? "▪ " : "") + label, tooltip); + var labelPosition = HeaderRect(ref position, inline ? (EditorStyles.label.CalcSize(guiContent)).x + 8f : LABEL_WIDTH - position.x); + TCP2_GUI.SubHeader(labelPosition, guiContent, Highlighted(config) && Enabled(config)); + + //Actual property + DrawGUI(position, config); + } + + LastVisible = visible; + + GUI.enabled = sGUIEnabled; + } + + //Internal DrawGUI: actually draws the feature + protected virtual void DrawGUI(Rect position, TCP2_Config config) + { + GUI.Label(position, "Unknown feature type for: " + label); + } + + //Defines if the feature is selected/toggle/etc. or not + public virtual bool Highlighted(TCP2_Config config) + { + return false; + } + + //Called when processing this UIFeature, in case any forced value needs to be set even if the UI component isn't visible + protected virtual void ForceValue(TCP2_Config config) + { + + } + + //Called when Enabled(config) has changed state + //Originally used to force Multiple UI to enable the default feature, if any + protected virtual void OnEnabledChangedState(TCP2_Config config, bool newState) + { + + } + + public bool Enabled(TCP2_Config config) + { + var enabled = true; + if (requiresOr != null) + { + enabled = false; + enabled |= config.HasFeaturesAny(requiresOr); + } + if (excludesAll != null) + enabled &= !config.HasFeaturesAll(excludesAll); + if (requires != null) + enabled &= config.HasFeaturesAll(requires); + if (excludes != null) + enabled &= !config.HasFeaturesAny(excludes); + + if (wasEnabled != enabled) + { + OnEnabledChangedState(config, enabled); + } + wasEnabled = enabled; + + return enabled; + } + + //Parses a #FEATURES text block + public static UIFeature[] GetUIFeatures(StringReader reader) + { + var uiFeaturesList = new List(); + string subline; + var overflow = 0; + while ((subline = reader.ReadLine()) != "#END") + { + //Just in case template file is badly written + overflow++; + if (overflow > 99999) + break; + + //Empty line + if (string.IsNullOrEmpty(subline)) + continue; + + var data = subline.Split(new[] { '\t' }, StringSplitOptions.RemoveEmptyEntries); + + //Skip empty or comment # lines + if (data == null || data.Length == 0 || (data.Length > 0 && data[0].StartsWith("#"))) + continue; + + var kvpList = new List>(); + for (var i = 1; i < data.Length; i++) + { + var sdata = data[i].Split('='); + if (sdata.Length == 2) + kvpList.Add(new KeyValuePair(sdata[0], sdata[1])); + else if (sdata.Length == 1) + kvpList.Add(new KeyValuePair(sdata[0], null)); + else + Debug.LogError("Couldn't parse UI property from Template:\n" + data[i]); + } + + UIFeature feature = null; + switch (data[0]) + { + case "---": feature = new UIFeature_Separator(); break; + case "space": feature = new UIFeature_Space(kvpList); break; + case "flag": feature = new UIFeature_Flag(kvpList); break; + case "float": feature = new UIFeature_Float(kvpList); break; + case "subh": feature = new UIFeature_SubHeader(kvpList); break; + case "header": feature = new UIFeature_Header(kvpList); break; + case "warning": feature = new UIFeature_Warning(kvpList); break; + case "sngl": feature = new UIFeature_Single(kvpList); break; + case "mult": feature = new UIFeature_Multiple(kvpList); break; + case "keyword": feature = new UIFeature_Keyword(kvpList); break; + case "mask": feature = new UIFeature_Mask(kvpList); break; + case "shader_target": feature = new UIFeature_ShaderTarget(); break; + case "dd_start": feature = new UIFeature_DropDownStart(kvpList); break; + case "dd_end": feature = new UIFeature_DropDownEnd(); break; + //case "texture_list": feature = new UIFeature_TextureList(); break; + //case "tex": feature = new UIFeature_Texture(kvpList); break; + + default: feature = new UIFeature(kvpList); break; + } + + uiFeaturesList.Add(feature); + } + return uiFeaturesList.ToArray(); + } + } + + //---------------------------------------------------------------------------------------------------------------------------------------------------------------- + // SINGLE FEATURE TOGGLE + + public class UIFeature_Single : UIFeature + { + string keyword; + string[] toggles; //features forced to be toggled when this feature is enabled + + public UIFeature_Single(List> list) : base(list) { } + + protected override void ProcessProperty(string key, string value) + { + if (key == "kw") + keyword = value; + else if (key == "toggles") + toggles = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + else + base.ProcessProperty(key, value); + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + var feature = Highlighted(config); + EditorGUI.BeginChangeCheck(); + feature = EditorGUI.Toggle(position, feature); + if (EditorGUI.EndChangeCheck()) + { + config.ToggleFeature(keyword, feature); + + if (toggles != null) + { + foreach (var t in toggles) + config.ToggleFeature(t, feature); + } + } + } + + public override bool Highlighted(TCP2_Config config) + { + return config.HasFeature(keyword); + } + } + + //---------------------------------------------------------------------------------------------------------------------------------------------------------------- + // FEATURES COMBOBOX + + public class UIFeature_Multiple : UIFeature + { + string[] labels; + string[] features; + string[] toggles; //features forced to be toggled when this feature is enabled + + public UIFeature_Multiple(List> list) : base(list) { } + + protected override void ProcessProperty(string key, string value) + { + if (key == "kw") + { + var data = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + labels = new string[data.Length]; + features = new string[data.Length]; + + for (var i = 0; i < data.Length; i++) + { + var lbl_feat = data[i].Split('|'); + if (lbl_feat.Length != 2) + { + Debug.LogWarning("[UIFeature_Multiple] Invalid data:" + data[i]); + continue; + } + + labels[i] = lbl_feat[0]; + features[i] = lbl_feat[1]; + } + } + else if (key == "toggles") + toggles = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + else + base.ProcessProperty(key, value); + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + var feature = GetSelectedFeature(config); + if (feature < 0) feature = 0; + + EditorGUI.BeginChangeCheck(); + feature = EditorGUI.Popup(position, feature, labels); + if (EditorGUI.EndChangeCheck()) + { + ToggleSelectedFeature(config, feature); + } + } + + private int GetSelectedFeature(TCP2_Config config) + { + for (var i = 0; i < features.Length; i++) + { + if (config.HasFeature(features[i])) + return i; + } + + return -1; + } + + public override bool Highlighted(TCP2_Config config) + { + var feature = GetSelectedFeature(config); + return feature > 0; + } + + protected override void OnEnabledChangedState(TCP2_Config config, bool newState) + { + var feature = -1; + if (newState) + { + feature = GetSelectedFeature(config); + if (feature < 0) feature = 0; + } + + ToggleSelectedFeature(config, feature); + } + + private void ToggleSelectedFeature(TCP2_Config config, int selectedFeature) + { + for (var i = 0; i < features.Length; i++) + { + var enable = (i == selectedFeature); + config.ToggleFeature(features[i], enable); + } + + if (toggles != null) + { + foreach (var t in toggles) + config.ToggleFeature(t, selectedFeature > 0); + } + } + } + + //---------------------------------------------------------------------------------------------------------------------------------------------------------------- + // KEYWORD COMBOBOX + + public class UIFeature_Keyword : UIFeature + { + string keyword; + string[] labels; + string[] values; + int defaultValue; + bool forceValue; + + public UIFeature_Keyword(List> list) : base(list) { } + + protected override void ProcessProperty(string key, string value) + { + if (key == "kw") + keyword = value; + else if (key == "default") + defaultValue = int.Parse(value, CultureInfo.InvariantCulture); + else if (key == "forceKeyword") + forceValue = bool.Parse(value); + else if (key == "values") + { + var data = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + labels = new string[data.Length]; + values = new string[data.Length]; + + for (var i = 0; i < data.Length; i++) + { + var lbl_feat = data[i].Split('|'); + if (lbl_feat.Length != 2) + { + Debug.LogWarning("[UIFeature_Keyword] Invalid data:" + data[i]); + continue; + } + + labels[i] = lbl_feat[0]; + values[i] = lbl_feat[1]; + } + } + else + base.ProcessProperty(key, value); + } + + protected override void ForceValue(TCP2_Config config) + { + var selectedValue = GetSelectedValue(config); + if (selectedValue < 0) + selectedValue = defaultValue; + + if (forceValue && Enabled(config) && !config.HasKeyword(keyword)) + { + config.SetKeyword(keyword, values[selectedValue]); + } + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + var selectedValue = GetSelectedValue(config); + if (selectedValue < 0) + { + selectedValue = defaultValue; + if (forceValue && Enabled(config)) + { + config.SetKeyword(keyword, values[defaultValue]); + } + } + + EditorGUI.BeginChangeCheck(); + selectedValue = EditorGUI.Popup(position, selectedValue, labels); + if (EditorGUI.EndChangeCheck()) + { + if (string.IsNullOrEmpty(values[selectedValue])) + config.RemoveKeyword(keyword); + else + config.SetKeyword(keyword, values[selectedValue]); + } + } + + private int GetSelectedValue(TCP2_Config config) + { + var currentValue = config.GetKeyword(keyword); + for (var i = 0; i < values.Length; i++) + { + if (currentValue == values[i]) + return i; + } + + return -1; + } + + public override bool Highlighted(TCP2_Config config) + { + var feature = GetSelectedValue(config); + return feature != defaultValue; + } + } + + //---------------------------------------------------------------------------------------------------------------------------------------------------------------- + // MASK + + public class UIFeature_Mask : UIFeature + { + public string Keyword { get { return keyword; } } + public string MaskKeyword { get { return maskKeyword; } } + public string DisplayName { get { return displayName; } } + + string maskKeyword; + string channelKeyword; + string keyword; + string displayName; + + public UIFeature_Mask(List> list) : base(list) { } + + protected override void ProcessProperty(string key, string value) + { + if (key == "kw") + keyword = value; + else if (key == "ch") + channelKeyword = value; + else if (key == "msk") + maskKeyword = value; + else if (key == "dispName") + displayName = value; + else + base.ProcessProperty(key, value); + } + + string[] labels = { "Off", "Main Texture", "Mask 1", "Mask 2", "Mask 3", "Vertex Colors" }; + string[] masks = { "", "mainTex", "mask1", "mask2", "mask3", "vcolors" }; + string[] uvs = { "Main Tex UV", "Independent UV0", "Independent UV1" }; + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + //GUIMask(config, this.label, this.tooltip, this.maskKeyword, this.channelKeyword, this.keyword, this.Enabled(config), this.increaseIndent, helpTopic: this.helpTopic, helpIndent: this.helpIndent); + + var curMask = Array.IndexOf(masks, config.GetKeyword(maskKeyword)); + if (curMask < 0) curMask = 0; + var curChannel = Utils.FromShader(config.GetKeyword(channelKeyword)); + var uvKey = (curMask > 1 && curMask < 5) ? "UV_" + masks[curMask] : null; + var curUv = Array.IndexOf(uvs, config.GetKeyword(uvKey)); + if (curUv < 0) curUv = 0; + + EditorGUI.BeginChangeCheck(); + + //Calculate rects + var helpButton = position; + helpButton.width = 16f; + helpButton.x += 2f; + position.width -= helpButton.width; + helpButton.x += position.width; + + //Mask type (MainTex, 1, 2, 3) + var sideRect = position; + sideRect.width = position.width * 0.75f / 2f; + curMask = EditorGUI.Popup(sideRect, curMask, labels); + + //Mask Channel (RGBA) + var middleRect = position; + middleRect.width = position.width * 0.25f; + middleRect.x += sideRect.width; + GUI.enabled &= curMask > 0; + curChannel = (Utils.TextureChannel)EditorGUI.EnumPopup(middleRect, curChannel); + + //Mask UVs + sideRect.x += sideRect.width + middleRect.width; + GUI.enabled &= curMask > 1 && curMask < 5; + curUv = EditorGUI.Popup(sideRect, curUv, uvs); + + //Mask Help + TCP2_GUI.HelpButton(helpButton, "Masks"); + + if (EditorGUI.EndChangeCheck()) + { + config.SetKeyword(maskKeyword, masks[curMask]); + if (curMask > 0) + { + config.SetKeyword(channelKeyword, curChannel.ToShader()); + } + if (curMask > 1 && !string.IsNullOrEmpty(uvKey)) + { + config.SetKeyword(uvKey, uvs[curUv]); + } + config.ToggleFeature("VCOLORS_MASK", (curMask == 5)); + config.ToggleFeature(keyword, (curMask > 0)); + } + } + + public override bool Highlighted(TCP2_Config config) + { + var curMask = GetCurrentMask(config); + return curMask > 0; + } + + int GetCurrentMask(TCP2_Config config) + { + var curMask = Array.IndexOf(masks, config.GetKeyword(maskKeyword)); + return curMask; + } + } + + //---------------------------------------------------------------------------------------------------------------------------------------------------------------- + // SHADER TARGET + + public class UIFeature_ShaderTarget : UIFeature + { + public UIFeature_ShaderTarget() : base(null) + { + customGUI = true; + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + EditorGUILayout.BeginHorizontal(); + TCP2_GUI.HelpButton("Shader Target"); + TCP2_GUI.SubHeader("Shader Target", "Defines the shader target level to compile for", config.shaderTarget != 30, LABEL_WIDTH - 24f); + var newTarget = EditorGUILayout.IntPopup(config.shaderTarget, +#if UNITY_5_4_OR_NEWER + new[] { "2.0", "2.5", "3.0", "3.5", "4.0", "5.0" }, + new[] { 20, 25, 30, 35, 40, 50 }); +#else + new string[] { "2.0", "3.0", "4.0", "5.0" }, + new int[] { 20, 30, 40, 50 }); +#endif + if (newTarget != config.shaderTarget) + { + config.shaderTarget = newTarget; + } + EditorGUILayout.EndHorizontal(); + } + } + + //---------------------------------------------------------------------------------------------------------------------------------------------------------------- + // SURFACE SHADER FLAG + + public class UIFeature_Flag : UIFeature + { + string keyword; + string[] toggles; //features forced to be toggled when this flag is enabled + + public UIFeature_Flag(List> list) : base(list) + { + showHelp = false; + } + + protected override void ProcessProperty(string key, string value) + { + if (key == "kw") + keyword = value; + else if (key == "toggles") + toggles = value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + else + base.ProcessProperty(key, value); + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + var flag = Highlighted(config); + EditorGUI.BeginChangeCheck(); + flag = EditorGUI.Toggle(position, flag); + + if (EditorGUI.EndChangeCheck()) + { + config.ToggleFlag(keyword, flag); + + if (toggles != null) + { + foreach (var t in toggles) + config.ToggleFeature(t, flag); + } + } + } + + public override bool Highlighted(TCP2_Config config) + { + return config.HasFlag(keyword); + } + } + + //---------------------------------------------------------------------------------------------------------------------------------------------------------------- + // FIXED FLOAT + + public class UIFeature_Float : UIFeature + { + string keyword; + float defaultValue; + float min = float.MinValue; + float max = float.MaxValue; + + public UIFeature_Float(List> list) : base(list) { } + + protected override void ProcessProperty(string key, string value) + { + if (key == "kw") + keyword = value; + else if (key == "default") + defaultValue = float.Parse(value, CultureInfo.InvariantCulture); + else if (key == "min") + min = float.Parse(value, CultureInfo.InvariantCulture); + else if (key == "max") + max = float.Parse(value, CultureInfo.InvariantCulture); + else + base.ProcessProperty(key, value); + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + var currentValueStr = config.GetKeyword(keyword); + var currentValue = defaultValue; + if (!float.TryParse(currentValueStr, NumberStyles.Float, CultureInfo.InvariantCulture, out currentValue)) + { + currentValue = defaultValue; + + //Only enforce keyword if feature is enabled + if (Enabled(config)) + config.SetKeyword(keyword, currentValue.ToString("0.0###############", CultureInfo.InvariantCulture)); + } + + EditorGUI.BeginChangeCheck(); + var newValue = currentValue; + newValue = Mathf.Clamp(EditorGUI.FloatField(position, currentValue), min, max); + if (EditorGUI.EndChangeCheck()) + { + if (newValue != currentValue) + { + config.SetKeyword(keyword, newValue.ToString("0.0###############", CultureInfo.InvariantCulture)); + } + } + } + } + + //---------------------------------------------------------------------------------------------------------------------------------------------------------------- + // DECORATORS + + public class UIFeature_Separator : UIFeature + { + public UIFeature_Separator() : base(null) + { + customGUI = true; + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + Space(); + } + } + + public class UIFeature_Space : UIFeature + { + float space = 8f; + + public UIFeature_Space(List> list) : base(list) + { + customGUI = true; + } + + protected override void ProcessProperty(string key, string value) + { + if (key == "space") + space = float.Parse(value, CultureInfo.InvariantCulture); + else + base.ProcessProperty(key, value); + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + if (Enabled(config)) + GUILayout.Space(space); + } + } + + public class UIFeature_SubHeader : UIFeature + { + public UIFeature_SubHeader(List> list) : base(list) + { + customGUI = true; + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + TCP2_GUI.SubHeaderGray(label); + } + } + + public class UIFeature_Header : UIFeature + { + public UIFeature_Header(List> list) : base(list) + { + customGUI = true; + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + TCP2_GUI.Header(label); + } + } + + public class UIFeature_Warning : UIFeature + { + MessageType msgType = MessageType.Warning; + + public UIFeature_Warning(List> list) : base(list) + { + customGUI = true; + } + + protected override void ProcessProperty(string key, string value) + { + if (key == "msgType") + msgType = (MessageType)Enum.Parse(typeof(MessageType), value, true); + else + base.ProcessProperty(key, value); + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + if (Enabled(config)) + { + //EditorGUILayout.HelpBox(this.label, msgType); + TCP2_GUI.HelpBoxLayout(label, msgType); + } + } + } + + public class UIFeature_DropDownStart : UIFeature + { + static List AllDropDowns = new List(); + public static void ClearDropDownsList() + { + AllDropDowns.Clear(); + } + + bool foldout; + GUIContent guiContent = GUIContent.none; + + public UIFeature_DropDownStart(List> list) : base(list) + { + customGUI = true; + ignoreVisibility = true; + + if (list != null) + { + foreach (var kvp in list) + { + if (kvp.Key == "lbl") + guiContent = new GUIContent(kvp.Value); + } + } + + foldout = sOpenedFoldouts.Contains(guiContent.text); + + AllDropDowns.Add(this); + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + //Check if any feature within that Foldout are enabled, and show different color if so + var hasToggledFeatures = false; + var i = Array.IndexOf(ShaderGeneratorTemplate.CurrentTemplate.uiFeatures, this); + if (i >= 0) + { + for (i++; i < ShaderGeneratorTemplate.CurrentTemplate.uiFeatures.Length; i++) + { + var uiFeature = ShaderGeneratorTemplate.CurrentTemplate.uiFeatures[i]; + if (uiFeature is UIFeature_DropDownEnd) + break; + + hasToggledFeatures |= uiFeature.Highlighted(config) && uiFeature.Enabled(config); + } + } + + var color = GUI.color; + GUI.color *= 0.95f; + EditorGUILayout.BeginVertical(EditorStyles.helpBox); + GUI.color = color; + EditorGUI.BeginChangeCheck(); + foldout = TCP2_GUI.HeaderFoldoutHighlight(foldout, guiContent, hasToggledFeatures); + FoldoutStack.Push(foldout); + if (EditorGUI.EndChangeCheck()) + { + UpdatePersistentState(); + + if (Event.current.alt || Event.current.control) + { + var state = foldout; + foreach (var dd in AllDropDowns) + { + dd.foldout = state; + dd.UpdatePersistentState(); + } + } + } + } + + void UpdatePersistentState() + { + if (foldout && !sOpenedFoldouts.Contains(guiContent.text)) + sOpenedFoldouts.Add(guiContent.text); + else if (!foldout && sOpenedFoldouts.Contains(guiContent.text)) + sOpenedFoldouts.Remove(guiContent.text); + } + } + + public class UIFeature_DropDownEnd : UIFeature + { + public UIFeature_DropDownEnd() : base(null) + { + customGUI = true; + ignoreVisibility = true; + } + + protected override void DrawGUI(Rect position, TCP2_Config config) + { + FoldoutStack.Pop(); + + EditorGUILayout.EndVertical(); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.UIFeatures.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.UIFeatures.cs.meta new file mode 100644 index 00000000..c74355a8 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.UIFeatures.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 608d9cb80edc72e4bb05ce0fb09b58e4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.cs new file mode 100644 index 00000000..15f474c9 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.cs @@ -0,0 +1,935 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +//#define DEBUG_MODE + +using System.Collections.Generic; +using System.IO; +using System.Text.RegularExpressions; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; + +// Utility to generate custom Toony Colors Pro 2 shaders with specific features + +namespace ToonyColorsPro +{ + namespace Legacy + { + public partial class TCP2_ShaderGenerator : EditorWindow + { + //-------------------------------------------------------------------------------------------------- + + [MenuItem(Menu.MENU_PATH + "Shader Generator", false, 500)] + static void OpenTool() + { + GetWindowTCP2(); + } + + public static TCP2_ShaderGenerator OpenWithShader(Shader shader) + { + var shaderGenerator = GetWindowTCP2(); + shaderGenerator.LoadCurrentConfigFromShader(shader); + return shaderGenerator; + } + + private static TCP2_ShaderGenerator GetWindowTCP2() + { + var window = GetWindow(true, "TCP2 : Shader Generator", true); + window.minSize = new Vector2(375f, 400f); + window.maxSize = new Vector2(500f, 900f); + return window; + } + + //-------------------------------------------------------------------------------------------------- + // UI + + //Represents a template + public class ShaderGeneratorTemplate + { + public static ShaderGeneratorTemplate CurrentTemplate; + + public TextAsset textAsset { get; private set; } + public string templateInfo; + public string templateWarning; + public string templateType; + public bool newSystem; //if false, use the hard-coded GUI and dependencies/conditions + public bool sg2; + public bool valid; + public UIFeature[] uiFeatures; + + public ShaderGeneratorTemplate() + { + TryLoadTextAsset(); + } + + public void SetTextAsset(TextAsset templateAsset) + { + if (textAsset != templateAsset) + { + textAsset = templateAsset; + UpdateTemplateMeta(); + } + } + + public void Reload() + { + UpdateTemplateMeta(); + } + + public void FeaturesGUI(TCP2_Config config) + { + if (uiFeatures == null) + { + EditorGUILayout.HelpBox("Couldn't parse the features from the Template.", MessageType.Error); + return; + } + + //Make the template accessible to UIFeatures (so that DropDown can iterate and know if any features inside are modified) + CurrentTemplate = this; + var length = uiFeatures.Length; + for (var i = 0; i < length; i++) + { + uiFeatures[i].DrawGUI(config); + } + } + + public string GetMaskDisplayName(string maskFeature) + { + foreach (var uiFeature in uiFeatures) + { + if (uiFeature is UIFeature_Mask && (uiFeature as UIFeature_Mask).MaskKeyword == maskFeature) + { + return (uiFeature as UIFeature_Mask).DisplayName; + } + } + + return "Unknown Mask"; + } + + public bool GetMaskDependency(string maskFeature, TCP2_Config config) + { + foreach (var uiFeature in uiFeatures) + { + if (uiFeature is UIFeature_Mask && (uiFeature as UIFeature_Mask).Keyword == maskFeature) + { + return uiFeature.Enabled(config); + } + } + + return true; + } + + //Try to load a Template according to a config type and/or file + public void TryLoadTextAsset(TCP2_Config config = null) + { + var configFile = config != null ? config.templateFile : null; + + //Append file extension if necessary + if (!string.IsNullOrEmpty(configFile) && !configFile.EndsWith(".txt")) + { + configFile = configFile + ".txt"; + } + + TextAsset loadedTextAsset = null; + + if (!string.IsNullOrEmpty(configFile)) + { + var conf = LoadTextAsset(configFile); + if (conf != null) + { + loadedTextAsset = conf; + if (loadedTextAsset != null) + { + SetTextAsset(loadedTextAsset); + return; + } + } + } + + //New name as of 2.3 + loadedTextAsset = LoadTextAsset("TCP2_ShaderTemplate_Default.txt"); + if (loadedTextAsset != null) + { + SetTextAsset(loadedTextAsset); + return; + } + + //Old legacy name + loadedTextAsset = LoadTextAsset("TCP2_User_Unity5.txt"); + if (loadedTextAsset != null) + { + SetTextAsset(loadedTextAsset); + } + } + + //-------- + + private TextAsset LoadTextAsset(string filename) + { + string rootPath = Utils.FindReadmePath(true); + var asset = AssetDatabase.LoadAssetAtPath(string.Format("{0}/Shader Templates/{1}", rootPath, filename)); + if (asset == null) + { + var filenameNoExtension = Path.GetFileNameWithoutExtension(filename); + var guids = AssetDatabase.FindAssets(string.Format("{0} t:TextAsset", filenameNoExtension)); + if (guids.Length >= 1) + { + var path = AssetDatabase.GUIDToAssetPath(guids[0]); + asset = AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset)) as TextAsset; + } + } + + return asset; + } + + + private void UpdateTemplateMeta() + { + uiFeatures = null; + newSystem = false; + templateInfo = null; + templateWarning = null; + templateType = null; + valid = false; + sg2 = false; + + UIFeature.ClearFoldoutStack(); + + if (textAsset != null && !string.IsNullOrEmpty(textAsset.text)) + { + using (var reader = new StringReader(textAsset.text)) + { + string line; + while ((line = reader.ReadLine()) != null) + { + if (line.StartsWith("#INFO=")) + { + templateInfo = line.Substring(6).TrimEnd().Replace(" ", "\n"); + } + + else if (line.StartsWith("#WARNING=")) + { + templateWarning = line.Substring(9).TrimEnd().Replace(" ", "\n"); + } + + else if (line.StartsWith("#CONFIG=")) + { + templateType = line.Substring(8).TrimEnd().ToLower(); + } + + else if (line.StartsWith("#FEATURES")) + { + newSystem = true; + uiFeatures = UIFeature.GetUIFeatures(reader); + } + + else if (line.StartsWith("#SG2")) + { + sg2 = true; + return; + } + + //Config meta should appear before the Shader name line + else if (line.StartsWith("Shader")) + { + valid = uiFeatures != null; + return; + } + } + } + } + } + } + + private ShaderGeneratorTemplate _Template; + private ShaderGeneratorTemplate Template + { + get + { + if (_Template == null) + _Template = new ShaderGeneratorTemplate(); + return _Template; + } + } + + private TextAsset[] LoadAllTemplates() + { + var list = new List(); + + var systemPath = Application.dataPath + @"/JMO Assets/Toony Colors Pro/Shader Templates/"; + if (!Directory.Exists(systemPath)) + { + var rootDir = Utils.FindReadmePath(); + systemPath = rootDir.Replace(@"\", "/") + "/Shader Templates/"; + } + + if (Directory.Exists(systemPath)) + { + var txtFiles = Utils.GetFilesSafe(systemPath, "*.txt"); + + foreach (var sysPath in txtFiles) + { + var unityPath = sysPath; + if (Utils.SystemToUnityPath(ref unityPath)) + { + var textAsset = AssetDatabase.LoadAssetAtPath(unityPath); + if (textAsset != null && !list.Contains(textAsset)) + { + list.Add(textAsset); + } + } + } + + list.Sort((x, y) => x.name.CompareTo(y.name)); + return list.ToArray(); + } + + return null; + } + + //-------------------------------------------------------------------------------------------------- + // INTERFACE + + private Shader mCurrentShader; + private TCP2_Config mCurrentConfig; + private int mCurrentHash; + private bool mFirstHashPass; + private Shader[] mUserShaders; + private GenericMenu loadTemplateMenu; + private List mUserShadersLabels; + private GenericMenu loadShadersMenu; + private Vector2 mScrollPosition; + private int mConfigChoice; + private bool mDirtyConfig; + private Color unsavedChangesColor = new Color(1f, 1f, 0.7f); + + //Static + private static bool sHideDisabled; + private static bool sAutoNames; + private static bool sOverwriteConfigs; + private static bool sLoadAllShaders; + private static bool sSelectGeneratedShader; + private static bool sGUIEnabled; + private static List sOpenedFoldouts = new List(); + +#if DEBUG_MODE + private string mDebugText; + private bool mDebugExpandUserData; + private ShaderImporter mCurrentShaderImporter; +#endif + + void OnEnable() + { + LoadUserPrefs(); + ReloadUserShaders(); + NewShader(); + + var allTemplates = LoadAllTemplates(); + if (allTemplates != null && allTemplates.Length > 0) + { + var menuItems = new List(); + + loadTemplateMenu = new GenericMenu(); + foreach (var textAsset in allTemplates) + { + //Exceptions + if (textAsset.name.Contains("TCP2_User_Unity5_Old")) + continue; + + //Find name + var name = textAsset.name; + var sr = new StringReader(textAsset.text); + string line; + while ((line = sr.ReadLine()) != null) + { + if (line.StartsWith("#NAME")) + { + name = line.Substring(6); + break; + } + if (line.StartsWith("#FEATURES")) + { + break; + } + } + + menuItems.Add(new object[] { name, textAsset }); + } + + //Put submenus at the end of list + var menuItemsSorted = new List(); + for (var i = menuItems.Count-1; i >= 0; i--) + { + if ((menuItems[i][0] as string).Contains("/")) + menuItemsSorted.Add(menuItems[i]); + else + menuItemsSorted.Insert(0, menuItems[i]); + } + foreach (var item in menuItemsSorted) + loadTemplateMenu.AddItem(new GUIContent(item[0] as string), false, OnLoadTemplate, item[1] as TextAsset); + } + } + + void OnLoadTemplate(object textAsset) + { + Template.SetTextAsset(textAsset as TextAsset); + } + + void OnDisable() + { + SaveUserPrefs(); + } + + void OnGUI() + { + sGUIEnabled = GUI.enabled; + + EditorGUILayout.BeginHorizontal(); + TCP2_GUI.HeaderBig("TOONY COLORS PRO 2 - SHADER GENERATOR"); + TCP2_GUI.HelpButton("Shader Generator"); + EditorGUILayout.EndHorizontal(); + TCP2_GUI.Separator(); + + var lW = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = 105f; + + //Avoid refreshing Template meta at every Repaint + EditorGUILayout.BeginHorizontal(); + var _tmpTemplate = EditorGUILayout.ObjectField("Template:", Template.textAsset, typeof(TextAsset), false) as TextAsset; + if (_tmpTemplate != Template.textAsset) + { + Template.SetTextAsset(_tmpTemplate); + } + //Load template + if (loadTemplateMenu != null) + { + if (GUILayout.Button("Load ▼", EditorStyles.miniButton, GUILayout.ExpandWidth(false))) + { + loadTemplateMenu.ShowAsContext(); + } + } + /* + if(GUILayout.Button("Reload", EditorStyles.miniButton, GUILayout.ExpandWidth(false))) + { + Template.Reload(); + } + */ + EditorGUILayout.EndHorizontal(); + + //Template not found + if (Template == null || Template.textAsset == null) + { + EditorGUILayout.HelpBox("Couldn't find template file!\n\nVerify that the file 'TCP2_ShaderTemplate_Default.txt' is in your project.\nPlease reimport the pack if you can't find it!", MessageType.Error); + return; + } + + //Infobox for custom templates + if (!string.IsNullOrEmpty(Template.templateInfo)) + { + TCP2_GUI.HelpBoxLayout(Template.templateInfo, MessageType.Info); + } + if (!string.IsNullOrEmpty(Template.templateWarning)) + { + TCP2_GUI.HelpBoxLayout(Template.templateWarning, MessageType.Warning); + } + + TCP2_GUI.Separator(); + + //If current shader is unsaved, show yellow color + var gColor = GUI.color; + GUI.color = mDirtyConfig ? gColor * unsavedChangesColor : GUI.color; + + EditorGUI.BeginChangeCheck(); + mCurrentShader = EditorGUILayout.ObjectField("Current Shader:", mCurrentShader, typeof(Shader), false) as Shader; + if (EditorGUI.EndChangeCheck()) + { + if (mCurrentShader != null) + { + LoadCurrentConfigFromShader(mCurrentShader); + } + } + EditorGUILayout.BeginHorizontal(); + + GUILayout.Space(EditorGUIUtility.labelWidth + 4); + if (mDirtyConfig) + { + var guiContent = new GUIContent("Unsaved changes"); + var rect = GUILayoutUtility.GetRect(guiContent, EditorStyles.helpBox, GUILayout.Height(16)); + rect.y -= 2; + GUI.Label(rect, guiContent, EditorStyles.helpBox); + } + + GUILayout.FlexibleSpace(); + using (new EditorGUI.DisabledScope(mCurrentShader == null)) + { + if (GUILayout.Button("Copy", EditorStyles.miniButtonLeft, GUILayout.Width(60f), GUILayout.Height(16))) + { + CopyShader(); + } + } + if (GUILayout.Button("Load ▼", EditorStyles.miniButtonMid, GUILayout.Width(60f), GUILayout.Height(16))) + { + loadShadersMenu.ShowAsContext(); + } + if (GUILayout.Button("New", EditorStyles.miniButtonRight, GUILayout.Width(60f), GUILayout.Height(16))) + { + NewShader(); + } + GUILayout.Space(18); //leave space to align with the Object Field box + EditorGUILayout.EndHorizontal(); + GUI.color = gColor; + + if (mCurrentConfig == null) + { + NewShader(); + } + + if (mCurrentConfig.isModifiedExternally) + { + EditorGUILayout.HelpBox("It looks like this shader has been modified externally/manually. Updating it will overwrite the changes.", MessageType.Warning); + } + + EditorGUIUtility.labelWidth = lW; + + //Name & Filename + TCP2_GUI.Separator(); + GUI.enabled = (mCurrentShader == null); + EditorGUI.BeginChangeCheck(); + mCurrentConfig.ShaderName = EditorGUILayout.TextField(new GUIContent("Shader Name", "Path will indicate how to find the Shader in Unity's drop-down list"), mCurrentConfig.ShaderName); + mCurrentConfig.ShaderName = Regex.Replace(mCurrentConfig.ShaderName, @"[^a-zA-Z0-9 _!/]", ""); + if (EditorGUI.EndChangeCheck() && sAutoNames) + { + mCurrentConfig.AutoNames(); + } + GUI.enabled &= !sAutoNames; + EditorGUILayout.BeginHorizontal(); + mCurrentConfig.Filename = EditorGUILayout.TextField("File Name", mCurrentConfig.Filename); + mCurrentConfig.Filename = Regex.Replace(mCurrentConfig.Filename, @"[^a-zA-Z0-9 _!/]", ""); + GUILayout.Label(".shader", GUILayout.Width(50f)); + EditorGUILayout.EndHorizontal(); + GUI.enabled = sGUIEnabled; + + TCP2_GUI.Separator(); + + //######################################################################################################## + // FEATURES + + TCP2_GUI.Header("FEATURES"); + + //Scroll view + mScrollPosition = EditorGUILayout.BeginScrollView(mScrollPosition); + EditorGUI.BeginChangeCheck(); + + if (Template.sg2) + { + EditorGUILayout.HelpBox("This template is for the Shader Generator 2 only.\nThis is the Shader Generator 1.", MessageType.Error); + } + else if (!Template.valid) + { + EditorGUILayout.HelpBox("This doesn't seem to be a valid template file.", MessageType.Error); + } + else if (!Template.newSystem) + { + EditorGUILayout.HelpBox("Old template versions aren't supported anymore.", MessageType.Warning); + } + else + { + //New UI embedded into Template + Template.FeaturesGUI(mCurrentConfig); + + if (mFirstHashPass) + { + mCurrentHash = mCurrentConfig.ToHash(); + mFirstHashPass = false; + } + } + +#if DEBUG_MODE + TCP2_GUI.SeparatorBig(); + + TCP2_GUI.SubHeaderGray("DEBUG MODE"); + + GUILayout.BeginHorizontal(); + mDebugText = EditorGUILayout.TextField("Custom", mDebugText); + if(GUILayout.Button("Add Feature", EditorStyles.miniButtonLeft, GUILayout.Width(80f))) + mCurrentConfig.Features.Add(mDebugText); + if(GUILayout.Button("Add Flag", EditorStyles.miniButtonRight, GUILayout.Width(80f))) + mCurrentConfig.Flags.Add(mDebugText); + + GUILayout.EndHorizontal(); + GUILayout.Label("Features:"); + GUILayout.BeginHorizontal(); + int count = 0; + for(int i = 0; i < mCurrentConfig.Features.Count; i++) + { + if(count >= 3) + { + count = 0; + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + } + count++; + if(GUILayout.Button(mCurrentConfig.Features[i], EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + mCurrentConfig.Features.RemoveAt(i); + break; + } + } + GUILayout.EndHorizontal(); + GUILayout.Label("Flags:"); + GUILayout.BeginHorizontal(); + count = 0; + for(int i = 0; i < mCurrentConfig.Flags.Count; i++) + { + if(count >= 3) + { + count = 0; + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + } + count++; + if(GUILayout.Button(mCurrentConfig.Flags[i], EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + mCurrentConfig.Flags.RemoveAt(i); + break; + } + } + GUILayout.EndHorizontal(); + GUILayout.Label("Keywords:"); + GUILayout.BeginHorizontal(); + count = 0; + foreach(KeyValuePair kvp in mCurrentConfig.Keywords) + { + if(count >= 3) + { + count = 0; + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + } + count++; + if(GUILayout.Button(kvp.Key + ":" + kvp.Value, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + mCurrentConfig.Keywords.Remove(kvp.Key); + break; + } + } + GUILayout.EndHorizontal(); + + //---------------------------------------------------------------- + + Space(); + if(mCurrentShader != null) + { + if(mCurrentShaderImporter == null) + { + mCurrentShaderImporter = ShaderImporter.GetAtPath(AssetDatabase.GetAssetPath(mCurrentShader)) as ShaderImporter; + } + + if (mCurrentShaderImporter != null && mCurrentShaderImporter.GetShader() == mCurrentShader) + { + mDebugExpandUserData = EditorGUILayout.Foldout(mDebugExpandUserData, "Shader UserData"); + if(mDebugExpandUserData) + { + string[] userData = mCurrentShaderImporter.userData.Split(','); + foreach(var str in userData) + { + GUILayout.Label(str); + } + } + } + } +#endif + + //Update config + if (EditorGUI.EndChangeCheck()) + { + var newHash = mCurrentConfig.ToHash(); + if (newHash != mCurrentHash) + { + mDirtyConfig = true; + } + else + { + mDirtyConfig = false; + } + } + + //Scroll view + EditorGUILayout.EndScrollView(); + + Space(); + + //GENERATE + + EditorGUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + GUI.color = mDirtyConfig ? gColor * unsavedChangesColor : GUI.color; + if (GUILayout.Button(mCurrentShader == null ? "Generate Shader" : "Update Shader", GUILayout.Width(120f), GUILayout.Height(30f))) + { + if (Template == null) + { + EditorUtility.DisplayDialog("TCP2 : Shader Generation", "Can't generate shader: no Template file defined!\n\nYou most likely want to link the TCP2_User.txt file to the Template field in the Shader Generator.", "Ok"); + return; + } + + //Set config type + if (Template.templateType != null) + { + mCurrentConfig.configType = Template.templateType; + } + + //Set config file + mCurrentConfig.templateFile = Template.textAsset.name; + + var generatedShader = TCP2_ShaderGeneratorUtils.Compile(mCurrentConfig, mCurrentShader, Template, true, !sOverwriteConfigs); + ReloadUserShaders(); + if (generatedShader != null) + { + mDirtyConfig = false; + LoadCurrentConfigFromShader(generatedShader); + } + + //Workaround to force the inspector to refresh, so that state is reset. + //Needed in case of switching between specular/metallic and related + //options, while the inspector is opened, so that it shows/hides the + //relevant properties according to the changes. + TCP2_MaterialInspector_SurfacePBS_SG.InspectorNeedsUpdate = true; + } + GUI.color = gColor; + EditorGUILayout.EndHorizontal(); + TCP2_GUI.Separator(); + + // OPTIONS + TCP2_GUI.Header("OPTIONS"); + + GUILayout.BeginHorizontal(); + sSelectGeneratedShader = GUILayout.Toggle(sSelectGeneratedShader, new GUIContent("Select Generated Shader", "Will select the generated file in the Project view"), GUILayout.Width(180f)); + sAutoNames = GUILayout.Toggle(sAutoNames, new GUIContent("Automatic Name", "Will automatically generate the shader filename based on its UI name"), GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + sOverwriteConfigs = GUILayout.Toggle(sOverwriteConfigs, new GUIContent("Always overwrite shaders", "Overwrite shaders when generating/updating (no prompt)"), GUILayout.Width(180f)); + sHideDisabled = GUILayout.Toggle(sHideDisabled, new GUIContent("Hide disabled fields", "Hide properties settings when they cannot be accessed"), GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + EditorGUI.BeginChangeCheck(); + TCP2_ShaderGeneratorUtils.CustomOutputDir = GUILayout.Toggle(TCP2_ShaderGeneratorUtils.CustomOutputDir, new GUIContent("Custom Output Directory:", "Will save the generated shaders in a custom directory within the Project"), GUILayout.Width(165f)); + GUI.enabled &= TCP2_ShaderGeneratorUtils.CustomOutputDir; + if (TCP2_ShaderGeneratorUtils.CustomOutputDir) + { + TCP2_ShaderGeneratorUtils.OutputPath = EditorGUILayout.TextField("", TCP2_ShaderGeneratorUtils.OutputPath); + if (GUILayout.Button("Select...", EditorStyles.miniButton, GUILayout.ExpandWidth(false))) + { + var outputPath = Utils.OpenFolderPanel_ProjectPath("Choose custom output directory for TCP2 generated shaders", TCP2_ShaderGeneratorUtils.OutputPath); + if (!string.IsNullOrEmpty(outputPath)) + { + TCP2_ShaderGeneratorUtils.OutputPath = outputPath; + } + } + } + else + EditorGUILayout.TextField("", TCP2_ShaderGeneratorUtils.OUTPUT_PATH); + if (EditorGUI.EndChangeCheck()) + { + ReloadUserShaders(); + } + + GUI.enabled = sGUIEnabled; + EditorGUILayout.EndHorizontal(); + + EditorGUI.BeginChangeCheck(); + sLoadAllShaders = GUILayout.Toggle(sLoadAllShaders, new GUIContent("Reload Shaders from all Project", "Load shaders from all your Project folders instead of just Toony Colors Pro 2.\nEnable it if you move your generated shader files outside of the default TCP2 Generated folder."), GUILayout.ExpandWidth(false)); + if (EditorGUI.EndChangeCheck()) + { + ReloadUserShaders(); + } + + TCP2_ShaderGeneratorUtils.SelectGeneratedShader = sSelectGeneratedShader; + } + + void OnProjectChange() + { + ReloadUserShaders(); + if (mCurrentShader == null && mConfigChoice != 0) + { + NewShader(); + } + } + + //-------------------------------------------------------------------------------------------------- + // MISC + + private void LoadUserPrefs() + { + sAutoNames = EditorPrefs.GetBool("TCP2_mAutoNames", true); + sOverwriteConfigs = EditorPrefs.GetBool("TCP2_mOverwriteConfigs", true); + sHideDisabled = EditorPrefs.GetBool("TCP2_mHideDisabled", true); + sSelectGeneratedShader = EditorPrefs.GetBool("TCP2_mSelectGeneratedShader", true); + sLoadAllShaders = EditorPrefs.GetBool("TCP2_mLoadAllShaders", false); + mConfigChoice = EditorPrefs.GetInt("TCP2_mConfigChoice", 0); + TCP2_ShaderGeneratorUtils.CustomOutputDir = EditorPrefs.GetBool("TCP2_TCP2_ShaderGeneratorUtils.CustomOutputDir", false); + + sOpenedFoldouts.Clear(); + sOpenedFoldouts.AddRange(EditorPrefs.GetString("TCP2_sOpenedFoldouts", "").Split(',')); + } + + private void SaveUserPrefs() + { + EditorPrefs.SetBool("TCP2_mAutoNames", sAutoNames); + EditorPrefs.SetBool("TCP2_mOverwriteConfigs", sOverwriteConfigs); + EditorPrefs.SetBool("TCP2_mHideDisabled", sHideDisabled); + EditorPrefs.SetBool("TCP2_mSelectGeneratedShader", sSelectGeneratedShader); + EditorPrefs.SetBool("TCP2_mLoadAllShaders", sLoadAllShaders); + EditorPrefs.SetInt("TCP2_mConfigChoice", mConfigChoice); + EditorPrefs.SetBool("TCP2_TCP2_ShaderGeneratorUtils.CustomOutputDir", TCP2_ShaderGeneratorUtils.CustomOutputDir); + + var openedFoldouts = string.Join(",", sOpenedFoldouts.ToArray()); + EditorPrefs.SetString("TCP2_sOpenedFoldouts", openedFoldouts); + } + + private void LoadCurrentConfig(TCP2_Config config, bool loadConfigTemplate = true) + { + mCurrentConfig = config; + mDirtyConfig = false; + if (sAutoNames) + { + mCurrentConfig.AutoNames(); + } + mCurrentHash = mCurrentConfig.ToHash(); + mFirstHashPass = false; + + if (loadConfigTemplate) + Template.TryLoadTextAsset(mCurrentConfig); + } + + private void NewShader() + { + mCurrentShader = null; + mConfigChoice = 0; + LoadCurrentConfig(new TCP2_Config(), false); + mFirstHashPass = true; + } + + private void CopyShader() + { + mCurrentShader = null; + mConfigChoice = 0; + var newConfig = mCurrentConfig.Copy(); + newConfig.ShaderName += " Copy"; + newConfig.Filename += " Copy"; + LoadCurrentConfig(newConfig); + mFirstHashPass = false; + } + + private void LoadCurrentConfigFromShader(Shader shader) + { + mCurrentConfig = TCP2_Config.CreateFromShader(shader); + if (mCurrentConfig != null) + { + mCurrentShader = shader; + mConfigChoice = mUserShadersLabels.IndexOf(shader.name); + mDirtyConfig = false; + mCurrentHash = mCurrentConfig.ToHash(); + mFirstHashPass = false; + + //Load appropriate template + Template.TryLoadTextAsset(mCurrentConfig); + } + else + { + EditorApplication.Beep(); + ShowNotification(new GUIContent("Invalid shader loaded: it doesn't seem to have been generated by the TCP2 Shader Generator!")); + mCurrentShader = null; + NewShader(); + } + } + + private void ReloadUserShaders() + { + mUserShaders = GetUserShaders(); + mUserShadersLabels = new List(GetShaderLabels(mUserShaders)); + + if (mCurrentShader != null) + { + mConfigChoice = mUserShadersLabels.IndexOf(mCurrentShader.name); + } + + //Load shader menu + loadShadersMenu = new GenericMenu(); + loadShadersMenu.AddItem(new GUIContent("New Shader"), false, NewShader); + loadShadersMenu.AddSeparator(""); + for (var i = 0; i < mUserShaders.Length; i++) + { + if (mUserShaders[i] != null) + loadShadersMenu.AddItem(new GUIContent(mUserShaders[i].name), false, OnLoadShaderFromMenu, mUserShaders[i]); + } + } + + void OnLoadShaderFromMenu(object shaderObj) + { + var shader = shaderObj as Shader; + if (shader != null) + LoadCurrentConfigFromShader(shader); + } + + private Shader[] GetUserShaders() + { + var rootPath = Application.dataPath + (sLoadAllShaders ? "" : TCP2_ShaderGeneratorUtils.OutputPath); + + if (Directory.Exists(rootPath)) + { + var paths = Utils.GetFilesSafe(rootPath, "*.shader"); + var shaderList = new List(); + + foreach (var path in paths) + { +#if UNITY_EDITOR_WIN + var assetPath = "Assets" + path.Replace(@"\", @"/").Replace(Application.dataPath, ""); +#else + string assetPath = "Assets" + path.Replace(Application.dataPath, ""); +#endif + var shaderImporter = ShaderImporter.GetAtPath(assetPath) as ShaderImporter; + if (shaderImporter != null) + { + if (shaderImporter.userData.Contains("USER")) + { + var shader = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Shader)) as Shader; + if (shader != null && !shaderList.Contains(shader)) + shaderList.Add(shader); + } + } + } + + return shaderList.ToArray(); + } + + return new Shader[0]; + } + + private string[] GetShaderLabels(Shader[] array, string firstOption = "New Shader") + { + if (array == null) + { + return new string[0]; + } + + var labelsList = new List(); + if (!string.IsNullOrEmpty(firstOption)) + labelsList.Add(firstOption); + foreach (var shader in array) + { + labelsList.Add(shader.name); + } + return labelsList.ToArray(); + } + + private static void Space() + { + var color = EditorGUIUtility.isProSkin ? new Color(0.15f, 0.15f, 0.15f) : new Color(0.65f, 0.65f, 0.65f); + TCP2_GUI.GUILine(color, 1); + GUILayout.Space(1); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.cs.meta new file mode 100644 index 00000000..a2bf92ad --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGenerator.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 95081e8b7bacefa4a850bd9be663e15c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGeneratorUtils.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGeneratorUtils.cs new file mode 100644 index 00000000..a6859ca5 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGeneratorUtils.cs @@ -0,0 +1,870 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; +using ToonyColorsPro.Utilities; +using System.Globalization; + +// Helper functions related to shader generation and file saving + +namespace ToonyColorsPro +{ + namespace Legacy + { + public static class TCP2_ShaderGeneratorUtils + { + private const string TCP2_PATH = "/JMO Assets/Toony Colors Pro/"; + public const string OUTPUT_PATH = TCP2_PATH + "Shaders Generated/"; + private const string INCLUDE_REL_PATH = "../Shaders/Include/"; + + //-------------------------------------------------------------------------------------------------- + + public static bool SelectGeneratedShader; + public static bool CustomOutputDir; + public static string _OutputPath; + public static string OutputPath + { + get + { + if (!CustomOutputDir) + { + //TCP2 folder has been moved? Try to find new location + if (!Directory.Exists(OUTPUT_PATH)) + { + var rootPath = Utils.FindReadmePath(true).Substring("Assets".Length); + if (!string.IsNullOrEmpty(rootPath)) + { + return rootPath + "/Shaders Generated/"; + } + } + + return OUTPUT_PATH; + } + + //Custom output directory + if (_OutputPath == null) + { + //Default output + _OutputPath = EditorPrefs.GetString("TCP2_OutputPath", OUTPUT_PATH); + } + + return _OutputPath; + } + set + { + if (_OutputPath != value) + { + if (!value.EndsWith("/")) + value = value + "/"; + if (!value.StartsWith("/")) + value = "/" + value; + + //try to get safe path name + foreach (var c in Path.GetInvalidPathChars()) + { + value = value.Replace(c.ToString(), ""); + } + foreach (var c in Path.GetInvalidFileNameChars()) + { + if (c == '/' || c == '\\') + continue; + value = value.Replace(c.ToString(), ""); + } + + _OutputPath = value; + EditorPrefs.SetString("TCP2_OutputPath", _OutputPath); + } + } + } + + private static string MakeRelativePath(string fromPath, string toPath) + { + var fromUri = new Uri(fromPath); + var toUri = new Uri(toPath); + + // Path can't be made relative (shouldn't happen though!) + if (fromUri.Scheme != toUri.Scheme) + return INCLUDE_REL_PATH; + + var relativeUri = fromUri.MakeRelativeUri(toUri); + var relativePath = Uri.UnescapeDataString(relativeUri.ToString()); + + return relativePath; + } + + //-------------------------------------------------------------------------------------------------- + // GENERATION + + public static Shader Compile(TCP2_Config config, Shader existingShader, TCP2_ShaderGenerator.ShaderGeneratorTemplate template, bool showProgressBar = true, bool overwritePrompt = true) + { + return Compile(config, existingShader, template, showProgressBar ? 0f : -1f, overwritePrompt); + } + public static Shader Compile(TCP2_Config config, Shader existingShader, TCP2_ShaderGenerator.ShaderGeneratorTemplate template, float progress, bool overwritePrompt) + { + //UI + if (progress >= 0f) + EditorUtility.DisplayProgressBar("Hold On", "Generating Shader: " + config.ShaderName, progress); + + //Generate source + string source = config.GenerateShaderSource(template, existingShader); + if (string.IsNullOrEmpty(source)) + { + Debug.LogError("[TCP2 Shader Generator] Can't save Shader: source is null or empty!"); + return null; + } + + //Save to disk + var shader = SaveShader(config, existingShader, source, overwritePrompt, config.isModifiedExternally && false); + + if (config.configType == "terrain") + { + //Generate Base shader + var baseConfig = config.Copy(); + baseConfig.Filename = baseConfig.Filename + "_Base"; + baseConfig.ShaderName = "Hidden/" + baseConfig.ShaderName + "-Base"; + baseConfig.Features.Add("TERRAIN_BASE"); + + source = baseConfig.GenerateShaderSource(template, existingShader); + if (string.IsNullOrEmpty(source)) + Debug.LogError("[TCP2 Shader Generator] Can't save Terrain Base Shader: source is null or empty!"); + else + SaveShader(baseConfig, existingShader, source, false, false); + + //Generate AddPass shader + var addPassConfig = config.Copy(); + addPassConfig.Filename = addPassConfig.Filename + "_AddPass"; + addPassConfig.ShaderName = "Hidden/" + addPassConfig.ShaderName + "-AddPass"; + addPassConfig.Features.Add("TERRAIN_ADDPASS"); + addPassConfig.Flags.Add("decal:add"); + + source = addPassConfig.GenerateShaderSource(template, existingShader); + if (string.IsNullOrEmpty(source)) + Debug.LogError("[TCP2 Shader Generator] Can't save Terrain AddPass Shader: source is null or empty!"); + else + SaveShader(addPassConfig, existingShader, source, false, false); + } + + //UI + if (progress >= 0f) + EditorUtility.ClearProgressBar(); + + return shader; + } + + //Generate the source code for the shader as a string + private static string GenerateShaderSource(this TCP2_Config config, TCP2_ShaderGenerator.ShaderGeneratorTemplate template, Shader existingShader = null) + { + if (config == null) + { + var error = "[TCP2 Shader Generator] Config file is null"; + Debug.LogError(error); + return error; + } + + if (template == null) + { + var error = "[TCP2 Shader Generator] Template is null"; + Debug.LogError(error); + return error; + } + + if (template.textAsset == null || string.IsNullOrEmpty(template.textAsset.text)) + { + var error = "[TCP2 Shader Generator] Template string is null or empty"; + Debug.LogError(error); + return error; + } + + //------------------------------------------------ + // SHADER PARAMETERS + + //Masks + bool mask1 = false, mask2 = false, mask3 = false, vcolors_mask = false, mainTex_mask = false; + var mask1features = ""; + var mask2features = ""; + var mask3features = ""; + + //Enable Masks according to their dependencies (new system using Template) + foreach (var kvp in config.Keywords) + { + if (kvp.Value == "mask1") + { + var maskEnabled = template.GetMaskDependency(kvp.Key, config); + mask1 |= maskEnabled; + if (maskEnabled) + mask1features += template.GetMaskDisplayName(kvp.Key) + ","; + } + else if (kvp.Value == "mask2") + { + var maskEnabled = template.GetMaskDependency(kvp.Key, config); + mask2 |= maskEnabled; + if (maskEnabled) + mask2features += template.GetMaskDisplayName(kvp.Key) + ","; + } + else if (kvp.Value == "mask3") + { + var maskEnabled = template.GetMaskDependency(kvp.Key, config); + mask3 |= maskEnabled; + if (maskEnabled) + mask3features += template.GetMaskDisplayName(kvp.Key) + ","; + } + else if (kvp.Value == "IN.color" || kvp.Value == "vcolors") + { + vcolors_mask |= template.GetMaskDependency(kvp.Key, config); + } + else if (kvp.Value == "mainTex") + { + mainTex_mask |= template.GetMaskDependency(kvp.Key, config); + } + } + + //Only enable Independent UVs if relevant Mask is actually enabled + foreach (var kvp in config.Keywords) + { + if (kvp.Key == "UV_mask1") + { + config.ToggleFeature("UVMASK1", (kvp.Value == "Independent UV" || kvp.Value == "Independent UV0") && mask1); + config.ToggleFeature("UVMASK1_UV2", kvp.Value == "Independent UV1" && mask1); + } + else if (kvp.Key == "UV_mask2") + { + config.ToggleFeature("UVMASK2", (kvp.Value == "Independent UV" || kvp.Value == "Independent UV0") && mask2); + config.ToggleFeature("UVMASK2_UV2", kvp.Value == "Independent UV1" && mask2); + } + else if (kvp.Key == "UV_mask3") + { + config.ToggleFeature("UVMASK3", (kvp.Value == "Independent UV" || kvp.Value == "Independent UV0") && mask3); + config.ToggleFeature("UVMASK3_UV2", kvp.Value == "Independent UV1" && mask3); + } + } + mask1features = mask1features.TrimEnd(','); + mask2features = mask2features.TrimEnd(','); + mask3features = mask3features.TrimEnd(','); + + config.ToggleFeature("MASK1", mask1); + config.ToggleFeature("MASK2", mask2); + config.ToggleFeature("MASK3", mask3); + config.ToggleFeature("VCOLORS_MASK", vcolors_mask); + config.ToggleFeature("MASK_MAINTEX", mainTex_mask); + + //--- + + var keywords = new Dictionary(config.Keywords); + var flags = new List(config.Flags); + var features = new List(config.Features); + + //Unity version +#if UNITY_5_4_OR_NEWER + Utils.AddIfMissing(features, "UNITY_5_4"); +#endif +#if UNITY_5_5_OR_NEWER + Utils.AddIfMissing(features, "UNITY_5_5"); +#endif +#if UNITY_5_6_OR_NEWER + Utils.AddIfMissing(features, "UNITY_5_6"); +#endif +#if UNITY_2017_1_OR_NEWER + Utils.AddIfMissing(features, "UNITY_2017_1"); +#endif +#if UNITY_2018_1_OR_NEWER + Utils.AddIfMissing(features, "UNITY_2018_1"); +#endif +#if UNITY_2018_2_OR_NEWER + Utils.AddIfMissing(features, "UNITY_2018_2"); +#endif + + //Masks + keywords.Add("MASK1", mask1features); + keywords.Add("MASK2", mask2features); + keywords.Add("MASK3", mask3features); + + //Shader name + keywords.Add("SHADER_NAME", config.ShaderName); + + //Include path + var include = GetIncludePrefix(config) + GetIncludeRelativePath(config, existingShader).TrimEnd('/'); + keywords.Add("INCLUDE_PATH", include); + + //Shader Model target (old templates) + if (!keywords.ContainsKey("SHADER_TARGET")) + { + var target = GetShaderTarget(config); + keywords.Add("SHADER_TARGET", target); + if (config.shaderTarget == 20) + { + Utils.AddIfMissing(features, "FORCE_SM2"); + } + } + + //Generate Surface parameters + var strFlags = ArrayToString(flags.ToArray(), " "); + keywords.Add("SURF_PARAMS", strFlags); + + //------------------------------------------------ + // PARSING & GENERATION + + var sb = new StringBuilder(); + var templateLines = template.textAsset.text.Split(new[] { "\r\n", "\n" }, StringSplitOptions.None); + + var depth = -1; + var stack = new List(); + var done = new List(); + + //Parse template file + string line = null; + for (var i = 0; i < templateLines.Length; i++) + { + line = templateLines[i]; + + //Comment + if (line.StartsWith("#")) + { + //Meta + if (line.StartsWith("#CONFIG=")) + { + config.configType = line.Substring(8).TrimEnd().ToLower(); + } + + //Features UI + if (line.StartsWith("#FEATURES")) + { + while (i < templateLines.Length) + { + i++; + if (templateLines[i] == "#END") + break; + } + continue; + } + + //Keywords + if (line.StartsWith("#KEYWORDS")) + { + while (i < templateLines.Length) + { + i++; + if (templateLines[i] == "#END") + break; + + var error = ProcessKeywords(templateLines[i], config, ref features, ref flags, ref keywords, ref i, ref depth, ref stack, ref done); + if (!string.IsNullOrEmpty(error)) + { + return error; + } + } + + //Update Surface parameters + strFlags = ArrayToString(flags.ToArray(), " "); + if (keywords.ContainsKey("SURF_PARAMS")) + keywords["SURF_PARAMS"] = strFlags; + else + keywords.Add("SURF_PARAMS", strFlags); + } + + //Debugging + if (line.StartsWith("#break")) + { + Debug.Log("[TCP2] Parse Break @ " + i); + } + + continue; + } + + //Line break + if (string.IsNullOrEmpty(line) && ((depth >= 0 && stack[depth]) || depth < 0)) + { + sb.AppendLine(line); + continue; + } + + //Conditions + if (line.Contains("///")) + { + var error = ProcessCondition(line, ref features, ref i, ref depth, ref stack, ref done); + if (!string.IsNullOrEmpty(error)) + { + return error; + } + } + //Regular line + else + { + //Replace keywords + line = ReplaceKeywords(line, keywords); + + //Append line if inside valid condition block + if ((depth >= 0 && stack[depth]) || depth < 0) + { + sb.AppendLine(line); + } + } + } + + if (depth >= 0) + { + Debug.LogWarning("[TCP2 Shader Generator] Missing " + (depth+1) + " ending '///' tags"); + } + + var sourceCode = sb.ToString(); + + //Normalize line endings + sourceCode = sourceCode.Replace("\r\n", "\n"); + + return sourceCode; + } + + //Process #KEYWORDS section from Template + private static string ProcessKeywords(string line, TCP2_Config config, ref List features, ref List flags, ref Dictionary keywords, ref int i, ref int depth, ref List stack, ref List done) + { + if (line.Contains("///")) + { + ProcessCondition(line, ref features, ref i, ref depth, ref stack, ref done); + } + //Regular line + else + { + if (string.IsNullOrEmpty(line)) + return null; + + //Inside valid block + if ((depth >= 0 && stack[depth]) || depth < 0) + { + var parts = line.Split(new[] { "\t" }, StringSplitOptions.RemoveEmptyEntries); + switch (parts[0]) + { + case "set": + if (keywords.ContainsKey(parts[1])) + keywords[parts[1]] = parts[2]; + else + keywords.Add(parts[1], parts[2]); + break; + + case "enable_kw": Utils.AddIfMissing(features, parts[1]); break; + case "disable_kw": Utils.RemoveIfExists(features, parts[1]); break; + case "enable_flag": Utils.AddIfMissing(flags, parts[1]); break; + case "disable_flag": Utils.RemoveIfExists(flags, parts[1]); break; + + //Keywords that will also be modified in the Config + case "enable_kw_config": + Utils.AddIfMissing(features, parts[1]); + Utils.AddIfMissing(config.Features, parts[1]); + break; + + case "disable_kw_config": + Utils.RemoveIfExists(features, parts[1]); + Utils.RemoveIfExists(config.Features, parts[1]); + break; + } + } + } + + return null; + } + + private static string ProcessCondition(string line, ref List features, ref int i, ref int depth, ref List stack, ref List done) + { + //Remove leading white spaces + line = line.TrimStart(); + + var parts = line.Split(new[] { " " }, StringSplitOptions.RemoveEmptyEntries); + if (parts.Length == 1) //END TAG + { + if (depth < 0) + { + var error = "[TCP2 Shader Generator] Found end tag /// without any beginning! Aborting shader generation.\n@ line: " + i; + Debug.LogError(error); + return error; + } + + stack.RemoveAt(depth); + done.RemoveAt(depth); + depth--; + } + else if (parts.Length >= 2) + { + if (parts[1] == "IF") + { + var cond = EvaluateExpression(i, features, parts); + + depth++; + stack.Add(cond && ((depth <= 0) ? true : stack[depth - 1])); + done.Add(cond); + } + else if (parts[1] == "ELIF") + { + if (done[depth]) + { + stack[depth] = false; + return null; + } + + var cond = EvaluateExpression(i, features, parts); + + stack[depth] = cond && ((depth <= 0) ? true : stack[depth - 1]); + done[depth] = cond; + } + else if (parts[1] == "ELSE") + { + if (done[depth]) + { + stack[depth] = false; + return null; + } + + stack[depth] = ((depth <= 0) ? true : stack[depth - 1]); + done[depth] = true; + } + } + + return null; + } + + //New evaluation system with parenthesis and complex expressions support + private static bool EvaluateExpression(int lineNumber, List features, params string[] conditions) + { + if (conditions.Length <= 2) + { + Debug.LogError("[TCP2 Shader Generator] Invalid condition block\n@ line " + lineNumber); + return false; + } + + var expression = ""; + for (var n = 2; n < conditions.Length; n++) + { + expression += conditions[n]; + } + + var result = false; + try + { + ExpressionParser.ExpressionLeaf.EvaluateFunction evalFunc = s => HasEntry(features, s); + result = ExpressionParser.EvaluateExpression(expression, evalFunc); + } + catch (Exception e) + { + Debug.LogError("[TCP2 Shader Generator] Incorrect condition in template file\n@ line " + lineNumber + "\n\nError returned:\n" + e.Message + "\n"); + } + + return result; + } + + private static string ArrayToString(string[] array, string separator) + { + var str = ""; + foreach (var s in array) + { + str += s + separator; + } + + if (str.Length > 0) + { + str = str.Substring(0, str.Length - separator.Length); + } + + return str; + } + + private static string ReplaceKeywords(string line, Dictionary searchAndReplace) + { + if (line.IndexOf("@%") < 0) + { + return line; + } + + foreach (var kv in searchAndReplace) + { + line = line.Replace("@%" + kv.Key + "%@", kv.Value); + } + + return line; + } + + //-------------------------------------------------------------------------------------------------- + // IO + + //Save .shader file + private static Shader SaveShader(TCP2_Config config, Shader existingShader, string sourceCode, bool overwritePrompt, bool modifiedPrompt) + { + if (string.IsNullOrEmpty(config.Filename)) + { + Debug.LogError("[TCP2 Shader Generator] Can't save Shader: filename is null or empty!"); + return null; + } + + //Save file + var outputPath = OutputPath; + var filename = config.Filename; + + //Get existing shader exact path + if (existingShader != null) + { + outputPath = GetExistingShaderPath(config, existingShader); + /* + if(config.Filename.Contains("/")) + { + filename = config.Filename.Substring(config.Filename.LastIndexOf('/')+1); + } + */ + } + + var systemPath = Application.dataPath + outputPath; + if (!Directory.Exists(systemPath)) + { + Directory.CreateDirectory(systemPath); + } + + var fullPath = systemPath + filename + ".shader"; + var overwrite = true; + if (overwritePrompt && File.Exists(fullPath)) + { + overwrite = EditorUtility.DisplayDialog("TCP2 : Shader Generation", "The following shader already exists:\n\n" + fullPath + "\n\nOverwrite?", "Yes", "No"); + } + + if (modifiedPrompt) + { + overwrite = EditorUtility.DisplayDialog("TCP2 : Shader Generation", "The following shader seems to have been modified externally or manually:\n\n" + fullPath + "\n\nOverwrite anyway?", "Yes", "No"); + } + + if (overwrite) + { + var directory = Path.GetDirectoryName(fullPath); + if (!Directory.Exists(directory)) + { + Directory.CreateDirectory(directory); + } + + //Write file to disk + File.WriteAllText(fullPath, sourceCode, Encoding.UTF8); + AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); + + //Import (to compile shader) + var assetPath = fullPath.Replace(Application.dataPath, "Assets"); + + var shader = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Shader)) as Shader; + if (SelectGeneratedShader) + { + Selection.objects = new Object[] { shader }; + } + + //Set ShaderImporter userData + var shaderImporter = ShaderImporter.GetAtPath(assetPath) as ShaderImporter; + if (shaderImporter != null) + { + //Set default textures + string[] names = new string[] + { + "_NoTileNoiseTex", + "_Ramp" + }; + Texture[] textures = new Texture[] + { + AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("af5515bfe14f1af4a9b8b3bf306b9261")), + AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("ccad9b0732473ee4e95de81e50e9050f")) + }; + shaderImporter.SetDefaultTextures(names, textures); + + //Get file hash to verify if it has been manually altered afterwards + var shaderHash = GetShaderContentHash(shaderImporter); + + //Use hash if available, else use timestamp + var customDataList = new List(); + customDataList.Add(!string.IsNullOrEmpty(shaderHash) ? shaderHash : shaderImporter.assetTimeStamp.ToString()); + customDataList.Add(config.GetShaderTargetCustomData()); + var configTypeCustomData = config.GetConfigTypeCustomData(); + if (configTypeCustomData!= null) + customDataList.Add(configTypeCustomData); + customDataList.Add(config.GetConfigFileCustomData()); + + var userData = config.ToUserData(customDataList.ToArray()); + shaderImporter.userData = userData; + + //Needed to save userData in .meta file + AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.Default); + } + else + { + Debug.LogWarning("[TCP2 Shader Generator] Couldn't find ShaderImporter.\nMetadatas will be missing from the shader file."); + } + + return shader; + } + + return null; + } + + //Returns hash of file content to check for manual modifications (with 'h' prefix) + public static string GetShaderContentHash(ShaderImporter importer) + { + string shaderHash = null; + var shaderFilePath = Application.dataPath.Replace("Assets", "") + importer.assetPath; + if (File.Exists(shaderFilePath)) + { + var shaderContent = File.ReadAllText(shaderFilePath); + shaderHash = (shaderContent != null) ? string.Format("h{0}", shaderContent.GetHashCode().ToString("X")) : ""; + } + + return shaderHash; + } + + //-------------------------------------------------------------------------------------------------- + // UTILS + + public static bool HasEntry(List list, string entry) + { + return list.Contains(entry); + } + public static bool HasAnyEntries(List list, params string[] entries) + { + foreach (var str in entries) + { + if (list.Contains(str)) + return true; + } + return false; + } + public static bool HasAllEntries(List list, params string[] entries) + { + var hasAll = true; + foreach (var str in entries) + hasAll &= list.Contains(str); + return hasAll; + } + + public static void ToggleEntry(List list, string entry, bool toggle) + { + if (toggle && !list.Contains(entry)) + list.Add(entry); + else if (!toggle && list.Contains(entry)) + list.Remove(entry); + } + + //------------------------------------------------- + + //Get Features array from ShaderImporter + public static void ParseUserData(ShaderImporter importer, out List Features) + { + string[] array; + string[] dummy; + Dictionary dummyDict; + ParseUserData(importer, out array, out dummy, out dummyDict, out dummy); + Features = new List(array); + } + public static void ParseUserData(ShaderImporter importer, out string[] Features, out string[] Flags, out Dictionary Keywords, out string[] CustomData) + { + var featuresList = new List(); + var flagsList = new List(); + var customDataList = new List(); + var keywordsDict = new Dictionary(); + + var data = importer.userData.Split(new[] { "," }, StringSplitOptions.RemoveEmptyEntries); + foreach (var d in data) + { + if (string.IsNullOrEmpty(d)) continue; + + switch (d[0]) + { + //Features + case 'F': + if (d == "F") break; //Prevent getting "empty" feature + featuresList.Add(d.Substring(1)); + break; + //Flags + case 'f': flagsList.Add(d.Substring(1)); break; + //Keywords + case 'K': + var kw = d.Substring(1).Split(':'); + if (kw.Length != 2) + { + Debug.LogError("[TCP2 Shader Generator] Error while parsing userData: invalid Keywords format."); + Features = null; Flags = null; Keywords = null; CustomData = null; + return; + } + else + { + keywordsDict.Add(kw[0], kw[1]); + } + break; + //Custom Data + case 'c': customDataList.Add(d.Substring(1)); break; + //old format + default: featuresList.Add(d); break; + } + } + + Features = featuresList.ToArray(); + Flags = flagsList.ToArray(); + Keywords = keywordsDict; + CustomData = customDataList.ToArray(); + } + + //-------------------------------------------------------------------------------------------------- + // SHADER GENERATION + + private static string GetIncludePrefix(TCP2_Config config) + { + //Folder + if (!config.Filename.Contains("/")) + return ""; + + var prefix = ""; + foreach (var c in config.Filename) if (c == '/') prefix += "../"; + return prefix; + } + + private static string GetExistingShaderPath(TCP2_Config config, Shader existingShader) + { + //Override OutputPath if Shader already exists, to make sure we replace the original shader file + var unityPath = AssetDatabase.GetAssetPath(existingShader); + unityPath = unityPath.Replace(".shader", ""); //remove extension + unityPath = Path.GetDirectoryName(unityPath); + if (config.Filename.Contains("/")) + { + var filenamePath = Path.GetDirectoryName(config.Filename); + if (unityPath.EndsWith(filenamePath)) + unityPath = unityPath.Substring(0, unityPath.LastIndexOf(filenamePath)); //remove subdirectories + } + unityPath = unityPath.Substring(6); //get only directory without leading "Assets" + if (!unityPath.EndsWith("/")) + unityPath = unityPath + "/"; + return unityPath; + } + + private static string GetIncludeRelativePath(TCP2_Config config, Shader existingShader) + { + var outputPath = OutputPath; + if (existingShader != null) + { + outputPath = GetExistingShaderPath(config, existingShader); + } + + if (outputPath == OUTPUT_PATH) + return INCLUDE_REL_PATH; + var tcp2includeFile = Utils.GetFileSafe(Application.dataPath, "TCP2_Include.cginc"); + if (tcp2includeFile != null) + { + var absoluteTcp2IncludeDir = Path.GetDirectoryName(tcp2includeFile) + "/"; + var absoluteShaderPath = Application.dataPath + outputPath; + var relativePath = MakeRelativePath(absoluteShaderPath, absoluteTcp2IncludeDir); + if (outputPath != "/") + relativePath = "../" + relativePath; + return relativePath; + } + + EditorApplication.Beep(); + Debug.LogError("[TCP2 Shader Generator] Can't find file 'TCP2_Include.cginc' in project!\nCan't figure out the relative include path to the generated shader."); + return INCLUDE_REL_PATH; + } + + private static string GetShaderTarget(TCP2_Config config) + { + return (config.shaderTarget/10f).ToString("0.0", CultureInfo.InvariantCulture); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGeneratorUtils.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGeneratorUtils.cs.meta new file mode 100644 index 00000000..e81f8cdf --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Legacy/TCP2_ShaderGeneratorUtils.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 1e80a0bd926b289408f5f1e6acbab53e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator.meta new file mode 100644 index 00000000..6a22201f --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 611ea4ffda8bd714a87dfb9f7930ba48 +folderAsset: yes +timeCreated: 1533376497 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Config.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Config.cs new file mode 100644 index 00000000..a63b8623 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Config.cs @@ -0,0 +1,1323 @@ +// Toony Colors Pro+Mobile 2 +// (c) 2014-2020 Jean Moreno + +#define WRITE_UNCOMPRESSED_SERIALIZED_DATA + +using System; +using System.Collections.Generic; +using System.IO; +using System.IO.Compression; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; + +// Represents a Toony Colors Pro 2 configuration to generate the corresponding shader +// (new version for Shader Generator 2) + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + internal interface IMaterialPropertyName { string GetPropertyName(); } + + internal static class UniqueMaterialPropertyName + { + internal delegate bool CheckUniqueVariableName(string variableName, IMaterialPropertyName materialPropertyName); + internal static event CheckUniqueVariableName checkUniqueVariableName; + + internal static string GetUniquePropertyName(string baseName, IMaterialPropertyName materialPropertyName) + { + if (checkUniqueVariableName == null) + { + return baseName; + } + + //name doesn't exist: all good + if (checkUniqueVariableName(baseName, materialPropertyName)) + return baseName; + + //extract the last digits of the name, if any + for (var i = baseName.Length - 1; i >= 0; i--) + { + if (baseName[i] >= '0' && baseName[i] <= '9') + continue; + baseName = baseName.Substring(0, i + 1); + break; + } + + //check if name is unique: requires a class that registers to the event and supply its own checks + var newName = baseName; + var count = 1; + while (!checkUniqueVariableName(newName, materialPropertyName)) + { + newName = string.Format("{0}{1}", baseName, count); + count++; + } + + return newName; + } + } + + [Serialization.SerializeAs("config")] + internal class Config + { +#pragma warning disable 414 + [Serialization.SerializeAs("ver")] string tcp2version = ShaderGenerator2.TCP2_VERSION; + [Serialization.SerializeAs("unity")] string unityVersion { get { return Application.unityVersion; } } +#pragma warning restore 414 + + internal const string kSerializationPrefix = "/* TCP_DATA "; + internal const string kSerializationPrefixUncompressed = "/* TCP_DATA u "; + internal const string kSerializationSuffix = " */"; + + internal const string kHashPrefix = "/* TCP_HASH "; + internal const string kHashSuffix = " */"; + + internal string Filename = "My TCP2 Shader"; + internal string ShaderName = "Toony Colors Pro 2/User/My TCP2 Shader"; + [Serialization.SerializeAs("tmplt")] internal string templateFile = "TCP2_ShaderTemplate_Default"; + [Serialization.SerializeAs("features")] internal List Features = new List(); + internal List ExtraTempFeatures = new List(); + [Serialization.SerializeAs("flags")] internal List Flags = new List(); + [Serialization.SerializeAs("keywords")] internal Dictionary Keywords = new Dictionary(); + internal bool isModifiedExternally = false; + + // UI list of Shader Properties + struct ShaderPropertyGroup + { + public GUIContent header; + public bool hasModifiedShaderProperties; + public bool hasErrors; + public List shaderProperties; + } + List shaderPropertiesUIGroups = new List(); + Dictionary headersExpanded = new Dictionary(); // the struct array above is always recreated, so we can't track expanded state there + List visibleShaderProperties = new List(); + //Serialize all cached Shader Properties so that their custom implementation is saved, even if they are not used in the shader + [Serialization.SerializeAs("shaderProperties")] List cachedShaderProperties = new List(); + List> shaderPropertiesPerPass; + [Serialization.SerializeAs("customTextures")] List customMaterialPropertiesList = new List(); + ReorderableLayoutList customTexturesLayoutList = new ReorderableLayoutList(); + + public ShaderProperty customMaterialPropertyShaderProperty = new ShaderProperty("_CustomMaterialPropertyDummy", ShaderProperty.VariableType.color_rgba); + + internal ShaderProperty.CustomMaterialProperty[] CustomMaterialProperties { get { return customMaterialPropertiesList.ToArray(); } } + internal ShaderProperty[] VisibleShaderProperties { get { return visibleShaderProperties.ToArray(); } } + internal ShaderProperty[] AllShaderProperties { get { return cachedShaderProperties.ToArray(); } } + + internal string[] GetShaderPropertiesNeededFeaturesForPass(int passIndex) + { + if (shaderPropertiesPerPass == null || shaderPropertiesPerPass.Count == 0) + return new string[0]; + + if (passIndex >= shaderPropertiesPerPass.Count) + return new string[0]; + + if (shaderPropertiesPerPass[passIndex] == null || shaderPropertiesPerPass[passIndex].Count == 0) + return new string[0]; + + var features = new List(); + foreach (var sp in shaderPropertiesPerPass[passIndex]) + features.AddRange(sp.NeededFeatures()); + + return features.Distinct().ToArray(); + } + + internal string[] GetShaderPropertiesNeededFeaturesAll() + { + if (shaderPropertiesPerPass == null || shaderPropertiesPerPass.Count == 0) + return new string[0]; + + // iterate through used Shader Properties for all passes and toggle needed features + var features = new List(); + foreach (var list in shaderPropertiesPerPass) + { + foreach (var sp in list) + { + features.AddRange(sp.NeededFeatures()); + } + } + + return features.Distinct().ToArray(); + } + + internal string[] GetHooksNeededFeatures() + { + // iterate through Hook Shader Properties and toggle features if needed + var features = new List(); + foreach (var sp in visibleShaderProperties) + { + if (sp.isHook && !string.IsNullOrEmpty(sp.toggleFeatures)) + { + if (sp.manuallyModified) + { + features.AddRange(sp.toggleFeatures.Split(',')); + } + } + } + return features.ToArray(); + } + + /// + /// Remove all features associated with specific Shader Property options, + /// so that they don't stay when toggling an option on, compile, then off + /// + internal void ClearShaderPropertiesFeatures() + { + foreach (var f in ShaderProperty.AllOptionFeatures()) + { + Utils.RemoveIfExists(this.Features, f); + } + } + + //-------------------------------------------------------------------------------------------------- + + private enum ParseBlock + { + None, + Features, + Flags + } + + internal static Config CreateFromFile(TextAsset asset) + { + return CreateFromFile(asset.text); + } + internal static Config CreateFromFile(string text) + { + var lines = text.Split(new[] { "\n", "\r\n" }, StringSplitOptions.RemoveEmptyEntries); + var config = new Config(); + + //Flags + var currentBlock = ParseBlock.None; + for (var i = 0; i < lines.Length; i++) + { + var line = lines[i]; + + if (line.StartsWith("//")) continue; + + var data = line.Split(new[] { "\t" }, StringSplitOptions.RemoveEmptyEntries); + if (line.StartsWith("#")) + { + currentBlock = ParseBlock.None; + + switch (data[0]) + { + case "#filename": config.Filename = data[1]; break; + case "#shadername": config.ShaderName = data[1]; break; + case "#features": currentBlock = ParseBlock.Features; break; + case "#flags": currentBlock = ParseBlock.Flags; break; + + default: Debug.LogWarning("[TCP2 Shader Config] Unrecognized tag: " + data[0] + "\nline " + (i + 1)); break; + } + } + else + { + if (data.Length > 1) + { + var enabled = false; + bool.TryParse(data[1], out enabled); + + if (enabled) + { + if (currentBlock == ParseBlock.Features) + config.Features.Add(data[0]); + else if (currentBlock == ParseBlock.Flags) + config.Flags.Add(data[0]); + else + Debug.LogWarning("[TCP2 Shader Config] Unrecognized line while parsing : " + line + "\nline " + (i + 1)); + } + } + } + } + + return config; + } + + internal static Config CreateFromShader(Shader shader) + { + var shaderImporter = ShaderImporter.GetAtPath(AssetDatabase.GetAssetPath(shader)) as ShaderImporter; + + var config = new Config + { + ShaderName = shader.name, + Filename = Path.GetFileName(AssetDatabase.GetAssetPath(shader)).Replace(".shader", "") + }; + + var valid = config.ParseUserData(shaderImporter); + valid |= config.ParseSerializedDataAndHash(shaderImporter, null, false); //first run (see method comment) + + if (valid) + return config; + return null; + } + + internal Config Copy() + { + var config = new Config + { + Filename = Filename, + ShaderName = ShaderName + }; + + foreach (var feature in Features) + config.Features.Add(feature); + + foreach (var flag in Flags) + config.Flags.Add(flag); + + foreach (var kvp in Keywords) + config.Keywords.Add(kvp.Key, kvp.Value); + + config.templateFile = templateFile; + + return config; + } + + //Copy implementations from this config to another + public void CopyImplementationsTo(Config otherConfig) + { + for (int i = 0; i < this.cachedShaderProperties.Count; i++) + { + for (int j = 0; j < otherConfig.cachedShaderProperties.Count; j++) + { + if (this.cachedShaderProperties[i].Name == otherConfig.cachedShaderProperties[j].Name) + { + otherConfig.cachedShaderProperties[j].implementations = this.cachedShaderProperties[i].implementations; + otherConfig.cachedShaderProperties[j].CheckHash(); + otherConfig.cachedShaderProperties[j].CheckErrors(); + break; + } + } + } + + for (int i = 0; i < otherConfig.cachedShaderProperties.Count; i++) + { + otherConfig.cachedShaderProperties[i].ResolveShaderPropertyReferences(); + } + } + + public void CopyCustomTexturesTo(Config otherConfig) + { + otherConfig.customMaterialPropertiesList = this.customMaterialPropertiesList; + for (int i = 0; i < otherConfig.cachedShaderProperties.Count; i++) + { + otherConfig.cachedShaderProperties[i].ResolveShaderPropertyReferences(); + } + } + + internal bool HasErrors() + { + foreach (var shaderProperty in visibleShaderProperties) + { + if (shaderProperty.error) + return true; + } + + foreach (var customTexture in CustomMaterialProperties) + { + if (customTexture.HasErrors) + return true; + } + + return false; + } + + internal string GetConfigFileCustomData() + { + return string.Format("CF:{0}", templateFile); + } + + internal int ToHash() + { + var sb = new StringBuilder(); + /* + sb.Append(Filename); + sb.Append(ShaderName); + */ + var orderedFeatures = new List(Features); + orderedFeatures.Sort(); + var orderedFlags = new List(Flags); + orderedFlags.Sort(); + var sortedKeywordsKeys = new List(Keywords.Keys); + sortedKeywordsKeys.Sort(); + var sortedKeywordsValues = new List(Keywords.Values); + sortedKeywordsValues.Sort(); + + foreach (var f in orderedFeatures) + sb.Append(f); + foreach (var f in orderedFlags) + sb.Append(f); + foreach (var f in sortedKeywordsKeys) + sb.Append(f); + foreach (var f in sortedKeywordsValues) + sb.Append(f); + + foreach (var sp in visibleShaderProperties) + sb.Append(sp); + foreach (var ct in customMaterialPropertiesList) + sb.Append(ct); + + return sb.ToString().GetHashCode(); + } + + bool ParseUserData(ShaderImporter importer) + { + if (string.IsNullOrEmpty(importer.userData)) + return false; + + var data = importer.userData.Split(new[] { "," }, StringSplitOptions.RemoveEmptyEntries); + var customDataList = new List(); + + foreach (var d in data) + { + if (string.IsNullOrEmpty(d)) continue; + + switch (d[0]) + { + //Features + case 'F': + if (d == "F") break; //Prevent getting "empty" feature + Features.Add(d.Substring(1)); + break; + + //Flags + case 'f': Flags.Add(d.Substring(1)); break; + + //Keywords + case 'K': + var kw = d.Substring(1).Split(':'); + if (kw.Length != 2) + { + Debug.LogError("[TCP2 Shader Generator] Error while parsing userData: invalid Keywords format."); + return false; + } + else + { + Keywords.Add(kw[0], kw[1]); + } + break; + + //Custom Data + case 'c': customDataList.Add(d.Substring(1)); break; + //old format + default: Features.Add(d); break; + } + } + + foreach (var customData in customDataList) + { + //Configuration File + if (customData.StartsWith("CF:")) + { + templateFile = customData.Substring(3); + } + } + + return true; + } + + private static string CompressString(string uncompressed) + { + var bytes = Encoding.UTF8.GetBytes(uncompressed); + using (var compressedStream = new MemoryStream()) + { + using (var gZipStream = new GZipStream(compressedStream, CompressionMode.Compress)) + { + gZipStream.Write(bytes, 0, bytes.Length); + } + bytes = compressedStream.ToArray(); + } + return Convert.ToBase64String(bytes); + } + + private static string UncompressString(string compressed) + { + var bytes = Convert.FromBase64String(compressed); + var buffer = new byte[4096]; + var uncompressedStream = new MemoryStream(); + using (var compressedStream = new MemoryStream(bytes)) + { + using (var gZipStream = new GZipStream(compressedStream, CompressionMode.Decompress)) + { + var length = 0; + do + { + length = gZipStream.Read(buffer, 0, 4096); + if (length > 0) + uncompressedStream.Write(buffer, 0, length); + } + while (length > 0); + } + } + + return Encoding.UTF8.GetString(uncompressedStream.ToArray()); + } + + //New serialization format, embedded into the shader source in a comment + internal string GetSerializedData() + { + var serialized = Serialization.Serialize(this); +#if WRITE_UNCOMPRESSED_SERIALIZED_DATA + return kSerializationPrefixUncompressed + serialized + kSerializationSuffix; +#else + return kSerializationPrefix + CompressString(serialized) + kSerializationSuffix; +#endif + } + + //This method is executed twice because of an ordering problem: + // - first run: it needs to fetch the template used from TCP_DATA + // - then it loads that template and generate the serialized properties + // - second run: now that the serialized properties exist, replace their implementations with the ones in TPC2_DATA + internal bool ParseSerializedDataAndHash(ShaderImporter importer, Template template, bool dontRebuildCustomTextures) + { + //try to find serialized TCP2 data + var unityPath = importer.assetPath; + var osPath = Application.dataPath + "/" + unityPath.Substring("Assets/".Length); + if (File.Exists(osPath)) + { + var code = File.ReadAllLines(osPath); + for (var i = code.Length - 1; i >= 0; i--) + { + var line = code[i].Trim(); + const string serializedPrefix = kSerializationPrefix; + const string serializedPrefixU = kSerializationPrefixUncompressed; + const string serializedSuffix = kSerializationSuffix; + + const string hashPrefix = kHashPrefix; + const string hashSuffix = kHashSuffix; + + //hash is always inserted after serialized data, so the function shouldn't return without it being checked + if (line.StartsWith(hashPrefix)) + { + var hash = line.Substring(hashPrefix.Length, line.Length - hashPrefix.Length - hashSuffix.Length); + + //list of all lines, remove them from the end until the serialized prefix is found + var codeLines = new List(code); + for (int j = codeLines.Count - 1; j >= 0; j--) + { + bool @break = codeLines[j].StartsWith(hashPrefix); + codeLines.RemoveAt(j); + if (@break) + break; + } + + var sb = new StringBuilder(); + foreach (var l in codeLines) + { + sb.AppendLine(l); + } + string normalizedLineEndings = sb.ToString().Replace("\r\n", "\n"); + var fileHash = ShaderGenerator2.GetHash(normalizedLineEndings); + + this.isModifiedExternally = string.Compare(fileHash, hash, StringComparison.Ordinal) != 0; + } + + if (line.StartsWith(serializedPrefix) || line.StartsWith(serializedPrefixU)) + { + string extractedData = line; + int j = i; + while (!extractedData.Contains(" */") && j < code.Length) + { + j++; + if (j < code.Length) + { + line = code[j].Trim(); + extractedData += "\n" + line; + } + else + { + Debug.LogError(ShaderGenerator2.ErrorMsg("Incomplete serialized data in shader file.")); + return false; + } + } + + var serializedData = ""; + if (extractedData.StartsWith(serializedPrefixU)) + { + serializedData = extractedData.Substring(serializedPrefixU.Length, extractedData.Length - serializedPrefixU.Length - serializedSuffix.Length); + } + else + { + serializedData = extractedData.Substring(serializedPrefix.Length, extractedData.Length - serializedPrefix.Length - serializedSuffix.Length); + serializedData = UncompressString(serializedData); + } + + return ParseSerializedData(serializedData, template, dontRebuildCustomTextures); + } + } + } + + return false; + } + + public bool ParseSerializedData(string serializedData, Template template, bool dontRebuildCustomTextures, bool resetEmptyImplementations = false) + { + Func onDeserializeShaderPropertyList = (obj, data) => + { + //called with data in format 'list[sp(field:value;field:value...),sp(field:value;...)]' + + // - make a new list, and pull matching sp from it + // - reset the implementations of the remaining sp for the undo/redo system + var shaderPropertiesTempList = new List(cachedShaderProperties); + + var split = Serialization.SplitExcludingBlocks(data.Substring(5, data.Length - 6), ',', true, true, "()", "[]"); + foreach (var spData in split) + { + //try to match existing Shader Property by its name + string name = null; + + //exclude 'sp(' and ')' and extract fields + var vars = Serialization.SplitExcludingBlocks(spData.Substring(3, spData.Length - 4), ';', true, true, "()", "[]"); + foreach (var v in vars) + { + //find 'name' and remove 'name:' and quotes to extract value + if (v.StartsWith("name:")) + name = v.Substring(6, v.Length - 7); + } + + if (name != null) + { + //find corresponding shader property, if it exists + var matchedSp = shaderPropertiesTempList.Find(sp => sp.Name == name); + + //if no match, try to find it in the template's shader properties + if (matchedSp == null && template != null) + { + matchedSp = Array.Find(template.shaderProperties, sp => sp.Name == name); + if (matchedSp != null) + { + cachedShaderProperties.Add(matchedSp); + shaderPropertiesTempList.Add(matchedSp); + } + } + + if (matchedSp != null) + { + shaderPropertiesTempList.Remove(matchedSp); + + Func onDeserializeImplementation = (impObj, impData) => + { + //make sure to deserialize as a new object, so that final Implementation subtype is kept instead of creating base Implementation class + var imp = Serialization.Deserialize(impData, new object[] { matchedSp }); + + //if custom material property, find the one with the matching serialized name + if (imp is ShaderProperty.Imp_CustomMaterialProperty) + { + var ict = (imp as ShaderProperty.Imp_CustomMaterialProperty); + var matchedCt = customMaterialPropertiesList.Find(ct => ct.PropertyName == ict.LinkedCustomMaterialPropertyName); + //will be the match, or null if nothing found + ict.LinkedCustomMaterialProperty = matchedCt; + ict.UpdateChannels(); + } + else if (imp is ShaderProperty.Imp_ShaderPropertyReference) + { + //find existing shader property and link it here + //TODO: what if the shader property hasn't been deserialized yet? + var ispr = (imp as ShaderProperty.Imp_ShaderPropertyReference); + var channels = ispr.Channels; + var matchedLinkedSp = visibleShaderProperties.Find(sp => sp.Name == ispr.LinkedShaderPropertyName); + ispr.LinkedShaderProperty = matchedLinkedSp; + //restore channels from serialized data (it is reset when assigning a new linked shader property) + if (!string.IsNullOrEmpty(channels)) + ispr.Channels = channels; + } + + return imp; + }; + + var implementationHandling = new Dictionary> { { typeof(ShaderProperty.Implementation), onDeserializeImplementation } }; + + Serialization.DeserializeTo(matchedSp, spData, typeof(ShaderProperty), null, implementationHandling); + + matchedSp.CheckHash(); + matchedSp.CheckErrors(); + } + } + } + + if (resetEmptyImplementations) + { + foreach (var remainingShaderProperty in shaderPropertiesTempList) + { + remainingShaderProperty.ResetDefaultImplementation(); + } + } + + return null; + }; + + try + { + var shaderPropertyHandling = new Dictionary> { { typeof(List), onDeserializeShaderPropertyList } }; + + if (dontRebuildCustomTextures) + { + // if not building the custom material properties list, just skip its deserialization, else use the custom handling + shaderPropertyHandling.Add(typeof(List), (obj, data) => { return null; }); + } + Serialization.DeserializeTo(this, serializedData, GetType(), null, shaderPropertyHandling); + + return true; + } + catch (Exception e) + { + Debug.LogError(ShaderGenerator2.ErrorMsg(string.Format("Deserialization error:\n'{0}'\n{1}", e.Message, e.StackTrace.Replace(Application.dataPath, "")))); + return false; + } + } + + internal void AutoNames() + { + var rawName = ShaderName.Replace("Toony Colors Pro 2/", ""); + + if (!ProjectOptions.data.SubFolders) + { + rawName = Path.GetFileName(rawName); + } + + Filename = rawName; + } + + //-------------------------------------------------------------------------------------------------- + // FEATURES + + internal bool HasFeature(string feature) + { + return Features.Contains(feature); + } + + internal bool HasFeaturesAny(params string[] features) + { + foreach (var f in features) + if (Features.Contains(f)) + return true; + + return false; + } + + internal bool HasFeaturesAll(params string[] features) + { + foreach (var f in features) + if (!Features.Contains(f)) + return false; + + return true; + } + + internal void ToggleFeature(string feature, bool enable) + { + if (string.IsNullOrEmpty(feature)) + return; + + if (!Features.Contains(feature) && enable) + Features.Add(feature); + + else if (Features.Contains(feature) && !enable) + Features.Remove(feature); + } + + //-------------------------------------------------------------------------------------------------- + // FLAGS + + internal bool HasFlag(string flag) + { + return Flags.Contains(flag); + } + + internal void ToggleFlag(string flag, bool enable) + { + if (!Flags.Contains(flag) && enable) + Flags.Add(flag); + + else if (Flags.Contains(flag) && !enable) + Flags.Remove(flag); + } + + //-------------------------------------------------------------------------------------------------- + // KEYWORDS + + internal bool HasKeyword(string key) + { + return GetKeyword(key) != null; + } + + internal string GetKeyword(string key) + { + if (key == null) + return null; + + if (!Keywords.ContainsKey(key)) + return null; + + return Keywords[key]; + } + + internal void SetKeyword(string key, string value) + { + if (string.IsNullOrEmpty(value)) + { + if (Keywords.ContainsKey(key)) + Keywords.Remove(key); + } + else + { + if (Keywords.ContainsKey(key)) + Keywords[key] = value; + else + Keywords.Add(key, value); + } + } + + internal void RemoveKeyword(string key) + { + if (Keywords.ContainsKey(key)) + Keywords.Remove(key); + } + + //-------------------------------------------------------------------------------------------------- + // SHADER PROPERTIES / CUSTOM MATERIAL PROPERTIES + + void ExpandAllGroups() + { + var keys = headersExpanded.Keys.ToArray(); + foreach (var key in keys) + { + headersExpanded[key] = true; + } + } + + void FoldAllGroups() + { + var keys = headersExpanded.Keys.ToArray(); + foreach (var key in keys) + { + headersExpanded[key] = false; + } + } + + public string getHeadersExpanded() + { + string headersFoldout = ""; + foreach (var kvp in headersExpanded) + { + if (kvp.Value) + { + headersFoldout += kvp.Key + ","; + } + } + return headersFoldout.TrimEnd(','); + } + + public void setHeadersExpanded(string expandedHeaders) + { + var array = expandedHeaders.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + var keys = headersExpanded.Keys.ToArray(); + foreach (var key in keys) + { + headersExpanded[key] = Array.Exists(array, str => str == key); + } + } + + public string getShaderPropertiesExpanded() + { + string spExpanded = ""; + foreach (var sp in cachedShaderProperties) + { + if (sp.expanded) + { + spExpanded += sp.Name + ","; + } + } + return spExpanded.TrimEnd(','); + } + + public void setShaderPropertiesExpanded(string spExpanded) + { + var array = spExpanded.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + foreach (var sp in cachedShaderProperties) + { + sp.expanded = Array.Exists(array, str => str == sp.Name); + } + } + + internal void ShaderPropertiesGUI() + { + GUILayout.Space(6); + + GUILayout.BeginHorizontal(); + + // Expand / Fold All + if (GUILayout.Button(TCP2_GUI.TempContent(" Expand All "), EditorStyles.miniButtonLeft)) + { + ExpandAllGroups(); + } + + if (GUILayout.Button(TCP2_GUI.TempContent(" Fold All "), EditorStyles.miniButtonRight)) + { + FoldAllGroups(); + } + + GUILayout.FlexibleSpace(); + + // Reset All + bool canReset = false; + foreach (var sp in cachedShaderProperties) + { + if (sp.manuallyModified) + { + canReset = true; + break; + } + } + using (new EditorGUI.DisabledScope(!canReset)) + { + if (GUILayout.Button(TCP2_GUI.TempContent(" Reset All "), EditorStyles.miniButton)) + { + if (EditorUtility.DisplayDialog("Reset All Shader Properties", "All Custom Shader Properties will be cleared!\nThis can't be undone!\nProceed?", "Yes", "No")) + { + foreach (var sp in cachedShaderProperties) + { + sp.ResetDefaultImplementation(); + } + } + } + } + GUILayout.EndHorizontal(); + GUILayout.Space(4); + if (ShaderGenerator2.ContextualHelpBox( + "This section allows you to modify some shader properties that will be used in the shader, based on the features enabled in the corresponding tab.\nClick here to open the documentation and see some examples.", + "shaderproperties")) + GUILayout.Space(4); + + if (visibleShaderProperties.Count == 0) + { + EditorGUILayout.HelpBox("There are no shader properties for this template.", MessageType.Info); + } + else + { + for (int i = 0; i < shaderPropertiesUIGroups.Count; i++) + { + var group = shaderPropertiesUIGroups[i]; + + if (group.header != null) + { + EditorGUI.BeginChangeCheck(); + + // hover rect as in 2019.3 UI + var rect = GUILayoutUtility.GetRect(group.header, EditorStyles.foldout, GUILayout.ExpandWidth(true)); + TCP2_GUI.DrawHoverRect(rect); + rect.xMin += 4; // small left padding + headersExpanded[group.header.text] = TCP2_GUI.HeaderFoldoutHighlightErrorGrayPosition(rect, headersExpanded[group.header.text], group.header, group.hasErrors, group.hasModifiedShaderProperties); + + if (EditorGUI.EndChangeCheck()) + { + // expand/fold all when alt/control is held + if (Event.current.alt || Event.current.control) + { + if (headersExpanded[group.header.text]) + { + ExpandAllGroups(); + } + else + { + FoldAllGroups(); + } + } + } + } + + if (group.header == null || headersExpanded[group.header.text]) + { + foreach (var sp in group.shaderProperties) + { + sp.ShowGUILayout(14); + } + } + } + } + + // Custom Material Properties + if (visibleShaderProperties.Count > 0) + { + GUILayout.Space(4); + TCP2_GUI.SeparatorSimple(); + GUILayout.Label("Custom Material Properties", EditorStyles.boldLabel); + GUILayout.Space(2); + if (ShaderGenerator2.ContextualHelpBox( + "You can define your own material properties here, that can then be shared between multiple Shader Properties. For example, this can allow you to pack textures however you want, having a mask for each R,G,B,A channel.", + "custommaterialproperties")) + { + GUILayout.Space(4); + } + + if (customMaterialPropertiesList == null || customMaterialPropertiesList.Count == 0) + { + EditorGUILayout.HelpBox("No custom material properties defined.", MessageType.Info); + var rect = GUILayoutUtility.GetLastRect(); + + const float buttonWidth = 48; + rect.width -= buttonWidth; + rect.x += rect.width; + rect.width = buttonWidth - 4; + rect.yMin += 4; + rect.yMax -= 4; + if (GUI.Button(rect, "Add")) + { + ShowCustomMaterialPropertyMenu(0); + } + } + else + { + //button callbacks + ShaderProperty.CustomMaterialProperty.ButtonClick onAdd = index => ShowCustomMaterialPropertyMenu(index); + ShaderProperty.CustomMaterialProperty.ButtonClick onRemove = index => + { + customMaterialPropertiesList[index].WillBeRemoved(); + customMaterialPropertiesList.RemoveAt(index); + }; + + //draw element callback + Action DrawCustomTextureItem = (index, margin) => + { + customMaterialPropertiesList[index].ShowGUILayout(index, onAdd, onRemove); + }; + + customTexturesLayoutList.DoLayoutList(DrawCustomTextureItem, customMaterialPropertiesList, new RectOffset(2, 0, 0, 2)); + } + } + } + + void ShowCustomMaterialPropertyMenu(int index) + { + var menu = new GenericMenu(); + var impType = typeof(ShaderProperty.Imp_MaterialProperty); + var subTypes = impType.Assembly.GetTypes().Where(type => type.IsSubclassOf(impType)); + foreach (var type in subTypes) + { + var menuLabel = type.GetProperty("MenuLabel", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public); + string label = (string)menuLabel.GetValue(null, null); + label = label.Replace("Material Property/", ""); + menu.AddItem(new GUIContent(label), false, OnAddCustomMaterialProperty, new object[] { index, type }); + } + menu.ShowAsContext(); + } + + void OnAddCustomMaterialProperty(object data) + { + var array = (object[])data; + int index = (int)array[0]; + var type = (Type)array[1]; + + if (customMaterialPropertiesList.Count == 0) + { + customMaterialPropertiesList.Add(CreateUniqueCustomTexture(type)); + } + else + { + customMaterialPropertiesList.Insert(index + 1, CreateUniqueCustomTexture(type)); + } + + ShaderGenerator2.PushUndoState(); + } + + //Get a Shader Property from the list by its name + internal ShaderProperty GetShaderPropertyByName(string name) + { + foreach (var sp in visibleShaderProperties) + if (sp.Name == name) + return sp; + + return null; + } + + //Check if the supplied property name is unique + internal bool IsUniquePropertyName(string name, IMaterialPropertyName propertyName) + { + //check existing Shader Properties of Material Property type + foreach (var sp in visibleShaderProperties) + { + foreach (var imp in sp.implementations) + { + var mp = imp as ShaderProperty.Imp_MaterialProperty; + if (mp != null && mp is IMaterialPropertyName && mp != propertyName && mp.PropertyName == name) + return false; + } + } + + //check Custom Material Properties + foreach (var ct in customMaterialPropertiesList) + if (ct != propertyName && ct.PropertyName == name) + return false; + + return true; + } + + ShaderProperty.CustomMaterialProperty CreateUniqueCustomTexture(Type impType) + { + return new ShaderProperty.CustomMaterialProperty(this.customMaterialPropertyShaderProperty, impType); + } + + internal void ClearShaderProperties() + { + this.cachedShaderProperties.Clear(); + this.visibleShaderProperties.Clear(); + } + + //Update available Shader Properties based on conditions + internal void UpdateShaderProperties(Template template) + { + //Add Unity versions to features +#if UNITY_5_4_OR_NEWER + Utils.AddIfMissing(Features, "UNITY_5_4"); +#endif +#if UNITY_5_5_OR_NEWER + Utils.AddIfMissing(Features, "UNITY_5_5"); +#endif +#if UNITY_5_6_OR_NEWER + Utils.AddIfMissing(Features, "UNITY_5_6"); +#endif +#if UNITY_2017_1_OR_NEWER + Utils.AddIfMissing(this.Features, "UNITY_2017_1"); +#endif +#if UNITY_2018_1_OR_NEWER + Utils.AddIfMissing(this.Features, "UNITY_2018_1"); +#endif +#if UNITY_2018_2_OR_NEWER + Utils.AddIfMissing(this.Features, "UNITY_2018_2"); +#endif +#if UNITY_2018_3_OR_NEWER + Utils.AddIfMissing(this.Features, "UNITY_2018_3"); +#endif +#if UNITY_2019_1_OR_NEWER + Utils.AddIfMissing(this.Features, "UNITY_2019_1"); +#endif +#if UNITY_2019_2_OR_NEWER + Utils.AddIfMissing(this.Features, "UNITY_2019_2"); +#endif +#if UNITY_2019_3_OR_NEWER + Utils.AddIfMissing(this.Features, "UNITY_2019_3"); +#endif + var parsedLines = template.GetParsedLinesFromConditions(this, null); + + //Clear arrays: will be refilled with the template's shader properties + visibleShaderProperties.Clear(); + Dictionary shaderPropertiesHeaders; + visibleShaderProperties.AddRange(template.GetConditionalShaderProperties(parsedLines, out shaderPropertiesHeaders)); + foreach (var sp in visibleShaderProperties) + { + //add to the cached properties, to be found back if needed (in case of features change) + if (!cachedShaderProperties.Contains(sp)) + { + cachedShaderProperties.Add(sp); + } + + // resolve linked shader property references now that all visible shader properties are known + sp.ResolveShaderPropertyReferences(); + + sp.onImplementationsChanged -= onShaderPropertyImplementationsChanged; // lazy way to make sure we don't subscribe more than once + sp.onImplementationsChanged += onShaderPropertyImplementationsChanged; + } + + //Find used shader properties per pass, to extract used features for each + shaderPropertiesPerPass = template.FindUsedShaderPropertiesPerPass(parsedLines); + + // Build list of shader properties and headers for the UI + shaderPropertiesUIGroups.Clear(); + ShaderPropertyGroup currentGroup = new ShaderPropertyGroup() + { + shaderProperties = new List(), + hasModifiedShaderProperties = false, + hasErrors = false, + header = null + }; + + + Action addCurrentGroup = () => + { + if (currentGroup.shaderProperties.Count > 0) + { + shaderPropertiesUIGroups.Add(currentGroup); + + if (!headersExpanded.ContainsKey(currentGroup.header.text)) + { + headersExpanded.Add(currentGroup.header.text, false); + } + } + }; + + for (int i = 0; i < visibleShaderProperties.Count; i++) + { + if (shaderPropertiesHeaders.ContainsKey(i)) + { + addCurrentGroup(); + + currentGroup = new ShaderPropertyGroup() + { + shaderProperties = new List(), + hasModifiedShaderProperties = false, + hasErrors = false, + header = shaderPropertiesHeaders[i] + }; + } + + currentGroup.shaderProperties.Add(visibleShaderProperties[i]); + currentGroup.hasModifiedShaderProperties |= visibleShaderProperties[i].manuallyModified; + currentGroup.hasErrors |= visibleShaderProperties[i].error; + } + addCurrentGroup(); + } + + public void UpdateCustomMaterialProperties() + { + foreach(var cmp in customMaterialPropertiesList) + { + cmp.implementation.CheckErrors(); + } + } + + private void onShaderPropertyImplementationsChanged() + { + ShaderGenerator2.NeedsShaderPropertiesUpdate = true; + ShaderGenerator2.PushUndoState(); + } + + //Process #KEYWORDS line from Template + //Use temp features & flags to avoid permanent toggles (e.g. NOTILE_SAMPLING) + //As long as the original features are there, they should be triggered each time anyway + /// 'true' if a new feature/flag has been added/removed, so that we can reprocess the whole keywords block + internal bool ProcessKeywords(string line, List tempFeatures, List tempFlags) + { + if (string.IsNullOrEmpty(line)) + { + return false; + } + + //Inside valid block + var parts = line.Split(new[] { "\t" }, StringSplitOptions.RemoveEmptyEntries); + switch (parts[0]) + { + case "set": //legacy + case "set_keyword": + { + var keywordValue = parts.Length > 2 ? parts[2] : ""; + if (Keywords.ContainsKey(parts[1])) + Keywords[parts[1]] = keywordValue; + else + Keywords.Add(parts[1], keywordValue); + break; + } + + case "enable_kw": //legacy + case "feature_on": + { + if (Utils.AddIfMissing(tempFeatures, parts[1])) + { + return true; + } + + break; + } + case "disable_kw": //legacy + case "feature_off": + { + if (Utils.RemoveIfExists(tempFeatures, parts[1])) + { + return true; + } + + break; + } + + case "enable_flag": //legacy + case "flag_on": + if (tempFlags != null) + { + if (Utils.AddIfMissing(tempFlags, parts[1])) + { + return true; + } + } + break; + case "disable_flag": //legacy + case "flag_off": + if (tempFlags != null) + { + if (Utils.RemoveIfExists(tempFlags, parts[1])) + { + return true; + } + } + break; + } + + return false; + } + + // Cache the expanded state of the visible shader properties, to restore them after shader generation/update + static HashSet expandedCache; + static Dictionary headersExpandedCache; + void UI_CacheExpandedState() + { + headersExpandedCache = new Dictionary(); + foreach (var kvp in headersExpanded) + { + headersExpandedCache.Add(kvp.Key, kvp.Value); + } + + expandedCache = new HashSet(); + foreach (var shaderProperty in visibleShaderProperties) + { + if (shaderProperty.expanded) + { + expandedCache.Add(shaderProperty.Name); + } + } + } + + void UI_RestoreExpandedState() + { + if (expandedCache == null && headersExpandedCache == null) + { + return; + } + + foreach (var kvp in headersExpandedCache) + { + if (headersExpanded.ContainsKey(kvp.Key)) + { + headersExpanded[kvp.Key] = kvp.Value; + } + else + { + headersExpanded.Add(kvp.Key, kvp.Value); + } + } + + foreach (var shaderProperty in visibleShaderProperties) + { + if (expandedCache.Contains(shaderProperty.Name)) + { + shaderProperty.expanded = true; + } + } + + expandedCache = null; + headersExpandedCache = null; + } + + // Useful callbacks + public void OnBeforeGenerateShader() + { + UI_CacheExpandedState(); + } + + public void OnAfterGenerateShader() + { + UI_RestoreExpandedState(); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Config.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Config.cs.meta new file mode 100644 index 00000000..5dcffdfa --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Config.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2ac1a4af92045af47a8c039bcdd5b55c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/GlobalOptions.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/GlobalOptions.cs new file mode 100644 index 00000000..2a60c626 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/GlobalOptions.cs @@ -0,0 +1,111 @@ +// Toony Colors Pro 2 +// (c) 2014-2020 Jean Moreno + +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEngine; + +// Represents the global options for the Shader Generator, using the EditorPrefs API + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + // Global Options shared across all Unity projects + public static class GlobalOptions + { + [System.Serializable] + public class Data + { + public bool ShowOptions = true; + public bool ShowDisabledFeatures = true; + public bool SelectGeneratedShader = true; + public bool ShowContextualHelp = true; + public bool DockableWindow = false; + } + static Data _data; + public static Data data + { + get + { + if (_data == null) + { + LoadUserPrefs(); + } + return _data; + } + } + + public static void LoadUserPrefs() + { + string dataStr = EditorPrefs.GetString("TCP2_GlobalOptions", null); + _data = new Data(); + if (!string.IsNullOrEmpty(dataStr)) + { + EditorJsonUtility.FromJsonOverwrite(dataStr, _data); + } + } + + public static void SaveUserPrefs() + { + EditorPrefs.SetString("TCP2_GlobalOptions", EditorJsonUtility.ToJson(data)); + } + } + + // Project Options only saved for this Unity project + public static class ProjectOptions + { + [System.Serializable] + public class Data + { + public bool AutoNames = true; + public bool SubFolders = true; + public bool OverwriteConfig = false; + public bool LoadAllShaders = false; + public string CustomOutputPath = ShaderGenerator2.OUTPUT_PATH; + public string LastImplementationExportImportPath = Application.dataPath; + public List OpenedFoldouts = new List(); + public bool UseCustomFont = false; + public Font CustomFont = null; + + public bool CustomFontInitialized = false; + } + static Data _data; + public static Data data + { + get + { + if (_data == null) + { + LoadProjectOptions(); + } + return _data; + } + } + + static string GetPath() + { + return Application.dataPath.Replace(@"\","/") + "/../ProjectSettings/ToonyColorsPro.json"; + } + + public static void LoadProjectOptions() + { + _data = new Data(); + string path = GetPath(); + if (File.Exists(path)) + { + string json = File.ReadAllText(path); + EditorJsonUtility.FromJsonOverwrite(json, _data); + } + } + + public static void SaveProjectOptions() + { + string path = GetPath(); + string json = EditorJsonUtility.ToJson(_data, true); + File.WriteAllText(path, json); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/GlobalOptions.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/GlobalOptions.cs.meta new file mode 100644 index 00000000..48031662 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/GlobalOptions.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7d51d401d5c6d7e4a8fcbe735c63b6ce +timeCreated: 1533307539 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Module.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Module.cs new file mode 100644 index 00000000..f646ef5b --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Module.cs @@ -0,0 +1,362 @@ +// Toony Colors Pro 2 +// (c) 2014-2020 Jean Moreno + +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; + +// Represents a Shader Generator 2 module: external file that has specific code for a feature, that can be reused among templates + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + public class Module + { + public class Argument + { + public string name; + + //Variable type is parsed but we actually don't care about it in the code, it's just an indication in the Module file for proper integration into the Template + public string variable; + + public override string ToString() + { + return string.Format("{0} : {1}", name, variable); + } + } + + public string name; + public string[] Features = new string[0]; + public string[] PropertiesNew = new string[0]; + public string[] Keywords = new string[0]; + public string[] ShaderFeaturesBlock = new string[0]; + public string[] PropertiesBlock = new string[0]; + public string[] Variables = new string[0]; + public string[] InputStruct = new string[0]; + Dictionary Vertices = new Dictionary(); + Dictionary Fragments = new Dictionary(); + + Dictionary VerticesArgs = new Dictionary(); + Dictionary FragmentsArgs = new Dictionary(); + + static public Module CreateFromName(string moduleName) + { + string moduleFile = string.Format("Module_{0}.txt", moduleName); + string rootPath = Utils.FindReadmePath(true); + string modulePath = string.Format("{0}/Shader Templates 2/Modules/{1}", rootPath, moduleFile); + + var textAsset = AssetDatabase.LoadAssetAtPath(modulePath); + + //Can't find through default path, try to search for the file using AssetDatabase + if(textAsset == null) + { + var matches = AssetDatabase.FindAssets(string.Format("Module_{0} t:textasset", moduleName)); + if (matches.Length > 0) + { + // Get the first result + textAsset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(matches[0])); + } + else + { + Debug.LogError(ShaderGenerator2.ErrorMsg(string.Format("Can't find module using Unity's search system. Make sure that the file 'Module_{0}' is in the project!", moduleName))); + } + } + + if(textAsset == null) + { + Debug.LogError(ShaderGenerator2.ErrorMsg(string.Format("Can't load module: '{0}'", moduleName))); + return null; + } + + var lines = textAsset.text.Split(new string[] { "\r\n", "\n" }, System.StringSplitOptions.None); + + List features = new List(); + List propertiesNew = new List(); + List keywords = new List(); + List shaderFeaturesBlock = new List(); + List propertiesBlock = new List(); + List variables = new List(); + List inputStruct = new List(); + + Dictionary> verticesArgs = new Dictionary>(); + Dictionary> fragmentsArgs = new Dictionary>(); + Dictionary> vertices = new Dictionary>(); + Dictionary> fragments = new Dictionary>(); + + List currentList = null; + + foreach (var line in lines) + { + if(line.StartsWith("#") && !line.Contains("_IMPL")) + { + var lineTrim = line.Trim(); + + //fragment can have arguments, so check the start of the line instead of exact word + if(lineTrim.StartsWith("#VERTEX")) + { + var key = ""; + if(lineTrim.Contains(":")) + { + int start = "#VERTEX:".Length; + int end = lineTrim.IndexOf('('); + key = lineTrim.Substring(start, end - start); + } + + currentList = new List(); + vertices.Add(key, currentList); + + if (lineTrim.Contains("(") && lineTrim.Contains(")")) + { + //parse arguments + var vertexArgs = ParseArguments(lineTrim); + verticesArgs.Add(key, vertexArgs); + } + } + //#LIGHTING is an alias for fragment here, just to differentiate in the template code + else if(lineTrim.StartsWith("#FRAGMENT") || lineTrim.StartsWith("#LIGHTING")) + { + var key = ""; + if (lineTrim.Contains(":")) + { + int start = "#FRAGMENT:".Length; + int end = lineTrim.IndexOf('('); + if(end >= 0) + key = lineTrim.Substring(start, end - start); + else + key = lineTrim.Substring(start); + } + + currentList = new List(); + fragments.Add(key, currentList); + + if(lineTrim.Contains("(") && lineTrim.Contains(")")) + { + //parse arguments + var fragmentArgs = ParseArguments(lineTrim); + fragmentsArgs.Add(key, fragmentArgs); + } + } + else + { + switch(lineTrim) + { + case "#FEATURES": currentList = features; break; + case "#PROPERTIES_NEW": currentList = propertiesNew; break; + case "#KEYWORDS": currentList = keywords; break; + case "#PROPERTIES_BLOCK": currentList = propertiesBlock; break; + case "#SHADER_FEATURES_BLOCK": currentList = shaderFeaturesBlock; break; + case "#VARIABLES": currentList = variables; break; + case "#INPUT": currentList = inputStruct; break; + case "#END": currentList = null; break; + } + } + } + else + { + if(currentList != null) + { + currentList.Add(line); + } + } + } + + Module module = new Module(); + module.name = moduleName; + module.Features = features.ToArray(); + module.PropertiesNew = propertiesNew.ToArray(); + module.Keywords = keywords.ToArray(); + module.ShaderFeaturesBlock = shaderFeaturesBlock.ToArray(); + module.PropertiesBlock = propertiesBlock.ToArray(); + module.Variables = variables.ToArray(); + module.InputStruct = inputStruct.ToArray(); + + // #VERTEX + if (vertices.Count == 0) + { + vertices.Add("", new List()); + verticesArgs.Add("", new List()); + } + + foreach (var vertexPair in vertices) + { + var key = vertexPair.Key; + module.Vertices.Add(key, vertexPair.Value.ToArray()); + if (verticesArgs.ContainsKey(key)) + { + module.VerticesArgs.Add(key, verticesArgs[key].ToArray()); + } + } + + // #FRAGMENT + if (fragments.Count == 0) + { + fragments.Add("", new List()); + fragmentsArgs.Add("", new List()); + } + + foreach (var fragmentPair in fragments) + { + var key = fragmentPair.Key; + module.Fragments.Add(key, fragmentPair.Value.ToArray()); + if (fragmentsArgs.ContainsKey(key)) + { + module.FragmentsArgs.Add(key, fragmentsArgs[key].ToArray()); + } + } + + module.ProcessIndentation(); + + return module; + } + + static List ParseArguments(string line) + { + var list = new List(); + + //parse arguments + int start = line.IndexOf("(")+1; + int end = line.IndexOf(")"); + var content = line.Substring(start, end-start); + var args = content.Split(','); + for(int i = 0; i < args.Length; i++) + { + var arg = args[i].Trim(); + int spaceIndex = arg.IndexOf(arg.Substring(arg.IndexOf(' '))); + var type = arg.Substring(0, spaceIndex); + var name = arg.Substring(spaceIndex+1); + var argument = new Argument() + { + variable = type, + name = name + }; + list.Add(argument); + } + return list; + } + + //Find minimum indentation and remove for every line for each block + void ProcessIndentation() + { + RemoveMinimumIndentation(this.Features); + RemoveMinimumIndentation(this.PropertiesNew); + RemoveMinimumIndentation(this.Keywords); + RemoveMinimumIndentation(this.ShaderFeaturesBlock); + RemoveMinimumIndentation(this.PropertiesBlock); + RemoveMinimumIndentation(this.Variables); + RemoveMinimumIndentation(this.InputStruct); + RemoveMinimumIndentation(this.Vertices); + RemoveMinimumIndentation(this.Fragments); + } + + void RemoveMinimumIndentation(Dictionary dict) + { + foreach (var key in dict.Keys) + { + RemoveMinimumIndentation(dict[key]); + } + } + + void RemoveMinimumIndentation(string[] block) + { + if(block == null) + return; + + //Find minimum number of leading tabs across all lines + int minIndent = 999; + for (int i = 0; i < block.Length; i++) + { + string trimmedBlock = block[i].Trim(); + if (trimmedBlock.StartsWith("///") || block[i].StartsWith("#") || string.IsNullOrEmpty(trimmedBlock)) + { + continue; + } + + // special cases to ignore, as they won't be part of the shader code + if (trimmedBlock[0] == '#' && trimmedBlock.Contains("not_empty")) + { + continue; + } + + int j = 0; + while(j < block[i].Length && block[i][j] == '\t') + { + j++; + } + minIndent = Mathf.Min(minIndent, j); + } + + //Remove that minimum value for all lines (excluding /// and ENABLE_IMPL and DISABLE_IMPL) + for(int i = 0; i < block.Length; i++) + { + string trim = block[i].Trim(); + if (trim.StartsWith("///") || (trim.StartsWith("#") && trim.Contains("_IMPL"))) + continue; + + if (trim.StartsWith("#") && trim.Contains("not_empty")) + continue; + + if (block[i].Length > minIndent) + block[i] = block[i].Substring(minIndent); + } + } + + //Return the Vertex Lines with the arguments replaced with their proper names + public string[] VertexLines(List arguments, string key = "") + { + Argument[] args; + VerticesArgs.TryGetValue(key, out args); + return ArgumentLines(Vertices[key], args, arguments); + } + + //Return the Fragment Lines with the arguments replaced with their proper names + public string[] FragmentLines(List arguments, string key = "") + { + Argument[] args; + string[] lines; + FragmentsArgs.TryGetValue(key, out args); + Fragments.TryGetValue(key, out lines); + + if (lines == null) + { + Debug.LogError(ShaderGenerator2.ErrorMsg(string.Format("Can't find #FRAGMENT/#LIGHTING for Module '{0}{1}'", this.name, string.IsNullOrEmpty(key) ? "" : ":" + key))); + return null; + } + + return ArgumentLines(lines, args, arguments); + } + + string[] ArgumentLines(string[] array, Argument[] arguments, List suppliedArguments) + { + if(arguments == null || arguments.Length == 0) + return array; + else + { + if(suppliedArguments.Count != arguments.Length) + { + Debug.LogError(ShaderGenerator2.ErrorMsg(string.Format("[Module {4}] Invalid number of arguments provided: got {0}, expected {1}:\nExpected: {2}\nSupplied: {3}", + suppliedArguments.Count, + arguments.Length, + string.Join(", ", System.Array.ConvertAll(arguments, a => a.ToString())), + string.Join(", ", suppliedArguments.ToArray()), + this.name))); + } + + var list = new List(); + foreach(var line in array) + { + string lineWithArgs = line; + for(int i = 0; i < arguments.Length; i++) + { + lineWithArgs = System.Text.RegularExpressions.Regex.Replace(lineWithArgs, @"\b" + arguments[i].name + @"\b", suppliedArguments[i]); + } + list.Add(lineWithArgs); + } + + return list.ToArray(); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Module.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Module.cs.meta new file mode 100644 index 00000000..b2ca4b7a --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Module.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2f889d3ca34c2884eb1a88a3dcbf7b5a +timeCreated: 1534939325 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ReorderableLayoutList.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ReorderableLayoutList.cs new file mode 100644 index 00000000..e058473f --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ReorderableLayoutList.cs @@ -0,0 +1,308 @@ +using System; +using System.Collections; +using UnityEditor; +using UnityEngine; + +public class ReorderableLayoutList +{ + const float DRAG_WIDTH = 20; + + int bufferedDraggedElement = -1; + int draggedElement = -1; + Vector2 mouseDragOrigin; + float mouseDragOffset; + Rect[] elementRects; + + float yOffset; + float lastSwappedHeight; //last swapped element height + float draggedHeight; //currently dragged element height + + int swappedElementAnimation = -1; + float swappedElementPosOffset = 0f; + float swappedElementOffset = 0f; + float swappedElementAnimationTime = 0f; + const float kSwappedElementDuration = 0.2f; + bool pendingReorderChange; + + public delegate void NeedRepaint(); + public static event NeedRepaint OnNeedRepaint; + + private static void Repaint() + { + if(OnNeedRepaint != null) + OnNeedRepaint(); + } + + public bool DoLayoutList(Action DrawElement, IList list, float dragWidth = DRAG_WIDTH) + { + return DoLayoutList(DrawElement, list, new RectOffset(0, 0, 0, 0), dragWidth); + } + + Vector2 mousePosition; + static GUIStyle _dragHandle; + static GUIStyle dragHandle + { + get + { + if(_dragHandle == null) + { + _dragHandle = "RL DragHandle"; + } + return _dragHandle; + } + } + static readonly int hash_dragHandle = "RL DragHandle".GetHashCode(); + + // Returns 'true' when elements have been reordered + public bool DoLayoutList(Action DrawElement, IList list, RectOffset padding, float dragWidth = DRAG_WIDTH) + { + bool canBeDragged = list != null && list.Count > 1; + + if(Event.current.type != EventType.Layout) + mousePosition = Event.current.mousePosition; + + var guiColor = GUI.color; + + if(elementRects == null || elementRects.Length != list.Count) + { + elementRects = new Rect[list.Count]; + } + + //lambda function so that we can reorder drawing when one is selected + Action DrawListItem = i => + { + float mouseDelta = 0; + + if(draggedElement == i) + { + //offset ui drawing based on mouse delta + mouseDelta = mouseDragOrigin.y + mouseDragOffset - mousePosition.y; + + //block at the top/bottom of the ui + float yMax = mouseDragOffset; + float yMin = 0; + for(var j = 0; j < list.Count; j++) + { + if(j < i) + yMax += elementRects[j].height; + else if(j > i) + yMin -= elementRects[j].height; + } + mouseDelta = Mathf.Clamp(mouseDelta, yMin, yMax); + + //negative space to offset the ui freely + GUILayout.Space(-mouseDelta); + } + else if(swappedElementAnimation == i) + { + //swapped element animation: slide towards target position + float delta = Mathf.Clamp01((Time.realtimeSinceStartup - swappedElementAnimationTime) / kSwappedElementDuration); + //simple easing animation (ease out quad) + System.Func animationEasing = (x) => { return -1f * x * (x-2); }; + swappedElementOffset = Mathf.Lerp(swappedElementPosOffset, 0, animationEasing(delta)); + GUILayout.Space(-swappedElementOffset); + } + + //get dragging rect + var dragRect = EditorGUILayout.BeginVertical(); + { + if (draggedElement == i) + { + var c = EditorGUIUtility.isProSkin ? 0.2f : 0.75f; + GUI.color *= new Color(c, c, c, 0.85f); + EditorGUI.DrawRect(dragRect, Color.white); + GUI.color = guiColor; + } + + //build array of draggable rectangle zones + if (draggedElement < 0 && Event.current.type == EventType.Repaint) + { + elementRects[i] = dragRect; + } + + dragRect.xMin += padding.left; + dragRect.width = dragWidth - 2; + dragRect.xMax -= padding.right; + dragRect.yMin += padding.top; + dragRect.yMax -= padding.bottom; + + //dragging zone UI + var drawRect = dragRect; + drawRect.yMin += 7; + drawRect.yMax -= 4; + + //draw drag handle icons + if (Event.current.type == EventType.Repaint) + { + //ui color to indicate we are dragging this implementation + if (!canBeDragged) + { + GUI.color *= new Color(1, 1, 1, .25f); + } + if (draggedElement == i) + { + GUI.color *= new Color(.8f, .8f, .8f); + } + + const float dragHeight = 6; + var count = Mathf.FloorToInt(drawRect.height / dragHeight); + var margin = drawRect.height - count*dragHeight; + for (var j = 0; j < count; j++) + { + var dragIconRect = drawRect; + dragIconRect.xMin += 5; + dragIconRect.xMax -= 5; + dragIconRect.height = dragHeight; + dragIconRect.y = drawRect.y + (j*dragHeight) + margin/2f; + dragHandle.Draw(dragIconRect, GUIContent.none, hash_dragHandle); + } + + GUI.color = guiColor; + } + + //change cursor when over drag zone + if (canBeDragged) + { + if (draggedElement > -1) + EditorGUIUtility.AddCursorRect(dragRect, MouseCursor.Pan); + else + EditorGUIUtility.AddCursorRect(dragRect, MouseCursor.MoveArrow); + } + + //callback to GUI drawing, including margin + DrawElement(i, dragWidth + 2); + } + EditorGUILayout.EndVertical(); + + //listen to mouse drag events + if (canBeDragged) + { + if (Event.current.type == EventType.MouseDown && dragRect.Contains(mousePosition)) + { + bufferedDraggedElement = i; + mouseDragOrigin = mousePosition; + lastSwappedHeight = elementRects[i].height; + draggedHeight = elementRects[i].height; + GUIUtility.keyboardControl = 0; + GUIUtility.hotControl = 0; + Repaint(); + } + } + + if(draggedElement == i) + { + //compensate offset + GUILayout.Space(mouseDelta); + } + else if(swappedElementAnimation == i) + { + //swapped element animation: slide towards target position + GUILayout.Space(swappedElementOffset); + Repaint(); + } + }; + + // catch stop dragging events now before they could be used + bool stopDrag = false; + if (Event.current.type == EventType.MouseUp || Event.current.rawType == EventType.MouseUp) + { + stopDrag = true; + } + + for (var i = 0; i < list.Count; i++) + { + if(draggedElement == i) + { + //leave space for dragged imp: will be drawn last + GUILayout.Space(draggedHeight); + if (Event.current.type == EventType.Layout) + { + yOffset = 0; + } + } + else + { + DrawListItem(i); + + if (Event.current.type == EventType.Layout) + { + yOffset += elementRects[i].height; + } + } + } + + //draw the dragged imp last so that it is in front of the other ones + if(draggedElement > -1) + { + GUILayout.Space(-(yOffset + draggedHeight)); + DrawListItem(draggedElement); + GUILayout.Space(yOffset); + } + + //need to apply the dragged imp after the loop to prevent gui layout mismatch errors + if(Event.current.isMouse) + { + draggedElement = bufferedDraggedElement; + } + + //mouse drag event: swap the implementations if mouse is inside a particular imp rect + if(draggedElement > -1 && Event.current.type == EventType.MouseDrag) + { + //repaint window + Repaint(); + + for(var i = 0; i < elementRects.Length; i++) + { + if(elementRects[i].Contains(mousePosition) && draggedElement != i) + { + //swap the list items + var tmp = list[i]; + list[i] = list[draggedElement]; + list[draggedElement] = tmp; + + //compensate y diff for mouseOrigin + var diff = elementRects[i].y - elementRects[draggedElement].y; + mouseDragOrigin.y += diff; + + //compensate size difference between swapped implementations + var heightDiff = lastSwappedHeight - elementRects[i].height; + lastSwappedHeight = elementRects[i].height; + mouseDragOffset -= heightDiff; + + //set the animated swapped element + swappedElementAnimation = draggedElement; + swappedElementAnimationTime = Time.realtimeSinceStartup; + //going up + if((draggedElement > i)) + swappedElementPosOffset = -mouseDragOffset - diff; + //going down + else + swappedElementPosOffset = mouseDragOffset - elementRects[i].height; + + //swap current dragged imp + bufferedDraggedElement = i; + draggedElement = i; + + pendingReorderChange = true; + } + } + } + + // stop dragging : needs to be at the end to prevent GUI mismatch errors + if(stopDrag) + { + bufferedDraggedElement = -1; + draggedElement = -1; + mouseDragOffset = 0f; + Repaint(); + + if(pendingReorderChange) + { + pendingReorderChange = false; + return true; + } + } + + return false; + } +} diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ReorderableLayoutList.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ReorderableLayoutList.cs.meta new file mode 100644 index 00000000..1c63539f --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ReorderableLayoutList.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e2c382e1dc4dc924fa3a26e7d6f2870e +timeCreated: 1533039660 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/SGUILayout.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/SGUILayout.cs new file mode 100644 index 00000000..9b5afae1 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/SGUILayout.cs @@ -0,0 +1,714 @@ +// Toony Colors Pro 2 +// (c) 2014-2020 Jean Moreno + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; + +//Extended GUILayout for Shader Generator 2 + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + static class SGUILayout + { + public static float Indent = 0f; + + //-------------------------------------------------------------------------------------------------------------------------------- + // UI Constants + + public static class Constants + { + public const string screenSpaceUVLabel = "Screen Space"; + public const string worldPosUVLabel = "World Position"; + + public static readonly string[] DefaultTextureValues = + { + "white", + "black", + "gray", + "bump" + }; + + public static readonly string[] UvChannelOptions = + { + "texcoord0", + "texcoord1", + "texcoord2", + "texcoord3", + screenSpaceUVLabel, + worldPosUVLabel + }; + + public static readonly string[] UvChannelOptionsVertex = + { + "texcoord0", + "texcoord1", + "texcoord2", + "texcoord3" + }; + + public static string[] LockedUvChannelOptions = + { + "computed in shader" + }; + + public static readonly string[] UvAnimationOptions = + { + "Off", + "Scrolling", + "Random Offset" + }; + } + + //-------------------------------------------------------------------------------------------------------------------------------- + // GUIStyles + + internal static class Styles + { + static GUIStyle _GrayLabel; + internal static GUIStyle GrayLabel + { + get + { + if(_GrayLabel == null) + { + var color = EditorGUIUtility.isProSkin ? new Color32(130, 130, 130, 255) : new Color32(100, 100, 100, 255); + _GrayLabel = new GUIStyle(EditorStyles.label); + _GrayLabel.normal.textColor = color; + _GrayLabel.active.textColor = color; + _GrayLabel.focused.textColor = color; + _GrayLabel.hover.textColor = color; + } + return _GrayLabel; + } + } + + static GUIStyle _GrayMiniLabel; + internal static GUIStyle GrayMiniLabel + { + get + { + if(_GrayMiniLabel == null) + { + _GrayMiniLabel = new GUIStyle("ShurikenLabel") + { + fixedHeight = 13, + padding = new RectOffset(2, 4, 0, 0), + fontSize = shurikenFontSize + }; + var c = EditorGUIUtility.isProSkin ? .7f : .3f; + _GrayMiniLabel.normal.textColor = new Color(c, c, c, 1.0f); + } + return _GrayMiniLabel; + } + } + + static GUIStyle _GrayMiniLabelWrap; + internal static GUIStyle GrayMiniLabelWrap + { + get + { + if (_GrayMiniLabelWrap == null) + { + _GrayMiniLabelWrap = new GUIStyle(GrayMiniLabel) + { + wordWrap = true, + fixedHeight = 0, + stretchHeight = false, + stretchWidth = false + }; + } + return _GrayMiniLabelWrap; + } + } + + static GUIStyle _GrayMiniLabelWrapHighlighted; + internal static GUIStyle GrayMiniLabelWrapHighlighted + { + get + { + if (_GrayMiniLabelWrapHighlighted == null) + { + _GrayMiniLabelWrapHighlighted = new GUIStyle(GrayMiniLabelWrap) + { + fontStyle = FontStyle.Bold + }; + var textColor = EditorGUIUtility.isProSkin ? new Color(0.0f, 0.574f, 0.488f) : new Color(0.03f, 0.46f, 0.4f); + _GrayMiniLabelWrapHighlighted.normal.textColor = textColor; + } + return _GrayMiniLabelWrapHighlighted; + } + } + + + static GUIStyle _GrayMiniBoldLabel; + internal static GUIStyle GrayMiniBoldLabel + { + get + { + if(_GrayMiniBoldLabel == null) + { + _GrayMiniBoldLabel = new GUIStyle(GrayMiniLabel) + { + fontStyle = FontStyle.Bold + }; + } + return _GrayMiniBoldLabel; + } + } + + static GUIStyle _GrayMiniLabelHighlighted; + internal static GUIStyle GrayMiniLabelHighlighted + { + get + { + if (_GrayMiniLabelHighlighted == null) + { + _GrayMiniLabelHighlighted = new GUIStyle(GrayMiniLabel) + { + fontStyle = FontStyle.Bold + }; + + var textColor = EditorGUIUtility.isProSkin ? new Color(0.0f, 0.574f, 0.488f) : new Color(0.03f, 0.46f, 0.4f); + _GrayMiniLabelHighlighted.normal.textColor = textColor; + } + return _GrayMiniLabelHighlighted; + } + } + + private static GUIStyle _GrayMiniFoldout; + public static GUIStyle GrayMiniFoldout + { + get + { + if (_GrayMiniFoldout == null) + { + _GrayMiniFoldout = new GUIStyle(EditorStyles.foldout); + + var grayMiniLabel = GrayMiniLabel; + _GrayMiniFoldout.alignment = grayMiniLabel.alignment; + _GrayMiniFoldout.font = grayMiniLabel.font; + _GrayMiniFoldout.fontStyle = grayMiniLabel.fontStyle; + _GrayMiniFoldout.margin = grayMiniLabel.margin; + _GrayMiniFoldout.padding = new RectOffset(16, 0, 0, 0); + _GrayMiniFoldout.richText = grayMiniLabel.richText; + _GrayMiniFoldout.stretchHeight = grayMiniLabel.stretchHeight; + _GrayMiniFoldout.stretchWidth = grayMiniLabel.stretchWidth; + _GrayMiniFoldout.fixedHeight = 0; + _GrayMiniFoldout.fixedWidth = 0; + + _GrayMiniFoldout.normal.textColor = grayMiniLabel.normal.textColor; + _GrayMiniFoldout.onNormal.textColor = grayMiniLabel.normal.textColor; + _GrayMiniFoldout.focused.textColor = grayMiniLabel.normal.textColor; + _GrayMiniFoldout.onFocused.textColor = grayMiniLabel.normal.textColor; + _GrayMiniFoldout.hover.textColor = grayMiniLabel.normal.textColor; + _GrayMiniFoldout.onHover.textColor = grayMiniLabel.normal.textColor; + + var gray = EditorGUIUtility.isProSkin ? 0.4f : 0.45f; + var textColorActive = new Color(gray, gray, gray); + _GrayMiniFoldout.active.textColor = textColorActive; + _GrayMiniFoldout.onActive.textColor = textColorActive; + + _GrayMiniFoldout.normal.background = TCP2_GUI.GetCustomTexture("TCP2_FoldoutArrowRight"); + _GrayMiniFoldout.active.background = _GrayMiniFoldout.normal.background; + _GrayMiniFoldout.focused.background = _GrayMiniFoldout.normal.background; + _GrayMiniFoldout.hover.background = _GrayMiniFoldout.normal.background; + + _GrayMiniFoldout.onNormal.background = TCP2_GUI.GetCustomTexture("TCP2_FoldoutArrowDown"); + _GrayMiniFoldout.onActive.background = _GrayMiniFoldout.onNormal.background; + _GrayMiniFoldout.onFocused.background = _GrayMiniFoldout.onNormal.background; + _GrayMiniFoldout.onHover.background = _GrayMiniFoldout.onNormal.background; + + } + return _GrayMiniFoldout; + } + } + + static GUIStyle _GrayMiniFoldoutHighlighted; + internal static GUIStyle GrayMiniFoldoutHighlighted + { + get + { + if (_GrayMiniFoldoutHighlighted == null) + { + _GrayMiniFoldoutHighlighted = new GUIStyle(GrayMiniFoldout) + { + fontStyle = FontStyle.Bold, + }; + + var textColor = EditorGUIUtility.isProSkin ? new Color(0.0f, 0.574f, 0.488f) : new Color(0.03f, 0.46f, 0.4f); + _GrayMiniFoldoutHighlighted.normal.textColor = textColor; + _GrayMiniFoldoutHighlighted.active.textColor = textColor; + _GrayMiniFoldoutHighlighted.focused.textColor = textColor; + _GrayMiniFoldoutHighlighted.hover.textColor = textColor; + _GrayMiniFoldoutHighlighted.onNormal.textColor = textColor; + _GrayMiniFoldoutHighlighted.onActive.textColor = textColor; + _GrayMiniFoldoutHighlighted.onFocused.textColor = textColor; + _GrayMiniFoldoutHighlighted.onHover.textColor = textColor; + } + return _GrayMiniFoldoutHighlighted; + } + } + + static GUIStyle _GrayInlineLabel; + internal static GUIStyle GrayInlineLabel + { + get + { + if(_GrayInlineLabel == null) + { + _GrayInlineLabel = new GUIStyle(GrayLabel); + } + return _GrayInlineLabel; + } + } + + static GUIStyle _LineStyle; + internal static GUIStyle LineStyle + { + get + { + if(_LineStyle == null) + { + _LineStyle = new GUIStyle(); + _LineStyle.normal.background = EditorGUIUtility.whiteTexture; + _LineStyle.stretchWidth = true; + } + + return _LineStyle; + } + } + + // ---------------------------------------------------------------- + // SHURIKEN STYLES OVERRIDES + + const int shurikenFontSize = 11; + + static GUIStyle _ShurikenValue; + internal static GUIStyle ShurikenValue + { + get + { + if (_ShurikenValue == null) + { + _ShurikenValue = new GUIStyle("ShurikenValue") + { + fontSize = shurikenFontSize + }; + } + return _ShurikenValue; + } + } + + static GUIStyle _ShurikenPopup; + internal static GUIStyle ShurikenPopup + { + get + { + if (_ShurikenPopup == null) + { + _ShurikenPopup = new GUIStyle("ShurikenPopup") + { + fontSize = shurikenFontSize + }; + } + return _ShurikenPopup; + } + } + + static GUIStyle _ShurikenToggle; + internal static GUIStyle ShurikenToggle + { + get + { + if (_ShurikenToggle == null) + { + _ShurikenToggle = new GUIStyle("ShurikenToggle") + { + fontSize = shurikenFontSize + }; + } + return _ShurikenToggle; + } + } + + static GUIStyle _ShurikenTextArea; + internal static GUIStyle ShurikenTextArea + { + get + { + if (_ShurikenTextArea == null) + { + _ShurikenTextArea = new GUIStyle(ShurikenValue) + { + fixedHeight = 0, + alignment = TextAnchor.UpperLeft + }; + } + return _ShurikenTextArea; + } + } + + static GUIStyle _ShurikenObjectField; + internal static GUIStyle ShurikenObjectField + { + get + { + if (_ShurikenObjectField == null) + { + _ShurikenObjectField = new GUIStyle(EditorStyles.objectField) + { + fixedHeight = 13, + fontSize = shurikenFontSize + }; + } + return _ShurikenObjectField; + } + } + } + + //-------------------------------------------------------------------------------------------------------------------------------- + // GUILayout-like Methods + + static string RGBAOptions = "RGBA"; + public static char RGBASelector(char currentChannel) + { + return GenericSelector(RGBAOptions, currentChannel); + } + public static string RGBASelector(string currentChannel) + { + return RGBASelector(currentChannel[0]).ToString(); + } + + static string XYZWOptions = "XYZW"; + public static char XYZWSelector(char currentChannel) + { + return GenericSelector(XYZWOptions, currentChannel); + } + public static string XYZWSelector(string currentChannel) + { + return XYZWSelector(currentChannel[0]).ToString(); + } + + public static string GenericSelector(string options, string current, float buttonWidth = 25) + { + return GenericSelector(options, current[0], buttonWidth).ToString(); + } + public static char GenericSelector(string options, char current, float buttonWidth = 25) + { + var upperCurrent = char.ToUpperInvariant(current); + var selected = options.IndexOf(upperCurrent); + if(selected < 0) selected = 0; + + var w = buttonWidth; + for(var i = 0; i < options.Length; i++) + { + var rect = GUILayoutUtility.GetRect(GUIContent.none, TCP2_GUI.ShurikenMiniButton, GUILayout.Height(15), GUILayout.Width(w)); + rect.height = 12; + rect.y -= 1; //small hack to align with the shuriken ui components + + //button style + var style = TCP2_GUI.ShurikenMiniButton; + if(options.Length == 2) + style = (i == 0) ? TCP2_GUI.ShurikenMiniButtonLeft : TCP2_GUI.ShurikenMiniButtonRight; + else if(options.Length > 1) + style = (i == 0) ? TCP2_GUI.ShurikenMiniButtonLeft : (i == (options.Length-1) ? TCP2_GUI.ShurikenMiniButtonRight : TCP2_GUI.ShurikenMiniButtonMid); + + if(GUI.Toggle(rect, selected == i, options[i].ToString(), style)) + selected = i; + } + return options[selected]; + } + + public static string RGBASwizzle(string selected, int channelsCount) + { + return GenericSwizzle(selected, channelsCount, "RGBA"); + } + + public static string XYZWSwizzle(string selected, int channelsCount) + { + return GenericSwizzle(selected, channelsCount, "XYZW"); + } + + public static string GenericSwizzle(string selected, int channelsCount, string options, float width = 50, bool showAvailableChannels = true) + { + EditorGUI.BeginChangeCheck(); + var newSelected = EditorGUILayout.DelayedTextField(selected, Styles.ShurikenValue, GUILayout.Width(width)); + if(EditorGUI.EndChangeCheck()) + { + // not enough characters + if (newSelected.Length < channelsCount) + { + return selected; + } + + // remove extra characters + if (newSelected.Length > channelsCount) + { + newSelected = newSelected.Substring(0, channelsCount); + } + + newSelected = newSelected.ToUpperInvariant(); + foreach(var c in newSelected) + { + for(var i = 0; i < options.Length; i++) + if(!options.Contains(c.ToString())) + { + return selected; + } + } + } + + if (showAvailableChannels) + { + GUILayout.Space(4); + GUILayout.Label(string.Format("(available channels: {0})", options), Styles.GrayMiniLabel); + } + + return newSelected.ToUpperInvariant(); + } + + public static bool Foldout(bool foldout, string label, string tooltip = null, bool highlighted = false) + { + return Foldout(foldout, TCP2_GUI.TempContent(label, tooltip), highlighted); + } + public static bool Foldout(bool foldout, string label, bool highlighted) + { + return Foldout(foldout, TCP2_GUI.TempContent(label), highlighted); + } + + public static bool Foldout(bool foldout, GUIContent label, bool highlighted = false, float width = 130) + { + GUILayout.Space(Indent); + var rect = GUILayoutUtility.GetRect(label, highlighted ? Styles.GrayMiniFoldoutHighlighted : Styles.GrayMiniFoldout, GUILayout.Height(13), GUILayout.Width(width)); + return EditorGUI.Foldout(rect, foldout, label, true, highlighted ? Styles.GrayMiniFoldoutHighlighted : Styles.GrayMiniFoldout); + } + + public static void InlineLabel(string label, string tooltip = null, bool highlight = false) + { + InlineLabel(TCP2_GUI.TempContent(label, tooltip), highlight); + } + public static void InlineLabel(string label, bool highlight) + { + InlineLabel(TCP2_GUI.TempContent(label), highlight); + } + public static void InlineLabel(GUIContent label, bool highlight = false, float width = 130) + { + GUILayout.Space(Indent); + var rect = GUILayoutUtility.GetRect(label, highlight ? Styles.GrayMiniLabelHighlighted : Styles.GrayMiniLabel, GUILayout.Height(13), GUILayout.Width(width)); + GUI.Label(rect, label, highlight ? Styles.GrayMiniLabelHighlighted : Styles.GrayMiniLabel); + } + + public static void InlineHeader(string label, string tooltip = null) + { + InlineHeader(TCP2_GUI.TempContent(label, tooltip)); + } + public static void InlineHeader(GUIContent label) + { + GUILayout.Space(Indent); + var rect = GUILayoutUtility.GetRect(label, Styles.GrayMiniBoldLabel); + rect.y -= 2; + GUI.Label(rect, label, Styles.GrayMiniBoldLabel); + } + + //Property fields for Shader Property: UI is harmonized and easy to update + public static Enum EnumPopup(Enum enm) { return EditorGUILayout.EnumPopup(enm, Styles.ShurikenPopup, GUILayout.MinWidth(248)); } + public static int Popup(int index, string[] values) { return EditorGUILayout.Popup(index, values, Styles.ShurikenPopup, GUILayout.MinWidth(248)); } + public static string TextField(string str, bool delayed = false) + { + if (delayed) + { + return EditorGUILayout.DelayedTextField(GUIContent.none, str, Styles.ShurikenValue, GUILayout.MinWidth(248)); + } + else + { + return EditorGUILayout.TextField(GUIContent.none, str, Styles.ShurikenValue, GUILayout.MinWidth(248)); + } + } + public static string TextFieldShaderVariable(string str) + { + //special version with that only accepts alphanumerical and underscore + var result = TextField(str); + var authChars = new List("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_0123456789".ToCharArray()); + for(var i = result.Length-1; i >= 0; i--) + if(!authChars.Contains(result[i])) + result = result.Remove(i, 1); + return result; + } + + public static string TextArea(string str, float height = 0) + { + return height > 0 ? + EditorGUILayout.TextArea(str, Styles.ShurikenTextArea, GUILayout.MinWidth(248), GUILayout.Height(height)) : + EditorGUILayout.TextArea(str, Styles.ShurikenTextArea, GUILayout.MinWidth(248)); + } + public static T ObjectField(T obj) where T : UnityEngine.Object + { + //return DrawProObjectField(obj); + return (T)EditorGUILayout.ObjectField(GUIContent.none, obj, typeof(T), false, GUILayout.MinWidth(248), GUILayout.Height(13)); + } + + public static T DrawProObjectField(T obj, params GUILayoutOption[] options) where T : UnityEngine.Object + { + int pickerID = "ShurikenObjectField".GetHashCode(); + + var rect = EditorGUILayout.GetControlRect(false, 13, Styles.ShurikenValue, options); + var btnRect = rect; + btnRect.width = 20; + rect.xMax -= btnRect.width; + btnRect.x += rect.width; + + GUI.Label(rect, TCP2_GUI.TempContent(obj != null ? obj.name : "None (" + typeof(T).ToString() + ")"), Styles.ShurikenValue); + if (GUI.Button(btnRect, "...", "MiniToolbarButton")) + { + EditorGUIUtility.ShowObjectPicker(obj, false, "", pickerID); + } + if (Event.current.commandName == "ObjectSelectorUpdated") + { + if (EditorGUIUtility.GetObjectPickerControlID() == pickerID) + { + obj = EditorGUIUtility.GetObjectPickerObject() as T; + } + } + return obj; + } + + public static bool ButtonPopup(string label) { return GUILayout.Button(label, Styles.ShurikenPopup, GUILayout.MinWidth(248), GUILayout.MinHeight(16)); } + public static int IntField(int value) { return EditorGUILayout.IntField(value, Styles.ShurikenValue); } + public static int IntField(int value, int min, int max) { return Mathf.Clamp(EditorGUILayout.IntField(value, Styles.ShurikenValue), min, max); } + public static float FloatField(float value) { return EditorGUILayout.FloatField(value, Styles.ShurikenValue); } + public static Vector2 Vector2Field(Vector2 v2) { return VectorFieldCustomStyle(v2, 2); } + public static Vector3 Vector3Field(Vector3 v3) { return VectorFieldCustomStyle(v3, 3); } + public static Vector4 Vector4Field(Vector4 v4) { return VectorFieldCustomStyle(v4, 4); } + public static Color ColorField(Color c, bool alpha, bool hdr = false) + { + //small hacks to align with the shuriken ui components + var rect = EditorGUILayout.GetControlRect(GUILayout.Height(16), GUILayout.MinWidth(248 - 4)); + rect.height = 13; + rect.x -= 4; + rect.width += 8; + rect.y -= 2; +#if UNITY_2018_1_OR_NEWER + return EditorGUI.ColorField(rect, GUIContent.none, c, false, alpha, hdr); +#else + return EditorGUI.ColorField(rect, GUIContent.none, c, false, alpha, hdr, new ColorPickerHDRConfig(0f, 99f, 0.01010101f, 3f)); +#endif + } + public static bool Toggle(bool toggle) + { + var rect = EditorGUILayout.GetControlRect(false, 16, Styles.ShurikenToggle, GUILayout.MinWidth(248)); + return EditorGUI.Toggle(rect, GUIContent.none, toggle, Styles.ShurikenToggle); + } + + static Vector4 VectorFieldCustomStyle(Vector4 vec, int channels) + { + EditorGUILayout.BeginHorizontal(); + if(channels > 0) + { + GUILayout.Label("x", Styles.GrayMiniLabel, GUILayout.ExpandWidth(false)); + vec.x = FloatField(vec.x); + } + if(channels > 1) + { + GUILayout.Label("y", Styles.GrayMiniLabel, GUILayout.ExpandWidth(false)); + vec.y = FloatField(vec.y); + } + if(channels > 2) + { + GUILayout.Label("z", Styles.GrayMiniLabel, GUILayout.ExpandWidth(false)); + vec.z = FloatField(vec.z); + } + if(channels > 3) + { + GUILayout.Label("w", Styles.GrayMiniLabel, GUILayout.ExpandWidth(false)); + vec.w = FloatField(vec.w); + } + EditorGUILayout.EndHorizontal(); + + return vec; + } + + public static void DrawLine() + { + var c = EditorGUIUtility.isProSkin ? new Color(0.15f, 0.15f, 0.15f, 1.0f) : new Color(0.5f, 0.5f, 0.5f, 1.0f); + DrawLine(c); + } + + public static void DrawLine(Color color) + { + var rect = GUILayoutUtility.GetRect(GUIContent.none, Styles.LineStyle, GUILayout.Height(1)); + if(Event.current.type == EventType.Repaint) + { + var guiColor = GUI.color; + GUI.color *= color; + Styles.LineStyle.Draw(rect, GUIContent.none, "line".GetHashCode()); + GUI.color = guiColor; + } + } + + static readonly GUIContent gcInspectorLock = EditorGUIUtility.IconContent("InspectorLock"); + public static void DrawLockIcon(Color color) + { + if (gcInspectorLock != null) + { + var c = GUI.color; + GUI.color *= color; + var lockIconRect = EditorGUILayout.GetControlRect(false, 14, GUILayout.Width(14)); + GUI.DrawTexture(lockIconRect, gcInspectorLock.image); + GUI.color = c; + } + } + + public static class Utils + { + public static string RemoveWhitespaces(string input) + { + return input.Replace(" ", ""); + } + + public static string VariableNameToReadable(string input) + { + string output = ""; + + int start = 0; + if (input[0] == '_') start = 1; + + bool lastWasLowercase = false; + for(int i = start; i < input.Length; i++) + { + if ((Char.IsUpper(input[i]) || Char.IsDigit(input[i])) && lastWasLowercase && output.Length > 0) + { + output += " "; + } + + char c = input[i]; + if (c == '_') c = ' '; + + output += c; + lastWasLowercase = Char.IsLower(input[i]); + } + + return output; + } + } + + public class IndentedLine : IDisposable + { + public IndentedLine(float indent = -1) + { + GUILayout.BeginHorizontal(); + GUILayout.Space(indent < 0 ? Indent : indent); + } + + public void Dispose() + { + GUILayout.EndHorizontal(); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/SGUILayout.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/SGUILayout.cs.meta new file mode 100644 index 00000000..78cce9fe --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/SGUILayout.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1e12ef10431c9b440be10147b310d33c +timeCreated: 1531130363 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Serialization.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Serialization.cs new file mode 100644 index 00000000..dc861105 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Serialization.cs @@ -0,0 +1,520 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Globalization; +using System.Reflection; +using System.Text; +using UnityEngine; + +// Reflection-based serialization system: serialize simple value types, and specific classes (either those with the SerializeAs attribute, or special ones like Vector2, Vector3, ...) +// Used to serialize data and add it as a comment in generated shaders + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + public class Serialization + { + /// + /// Declare a class or field as serializable, and set its serialized short name + /// + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Class | AttributeTargets.Property)] + public class SerializeAsAttribute : Attribute + { + /// + /// The short name to serialize that object, to reduce length of the serialized string. + /// + public string serializedName; + + /// + /// Name of the field or property that will determine if the object can be serialized. + /// Originally used to check if a Shader Property has been manually modified. + /// + public string conditionalField; + + public SerializeAsAttribute(string name, string conditionalField = null) + { + this.serializedName = name; + this.conditionalField = conditionalField; + } + } + + /// + /// Declare a method as a callback to deserialize an object manually + /// + [AttributeUsage(AttributeTargets.Method)] + public class CustomDeserializeCallbackAttribute : Attribute + { + public CustomDeserializeCallbackAttribute() { } + } + + /// + /// Declare a method as a callback after an object has been deserialized + /// + [AttributeUsage(AttributeTargets.Method)] + public class OnDeserializeCallbackAttribute : Attribute + { + public OnDeserializeCallbackAttribute() { } + } + + //Will serialize an object as "type(field:value,field2:value,field3:value...)" provided that they have fields with the [SerializeAs] attribute + public static string Serialize(object obj) + { + var output = ""; + + //fetch class SerializedAs attribute + var classAttributes = obj.GetType().GetCustomAttributes(typeof(SerializeAsAttribute), false); + if (classAttributes != null && classAttributes.Length == 1) + { + var serializedAsAttribute = (classAttributes[0] as SerializeAsAttribute); + + //class has a conditional serialization? + var conditionalFieldName = serializedAsAttribute.conditionalField; + if (!string.IsNullOrEmpty(conditionalFieldName)) + { + //try field + var conditionalField = obj.GetType().GetField(conditionalFieldName); + if (conditionalField != null) + { + if (!(bool)conditionalField.GetValue(obj)) + { + return null; + } + } + else + { + //try property + var conditionalProperty = obj.GetType().GetProperty(conditionalFieldName); + if (conditionalProperty != null) + { + if (!(bool)conditionalProperty.GetValue(obj, null)) + { + return null; + } + } + else + { + Debug.LogError(string.Format("Conditional field or property '{0}' doesn't exist for type '{1}'", conditionalFieldName, obj.GetType())); + } + } + } + + var name = serializedAsAttribute.serializedName; + output = name + "("; + } + + // properties with [SerializeAs] attribute + // note: only used for unityVersion currently; see Config.cs + var properties = new List(obj.GetType().GetProperties(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)); + foreach (var prop in properties) + { + var attributes = prop.GetCustomAttributes(typeof(SerializeAsAttribute), true); + if (attributes != null && attributes.Length == 1) + { + var name = (attributes[0] as SerializeAsAttribute).serializedName; + output += string.Format("{0}:\"{1}\";", name, prop.GetValue(obj, null)); + } + } + + //get all fields, and look for [SerializeAs] attribute + var fields = new List(obj.GetType().GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)); + foreach (var field in fields) + { + var attributes = field.GetCustomAttributes(typeof(SerializeAsAttribute), true); + if (attributes != null && attributes.Length == 1) + { + var name = (attributes[0] as SerializeAsAttribute).serializedName; + + //returns the value of an object as a string + Func GetStringValue = null; + GetStringValue = @object => + { + if (@object == null) + { + // Debug.LogError("Serialization error!\nTrying to get the string value of a null object."); + return "__NULL__"; + } + + var type = @object.GetType(); + + //object types + if (!type.IsValueType && type != typeof(string)) + { + //list + if (@object is IList) + { + var list = @object as IList; + var values = "list["; + foreach (var value in list) + values += GetStringValue(value) + ","; + return values.TrimEnd(',') + "]"; + } + //dictionary + if (@object is IDictionary) + { + var dict = @object as IDictionary; + var kvp = "dict["; + foreach (DictionaryEntry entry in dict) + kvp += entry.Key + "=" + GetStringValue(entry.Value) + ","; + return kvp.TrimEnd(',') + "]"; + } + //else try to serialize with this serializer + var refAttributes = field.GetCustomAttributes(typeof(SerializeAsAttribute), true); + if (refAttributes != null && refAttributes.Length == 1) + { + //serializable + return Serialize(@object); + } + + return null; + } + //string: enclose in quotes to prevent parsing errors (e.g. with parenthesis) + if (type == typeof(string)) + { + return string.Format("\"{0}\"", @object); + } + //value type: just return the toString version + return string.Format(CultureInfo.InvariantCulture, "{0}", @object); + }; + + var val = GetStringValue(field.GetValue(obj)); + if (val == null) + Debug.LogError(string.Format("Can't serialize this reference type: '{0}'\nFor field: '{1}'", field.FieldType, field.Name)); + else + output += string.Format("{0}:{1};", name, val); + } + } + + output = output.TrimEnd(';'); + output += ")"; + + return output; + } + + //Deserialize without knowing type + public static object Deserialize(string data, object[] args = null) + { + //extract serialized class name + var index = data.IndexOf('('); + var serializedClassName = data.Substring(0, index); + + //fetch all serialized classes names, and try to match it + Type type = null; + var allTypes = typeof(Serialization).Assembly.GetTypes(); + foreach (var t in allTypes) + { + var classAttributes = t.GetCustomAttributes(typeof(SerializeAsAttribute), false); + if (classAttributes != null && classAttributes.Length == 1) + { + var name = (classAttributes[0] as SerializeAsAttribute).serializedName; + if (name == serializedClassName) + { + //match! + type = t; + } + } + } + + if (type == null) + { + Debug.LogError(ShaderGenerator2.ErrorMsg("Can't find proper Type for serialized class named '" + serializedClassName + "'")); + return null; + } + + //return new object with correct type + return Deserialize(data, type, args); + } + + //Deserialize to a new object (needs a new() constructor, and valid arguments as 'args', if any) + public static object Deserialize(string data, Type type, object[] args = null) + { + var methods = type.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static); + foreach(var method in methods) + { + var deserializeCallbacks = method.GetCustomAttributes(typeof(CustomDeserializeCallbackAttribute), false); + if (deserializeCallbacks.Length > 0) + { + return method.Invoke(null, new object[] { data, args }); + } + } + + var obj = Activator.CreateInstance(type, args); + return DeserializeTo(obj, data, type, args); + } + + //Deserialize a specific type + //'specialClasses': hook so that the caller can implement its own deserialization logic (used for Shader Property list in Config) + public static object DeserializeTo(object obj, string data, Type type, object[] args = null, Dictionary> specialClasses = null) + { + //extract parts of the input data, format should be "type(field:value;field2:value)" + var index = data.IndexOf('('); + + var serializedClassName = data.Substring(0, index); + var fieldsData = data.Substring(index + 1); + fieldsData = fieldsData.Substring(0, fieldsData.Length - 1); //remove trailing ')' + + //fetch class serialized name and check against specified T type + var classAttributes = type.GetCustomAttributes(typeof(SerializeAsAttribute), false); + if (classAttributes != null && classAttributes.Length == 1) + { + var name = (classAttributes[0] as SerializeAsAttribute).serializedName; + if (name != serializedClassName) + { + Debug.LogError(string.Format("Class doesn't match serialized class name.\nExpected '{0}', got '{1}'.", serializedClassName, name)); + return null; + } + } + + //fetch all [SerializeAs] fields from that type + var fields = new List(type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)); + var serializedFields = new Dictionary(); + foreach (var field in fields) + { + var attributes = field.GetCustomAttributes(typeof(SerializeAsAttribute), true); + if (attributes != null && attributes.Length == 1) + { + var name = (attributes[0] as SerializeAsAttribute).serializedName; + serializedFields.Add(name, field); + } + } + + //converts a serialized string into a value + Func StringToValue = null; + StringToValue = (strValue, t) => + { + //special classes: call the callback specified by caller + if (specialClasses != null && specialClasses.ContainsKey(t)) + { + return specialClasses[t].Invoke(obj, strValue); + } + + //object types + if (!t.IsValueType && t != typeof(string)) + { + // handle null values + if (strValue == "__NULL__") + { + return null; + } + + //list + if (typeof(IList).IsAssignableFrom(t)) + { + //parse list values: remove 'list[' and ']' characters, and split on ',' + var serializedValues = SplitExcludingBlocks(strValue.Substring(5, strValue.Length - 6), ',', true, "()", "[]"); + + //find what T is for this List + var itemType = t.GetGenericArguments()[0]; + + //create new list with parsed serialized values + var genericListType = typeof(List<>).MakeGenericType(itemType); + var list = (IList)Activator.CreateInstance(genericListType); + foreach (var item in serializedValues) + { + if (string.IsNullOrEmpty(item)) + continue; + + var v = StringToValue(item, itemType); + if (v != null) + list.Add(v); + } + + //assign new list for obj + return list; + } + + //dict + if (typeof(IDictionary).IsAssignableFrom(t)) + { + //parse dict values: remove 'dict[' and ']' characters, and split on ',' + var serializedValues = SplitExcludingBlocks(strValue.Substring(5, strValue.Length - 6), ',', true, "()", "[]"); + + //find what kind of KeyValuePair types are used + var keyType = t.GetGenericArguments()[0]; + var valueType = t.GetGenericArguments()[1]; + + //create new dictionary with parsed serialized values + var genericDictType = typeof(Dictionary<,>).MakeGenericType(keyType, valueType); + var dict = (IDictionary)Activator.CreateInstance(genericDictType); + foreach (var item in serializedValues) + { + if (string.IsNullOrEmpty(item)) + continue; + + //gey key & value from format "key=value" + var kv = item.Split('='); + var key = kv[0]; + var value = kv[1]; + + var k = StringToValue(key, keyType); + var v = StringToValue(value, valueType); + + if (k != null && v != null) + dict.Add(k, v); + } + + //assign new list for obj + return dict; + } + //else try to deserialize + { + var value = Deserialize(strValue, t, args); + return value; + } + } + + //Unity value-type structs + if (t == typeof(Vector2)) + { + var v2data = strValue.Substring(1, strValue.Length - 2).Split(','); + return new Vector2(float.Parse(v2data[0], CultureInfo.InvariantCulture), float.Parse(v2data[1], CultureInfo.InvariantCulture)); + } + + if (t == typeof(Vector3)) + { + var v3data = strValue.Substring(1, strValue.Length - 2).Split(','); + return new Vector3(float.Parse(v3data[0], CultureInfo.InvariantCulture), float.Parse(v3data[1], CultureInfo.InvariantCulture), float.Parse(v3data[2], CultureInfo.InvariantCulture)); + } + + if (t == typeof(Vector4)) + { + var v4data = strValue.Substring(1, strValue.Length - 2).Split(','); + return new Vector4(float.Parse(v4data[0], CultureInfo.InvariantCulture), float.Parse(v4data[1], CultureInfo.InvariantCulture), float.Parse(v4data[2], CultureInfo.InvariantCulture), float.Parse(v4data[3], CultureInfo.InvariantCulture)); + } + + if (t == typeof(Color)) + { + var cData = strValue.Substring("RGBA(".Length, strValue.Length - "RGBA(".Length - 1).Split(','); + return new Color(float.Parse(cData[0], CultureInfo.InvariantCulture), float.Parse(cData[1], CultureInfo.InvariantCulture), float.Parse(cData[2], CultureInfo.InvariantCulture), float.Parse(cData[3], CultureInfo.InvariantCulture)); + } + + //enums + if (typeof(Enum).IsAssignableFrom(t)) + { + return Enum.Parse(t, strValue); + } + + //string: remove quotes to extract value + if (t == typeof(string)) + { + // handle null values + if (strValue == "__NULL__") + { + return null; + } + + return strValue.Trim('"'); + } + + //value type: automatic conversion + return Convert.ChangeType(strValue, t, CultureInfo.InvariantCulture); + }; + + //iterate through entries in the source string + var entries = SplitExcludingBlocks(fieldsData, ';', true, "()", "[]"); + foreach (var entry in entries) + { + var kvp = SplitExcludingBlocks(entry, ':', true, "()"); + var name = kvp[0]; + var strValue = kvp[1]; + + if (serializedFields.ContainsKey(name)) + { + var fieldInfo = serializedFields[name]; + var v = StringToValue(strValue, fieldInfo.FieldType); + if (v != null) + fieldInfo.SetValue(obj, v); + } + } + + //on deserialize callback, if any + List methods = new List(type.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)); + foreach (var method in methods) + { + var deserializedAttributes = method.GetCustomAttributes(typeof(OnDeserializeCallbackAttribute), false); + if (deserializedAttributes != null && deserializedAttributes.Length > 0) + { + //invoke the OnDeserialize callback + method.Invoke(obj, null); + } + } + + return obj; + } + + //Split a string excluding any characters found inside specified blocks + //e.g. + // splitExcludingBlocks("list(a,b,c),list(d,e),list(f,g,h)", "()") will return + //will return + // list(a,b,c) list(d,e) list(f,g,h) + //and not + // list(a b c) list(d e list(f g h + public static string[] SplitExcludingBlocks(string input, char separator, params string[] blocks) { return SplitExcludingBlocks(input, separator, false, false, blocks); } + public static string[] SplitExcludingBlocks(string input, char separator, bool excludeQuotes, params string[] blocks) { return SplitExcludingBlocks(input, separator, excludeQuotes, false, blocks); } + public static string[] SplitExcludingBlocks(string input, char separator, bool excludeQuotes, bool removeEmptyEntries, params string[] blocks) + { + foreach (var block in blocks) + { + if(block == "\"\"") + { + Debug.LogWarning("Using quotes block \"\" -> use excludeQuotes=true instead!"); + } + } + + var insideBlock = 0; + var insideQuotes = false; + var i = 0; + var currentWord = new StringBuilder(); + var words = new List(); + + //get opening/ending chars for blocks + var openingChars = new List(blocks.Length); + var closingChars = new List(blocks.Length); + foreach (var block in blocks) + { + openingChars.Add(block[0]); + closingChars.Add(block[1]); + } + + while (i < input.Length) + { + if (!insideQuotes) + { + if (openingChars.Contains(input[i])) + insideBlock++; + else if (closingChars.Contains(input[i])) + insideBlock--; + } + + if (excludeQuotes && input[i] == '"') + { + insideQuotes = !insideQuotes; + insideBlock += insideQuotes ? +1 : -1; + } + + if (input[i] == separator && insideBlock == 0) + { + if (!removeEmptyEntries || currentWord.Length != 0) + { + words.Add(currentWord.ToString()); + } + currentWord.Length = 0; + } + else + { + currentWord.Append(input[i]); + } + + i++; + } + + if (!removeEmptyEntries || currentWord.Length != 0) + { + words.Add(currentWord.ToString()); + } + + return words.ToArray(); + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Serialization.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Serialization.cs.meta new file mode 100644 index 00000000..18311dd7 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/Serialization.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1f0b8367b1159a34fb4976ef145bc1be +timeCreated: 1533198110 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderGenerator2.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderGenerator2.cs new file mode 100644 index 00000000..b9512050 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderGenerator2.cs @@ -0,0 +1,3051 @@ +// Toony Colors Pro 2 +// (c) 2014-2020 Jean Moreno + +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using System.Text.RegularExpressions; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; +using Object = UnityEngine.Object; + +// Utility to generate custom Toony Colors Pro 2 shaders with specific features + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + public class ShaderGenerator2 : EditorWindow + { + internal const string TCP2_VERSION = "2.4.3"; + internal const string DOCUMENTATION_URL = "https://jeanmoreno.com/unity/toonycolorspro/shader_generator_2_beta/documentation"; + internal const string OUTPUT_PATH = "/JMO Assets/Toony Colors Pro/Shaders Generated/"; + + [MenuItem(Menu.MENU_PATH + "Shader Generator 2 (beta)", false, 500)] + static void OpenTool() + { + GetWindowTCP2(); + } + + internal static ShaderGenerator2 OpenWithShader(Shader shader) + { + var shaderGenerator = GetWindowTCP2(); + shaderGenerator.LoadCurrentConfigFromShader(shader); + return shaderGenerator; + } + + static ShaderGenerator2 GetWindowTCP2() + { + var window = GetWindow(!GlobalOptions.data.DockableWindow, GlobalOptions.data.DockableWindow ? "Shader Generator" : "Shader Generator 2 (beta)", true); + window.minSize = new Vector2(375f, 400f); + window.maxSize = new Vector2(500f, 4000f); + return window; + } + + //Only one window at a time, so this should always be the correct value. + //Used to create communication between Shader Properties and Custom Material Properties + internal static Config CurrentConfig { get; private set; } + internal static string TemplateID { get; private set; } + internal static VertexToFragmentVariablesManager VariablesManager { get; private set; } + internal static ShaderProperty.ProgramType CurrentProgram = ShaderProperty.ProgramType.Undefined; + internal static bool IsInLightingFunction = false; + internal static bool CurrentPassHasLightingFunction = false; + internal static bool NeedsHashUpdate = false; + internal static bool NeedsShaderPropertiesUpdate = false; + + internal static bool showDynamicTooltip; + internal static string dynamicTooltip; + + internal static int _GlobalUniqueId = 100; + internal static int GlobalUniqueId + { + get + { + int id = _GlobalUniqueId; + _GlobalUniqueId++; + return id; + } + } + + static ShaderGenerator2 instance; + + //-------------------------------------------------------------------------------------------------- + + public static bool UpdateShader(Shader shader, bool progressBar, bool overwrite) + { + var config = Config.CreateFromShader(shader); + if (config != null) + { + var template = new Template(); + template.TryLoadTextAsset(config); + if (template.valid) + { + Compile(config, shader, template, progressBar, !overwrite); + return true; + } + } + return false; + } + + //-------------------------------------------------------------------------------------------------- + + //Represents a template + Template _template; + Template template { get { return _template ?? (_template = new Template()); } } + + static TextAsset[] LoadAllTemplates() + { + var list = new List(); + + var systemPath = Application.dataPath + @"/JMO Assets/Toony Colors Pro/Shader Templates 2/"; + if (!Directory.Exists(systemPath)) + { + var rootDir = Utils.FindReadmePath(); + systemPath = rootDir.Replace(@"\", "/") + "/Shader Templates 2/"; + } + + if (Directory.Exists(systemPath)) + { + var txtFiles = Utils.GetFilesSafe(systemPath, "*.txt"); + + foreach (var sysPath in txtFiles) + { + var unityPath = sysPath; + if (Utils.SystemToUnityPath(ref unityPath)) + { + // Hard-coded filtering, might need a generic system eventually: +#if UNITY_2019_3_OR_NEWER + if (unityPath.EndsWith("_LWRP.txt")) continue; +#else + if (unityPath.EndsWith("_URP.txt")) continue; +#endif + + var textAsset = AssetDatabase.LoadAssetAtPath(unityPath); + if (textAsset != null && !list.Contains(textAsset)) + list.Add(textAsset); + } + } + + list.Sort((x, y) => string.Compare(x.name, y.name, StringComparison.Ordinal)); + return list.ToArray(); + } + + return null; + } + + void LoadNewTemplate(TextAsset newTemplate = null) + { + // Fetch Shader Properties from previous Template + List oldShaderProperties = null; + if (this.template != null) + { + oldShaderProperties = new List(this.template.shaderProperties); + } + + // Load new Template + if (newTemplate != null) + { + currentConfig.ClearShaderProperties(); + this.template.SetTextAsset(newTemplate); + } + + // Copy old Shader Properties to new Template, if any, to retain user changes even when loading a new template + if (oldShaderProperties != null) + { + for (int i = 0; i < this.template.shaderProperties.Length; i++) + { + var match = oldShaderProperties.Find(oldSp => oldSp.Name == this.template.shaderProperties[i].Name); + if (match != null) + { + // ---------------------------------------------------------------- + // Very specific cases for Albedo/Main Color because of URP new variable names... + bool restorePropertyName = false; + string newPropertyName = null; + if (match.Name == "Albedo") + { + var defImp = match.implementations.Count >= 1 ? match.implementations[0] as ShaderProperty.Imp_MaterialProperty_Texture : null; + if (defImp != null && defImp.PropertyName == "_MainTex" || defImp.PropertyName == "_BaseMap") + { + newPropertyName = (this.template.shaderProperties[i].implementations[0] as ShaderProperty.Imp_MaterialProperty).PropertyName; + restorePropertyName = true; + } + } + if (match.Name == "Main Color") + { + var defImp = match.implementations.Count >= 1 ? match.implementations[0] as ShaderProperty.Imp_MaterialProperty_Color : null; + if (defImp != null && defImp.PropertyName == "_Color" || defImp.PropertyName == "_BaseColor") + { + newPropertyName = (this.template.shaderProperties[i].implementations[0] as ShaderProperty.Imp_MaterialProperty).PropertyName; + restorePropertyName = true; + } + } + + // ---------------------------------------------------------------- + + var originalImplementations = this.template.shaderProperties[i].implementations; + this.template.shaderProperties[i].implementations = match.implementations; + + // Hook implementations shouldn't change + for (int j = 0; j < this.template.shaderProperties[i].implementations.Count; j++) + { + if (this.template.shaderProperties[i].implementations[j] is ShaderProperty.Imp_Hook) + { + this.template.shaderProperties[i].implementations[j] = originalImplementations[j]; + } + } + + if (restorePropertyName) + { + (this.template.shaderProperties[i].implementations[0] as ShaderProperty.Imp_MaterialProperty).PropertyName = newPropertyName; + } + + this.template.shaderProperties[i].CheckHash(); + this.template.shaderProperties[i].CheckErrors(); + } + } + + for (int i = 0; i < this.template.shaderProperties.Length; i++) + { + this.template.shaderProperties[i].ResolveShaderPropertyReferences(); + } + } + + // Apply keywords, update Shader Properties + if (currentConfig != null) + { + this.template.ApplyKeywords(currentConfig); + currentConfig.UpdateShaderProperties(this.template); + } + + currentHash = currentConfig.ToHash(); + } + + //-------------------------------------------------------------------------------------------------- + + Shader currentShader; + Config _currentConfig; + Config currentConfig + { + get { return _currentConfig; } + set { _currentConfig = value; CurrentConfig = _currentConfig; } + } + int currentHash; + bool unsavedChanges; + + TextAsset[] allTemplates; + + int tabIndex; + readonly Vector2[] scrollPositions = new Vector2[2]; + readonly Color unsavedChangesColor = new Color(1f, 1f, 0.7f); + + //-------------------------------------------------------------------------------------------------- + // Undo/Redo system + // + // We use a SerializedProperty for the `undoRedoAction` string to push changes to the undo stack. + // The string holds the previous state of the current config, and restores it when undo/redo is + // called. + // We use a GUID to make sure that the undo/redo action is tied to the current SG2 session. + + const string undoRedoPrefix = "TCP2_SG2_UNDO_REDO "; + string undoRedoGuid; // GUID to identify the SG2 session for the undo/redo system + SerializedProperty undoRedoProperty; +#pragma warning disable 0649 // 'never assigned to, and will always have its default value null' + [SerializeField] string undoRedoAction; +#pragma warning restore 0649 + int lashUndoHash; + bool ignoreUndoPushes; + + struct UndoRedoState + { + public string guid; + public int tab; + public string serializedConfig; + public string uiFeaturesFoldouts; + public string shaderPropertiesHeadersFoldouts; + public string shaderPropertiesFoldouts; + public int hash; + + public UndoRedoState(string guid, int tab, string serializedConfig, string uiFeaturesFoldouts, string shaderPropertiesHeadersFoldouts, string shaderPropertiesFoldouts) + { + this.guid = guid; + this.tab = tab; + this.serializedConfig = serializedConfig; + this.uiFeaturesFoldouts = uiFeaturesFoldouts; + this.shaderPropertiesHeadersFoldouts = shaderPropertiesHeadersFoldouts; + this.shaderPropertiesFoldouts = shaderPropertiesFoldouts; + this.hash = (guid + tab + serializedConfig + uiFeaturesFoldouts + shaderPropertiesHeadersFoldouts + shaderPropertiesFoldouts).GetHashCode(); + } + + public override string ToString() + { + return string.Format("[UndoRedoState {0} tab: {6}\nserializedConfig: {1}\nuiFeaturesFoldouts: {2}\n\nheadersFoldouts: {3}\nspFoldouts: {4}\nguid: {5}]", hash, serializedConfig, uiFeaturesFoldouts, shaderPropertiesHeadersFoldouts, shaderPropertiesFoldouts, guid, tab); + } + } + + static internal void PushUndoState() + { + if (instance != null) + { + instance.pushUndoState(); + } + } + + void pushUndoState() + { + if (ignoreUndoPushes) + { + return; + } + + // create new state + string serializedConfig = Serialization.Serialize(currentConfig); + string uiFeaturesFoldouts = getUIFeaturesFoldoutStates(); + string shaderPropertiesHeadersFoldouts = currentConfig.getHeadersExpanded(); + string shaderPropertiesFoldouts = currentConfig.getShaderPropertiesExpanded(); + var undoState = new UndoRedoState(undoRedoGuid, tabIndex, serializedConfig, uiFeaturesFoldouts, shaderPropertiesHeadersFoldouts, shaderPropertiesFoldouts); + + // only push state if there was a change with the last config state + if (undoState.hash != lashUndoHash) + { + // push last state to undo/redo + undoRedoProperty.stringValue = undoRedoPrefix + EditorJsonUtility.ToJson(undoState); + undoRedoProperty.serializedObject.ApplyModifiedProperties(); + + // set current state as previous + lashUndoHash = undoState.hash; + + //Debug.Log("Pushed new state:\n" + undoState); + } + else + { + //Debug.Log("Same state:\n" + undoState); + } + } + + void OnUndoRedo() + { + // when processing an undo/redo action, deserialize the config state to find the new state + if (undoRedoAction != null && undoRedoAction.StartsWith(undoRedoPrefix)) + { + string json = undoRedoAction.Substring(undoRedoPrefix.Length); + + UndoRedoState state = new UndoRedoState(); + object boxedState = state; + EditorJsonUtility.FromJsonOverwrite(json, boxedState); + state = (UndoRedoState)boxedState; + + // same SG2 session? + if (state.guid == undoRedoGuid) + { + ignoreUndoPushes = true; + + // tab + tabIndex = state.tab; + + // parse config + currentConfig.ParseSerializedData(state.serializedConfig, template, false, true); + currentConfig.UpdateShaderProperties(template); + template.ApplyKeywords(currentConfig); + NeedsHashUpdate = true; + this.Repaint(); + + // parse foldout states + setUIFeaturesFoldoutStates(state.uiFeaturesFoldouts); + currentConfig.setHeadersExpanded(state.shaderPropertiesHeadersFoldouts); + currentConfig.setShaderPropertiesExpanded(state.shaderPropertiesFoldouts); + + ignoreUndoPushes = false; + } + } + } + + // Special case: the UI foldout states are not all serialized, so we need to gather and restore them for each undo/redo step + string getUIFeaturesFoldoutStates() + { + string uiFeaturesFoldout = ""; + foreach (var uiFeature in template.uiFeatures) + { + var uiDropDownStart = uiFeature as UIFeature_DropDownStart; + if (uiDropDownStart != null && uiDropDownStart.foldout) + { + uiFeaturesFoldout += uiDropDownStart.guiContent.text + ","; + } + } + return uiFeaturesFoldout.TrimEnd(','); + } + + void setUIFeaturesFoldoutStates(string foldouts) + { + var array = foldouts.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries); + foreach (var uiFeature in template.uiFeatures) + { + var uiDropDownStart = uiFeature as UIFeature_DropDownStart; + if (uiDropDownStart != null) + { + uiDropDownStart.foldout = Array.Exists(array, str => str == uiDropDownStart.guiContent.text); + uiDropDownStart.UpdatePersistentState(); + } + } + } + + //-------------------------------------------------------------------------------------------------- + + void OnEnable() + { + instance = this; + + // undo/redo system + Undo.undoRedoPerformed += OnUndoRedo; + var so = new SerializedObject(this); + undoRedoProperty = so.FindProperty("undoRedoAction"); + undoRedoGuid = Guid.NewGuid().ToString(); + + ReorderableLayoutList.OnNeedRepaint += Repaint; + + ProjectOptions.LoadProjectOptions(); + GlobalOptions.LoadUserPrefs(); + this.wantsMouseMove = true; // needed for contextual help boxes, and dynamic tooltip + shouldReloadUserShaders = true; + NewShader(); + + //Check unique variable names for shader properties names for Custom Material Properties & Shader Properties + UniqueMaterialPropertyName.checkUniqueVariableName += CheckUniqueVariableName; + + // push initial state + lashUndoHash = 0; + pushUndoState(); + + // initialize custom font to use Roboto + if (!ProjectOptions.data.CustomFontInitialized) + { + ProjectOptions.data.CustomFontInitialized = true; + var roboto = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("8a406076b7de34849be1f35585875a66")); + if (roboto != null) + { +#if UNITY_2019_3_OR_NEWER + ProjectOptions.data.UseCustomFont = true; +#endif + ProjectOptions.data.CustomFont = roboto; + } + } + } + + void OnDisable() + { + Undo.undoRedoPerformed -= OnUndoRedo; + + ReorderableLayoutList.OnNeedRepaint -= Repaint; + Repaint(); + + GlobalOptions.SaveUserPrefs(); + ProjectOptions.SaveProjectOptions(); + + UniqueMaterialPropertyName.checkUniqueVariableName -= CheckUniqueVariableName; + + // clear delegates + ShaderProperty.Imp_GenericFromTemplate.onGenericImplementationsChanged = null; + } + + bool CheckUniqueVariableName(string name, IMaterialPropertyName materialPropertyName) + { + return currentConfig == null || currentConfig.IsUniquePropertyName(name, materialPropertyName); + } + + virtual protected void OnGUI() + { + var font = GUI.skin.font; + if (ProjectOptions.data.UseCustomFont && ProjectOptions.data.CustomFont != null) + { + GUI.skin.font = ProjectOptions.data.CustomFont; + } + + OnGUI_Internal(); + + GUI.skin.font = font; + } + + void OnGUI_Internal() + { + TCP2_GUI.UseNewHelpIcon = true; + + var guiEnabled = GUI.enabled; + var guiColor = GUI.color; + + EditorGUILayout.BeginHorizontal(); + TCP2_GUI.HeaderBig("Toony Colors Pro " + TCP2_VERSION + " - Shader Generator 2"); + var helpRect = GUILayoutUtility.GetRect(GUIContent.none, TCP2_GUI.HelpIcon); + helpRect.y += 2; + if (GUI.Button(helpRect, TCP2_GUI.TempContent("", "Open documentation"), TCP2_GUI.HelpIcon)) + { + Application.OpenURL(DOCUMENTATION_URL); + } + EditorGUILayout.EndHorizontal(); + TCP2_GUI.Separator(); + + var lW = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = 105f; + + EditorGUILayout.BeginHorizontal(); + + //Avoid refreshing Template meta at every Repaint + if (template != null && !template.valid) + { + GUI.color *= new Color(1.0f, 0.6f, 0.6f); + } + var newTemplate = EditorGUILayout.ObjectField(TCP2_GUI.TempContent("Template:"), template.textAsset, typeof(TextAsset), false) as TextAsset; + GUI.color = guiColor; + if (newTemplate != template.textAsset) + { + LoadNewTemplate(newTemplate); + } + + //Load template button + if (GUILayout.Button(TCP2_GUI.TempContent("Load", TCP2_GUI.GetCustomTexture("TCP2_DropDownArrow")), EditorStyles.miniButton, GUILayout.ExpandWidth(false))) + { + ShowTemplatesMenu(); + } + + if (GUILayout.Button(TCP2_GUI.TempContent("Reload"), EditorStyles.miniButton, GUILayout.ExpandWidth(false))) + { + //Twice to prevent bug with used variable names + LoadNewTemplate(template.textAsset); + LoadNewTemplate(template.textAsset); + } + + EditorGUILayout.EndHorizontal(); + + //Template not found + if (template == null || template.textAsset == null) + { + EditorGUILayout.HelpBox("Couldn't find template file!\n\nVerify that the file 'TCP2_ShaderTemplate_Default.txt' is in your project.\nPlease reimport the pack if you can't find it!", MessageType.Error); + return; + } + + //Template Info + if (!string.IsNullOrEmpty(template.templateInfo)) + { + TCP2_GUI.HelpBoxLayout(template.templateInfo, MessageType.Info); + } + + //Template Warning + if (!string.IsNullOrEmpty(template.templateWarning)) + { + TCP2_GUI.HelpBoxLayout(template.templateWarning, MessageType.Warning); + } + + TCP2_GUI.Separator(); + + //If current shader is unsaved, show yellow color + GUI.color = unsavedChanges ? guiColor * unsavedChangesColor : GUI.color; + + //Current Shader object field + EditorGUI.BeginChangeCheck(); + currentShader = EditorGUILayout.ObjectField("Current Shader:", currentShader, typeof(Shader), false) as Shader; + if (EditorGUI.EndChangeCheck() && currentShader != null) + { + LoadCurrentConfigFromShader(currentShader); + } + + //Copy/Load/New buttons + EditorGUILayout.BeginHorizontal(); + { + //Small yellow label if unsaved changes + if (unsavedChanges) + { + GUILayout.Space(EditorGUIUtility.labelWidth + 4); + var guiContent = TCP2_GUI.TempContent("Unsaved changes"); + var rect = GUILayoutUtility.GetRect(guiContent, EditorStyles.helpBox, GUILayout.Height(EditorGUIUtility.singleLineHeight)); +#if !UNITY_2019_3_OR_NEWER + rect.y -= 1; +#endif + GUI.Label(rect, guiContent, EditorStyles.helpBox); + } + else + { + GUILayout.FlexibleSpace(); + } + + using (new EditorGUI.DisabledScope(currentShader == null)) + { + if (GUILayout.Button(TCP2_GUI.TempContent("Copy"), EditorStyles.miniButtonLeft, GUILayout.Width(60f), GUILayout.Height(EditorGUIUtility.singleLineHeight))) + { + CopyShader(); + } + } + if (GUILayout.Button(TCP2_GUI.TempContent("Load", TCP2_GUI.GetCustomTexture("TCP2_DropDownArrow")), EditorStyles.miniButtonMid, GUILayout.Width(60f), GUILayout.Height(EditorGUIUtility.singleLineHeight))) + { + ShowShadersMenu(); + } + if (GUILayout.Button("New", EditorStyles.miniButtonRight, GUILayout.Width(60f), GUILayout.Height(EditorGUIUtility.singleLineHeight))) + { + NewShader(); + } + + GUILayout.Space(18); //leave space to align with the Object Field box + } + EditorGUILayout.EndHorizontal(); + GUI.color = guiColor; + + if (currentConfig == null) + { + NewShader(); + } + + if (currentConfig.isModifiedExternally) + { + TCP2_GUI.HelpBoxLayout("It looks like this shader has been modified externally or manually.\nUpdating it will overwrite the changes!", MessageType.Warning); + } + + EditorGUIUtility.labelWidth = lW; + + // Shader name + TCP2_GUI.Separator(); + GUI.enabled = (currentShader == null); + EditorGUI.BeginChangeCheck(); + currentConfig.ShaderName = EditorGUILayout.TextField(TCP2_GUI.TempContent("Shader Name", "Path will indicate how to find the Shader in Unity's drop-down list"), currentConfig.ShaderName); + currentConfig.ShaderName = Regex.Replace(currentConfig.ShaderName, @"[^a-zA-Z0-9 _!/]", ""); + if (EditorGUI.EndChangeCheck() && ProjectOptions.data.AutoNames) + { + currentConfig.AutoNames(); + } + + // Filename + GUI.enabled &= !ProjectOptions.data.AutoNames; + { + EditorGUILayout.BeginHorizontal(); + currentConfig.Filename = EditorGUILayout.TextField(TCP2_GUI.TempContent("Filename", "The filename for the generated shader." + (ProjectOptions.data.AutoNames ? "" : "\nYou can input your own by disabling the auto-filename option in the options below.")), currentConfig.Filename); + currentConfig.Filename = Regex.Replace(currentConfig.Filename, @"[^a-zA-Z0-9 _!/]", ""); + GUILayout.Label(".shader", GUILayout.Width(50f)); + EditorGUILayout.EndHorizontal(); + } + GUI.enabled = guiEnabled; + + // Directory + EditorGUILayout.BeginHorizontal(); + { + if (currentShader == null) + { + ProjectOptions.data.CustomOutputPath = EditorGUILayout.TextField(TCP2_GUI.TempContent("Output Directory", "The output directory for the generated shader."), ProjectOptions.data.CustomOutputPath); + if (GUILayout.Button("Browse", EditorStyles.miniButton, GUILayout.ExpandWidth(false))) + { + var newOutputPath = Utils.OpenFolderPanel_ProjectPath("Choose custom output directory for TCP2 generated shaders", ProjectOptions.data.CustomOutputPath); + if (!string.IsNullOrEmpty(newOutputPath)) + { + ProjectOptions.data.CustomOutputPath = newOutputPath; + } + } + } + else + { + using (new EditorGUI.DisabledScope(true)) + { + EditorGUILayout.TextField(TCP2_GUI.TempContent("Output Directory", "The output directory for the generated shader."), "-"); + } + } + } + EditorGUILayout.EndHorizontal(); + + TCP2_GUI.Separator(); + + if (!template.valid) + { + EditorGUILayout.HelpBox("Invalid template: it might be an incorrect file, or one for the old Shader Generator.", MessageType.Error); + GUILayout.FlexibleSpace(); + } + else + { + + //######################################################################################################## + // Tabs: Features, Properties/Custom Material Properties + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Toggle(tabIndex == 0, TCP2_GUI.TempContent("FEATURES"), TCP2_GUI.Tab)) + tabIndex = 0; + if (GUILayout.Toggle(tabIndex == 1, TCP2_GUI.TempContent("SHADER PROPERTIES"), TCP2_GUI.Tab)) + tabIndex = 1; + GUILayout.FlexibleSpace(); + EditorGUILayout.EndHorizontal(); + TCP2_GUI.SeparatorSimple(); + + var changed = false; + + //######################################################################################################## + // FEATURES + + if (tabIndex == 0) + { + ShaderGenerator2.ContextualHelpBox( + "Select the features you want for your shader here.\nLeave the cursor over a label to get a help tooltip, or click here to open the documentation to see details and screenshots.", + "featuresreference"); + + scrollPositions[tabIndex] = EditorGUILayout.BeginScrollView(scrollPositions[tabIndex]); + + EditorGUI.BeginChangeCheck(); + + //New UI embedded into Template + template.FeaturesGUI(currentConfig); + + if (EditorGUI.EndChangeCheck()) + { + //reload shader properties + currentConfig.UpdateShaderProperties(template); + changed = true; + } + + EditorGUILayout.EndScrollView(); + } + + //######################################################################################################## + // SHADER PROPERTIES/CUSTOM MATERIAL PROPERTIES + + else if (tabIndex == 1) + { + scrollPositions[tabIndex] = EditorGUILayout.BeginScrollView(scrollPositions[tabIndex]); + + currentConfig.ShaderPropertiesGUI(); + + if (NeedsShaderPropertiesUpdate) + { + //reload shader properties if needed + NeedsShaderPropertiesUpdate = false; + currentConfig.UpdateShaderProperties(template); + changed = true; + + // update Custom Material Properties + currentConfig.UpdateCustomMaterialProperties(); + } + + //changed |= EditorGUI.EndChangeCheck(); + + EditorGUILayout.EndScrollView(); + } + + TCP2_GUI.SeparatorSimple(); + + //######################################################################################################## + //GENERATE + + GUI.enabled = guiEnabled; + + EditorGUILayout.BeginHorizontal(); + bool configHasErrors = currentConfig == null || currentConfig.HasErrors(); + if (configHasErrors) + { + var gc = TCP2_GUI.TempContent("There are errors in the Shader Properties"); + var rect = GUILayoutUtility.GetRect(gc, EditorStyles.helpBox, GUILayout.Height(38f)); + rect.y -= 1; + EditorGUI.HelpBox(rect, gc.text, MessageType.Error); + } + else + GUILayout.FlexibleSpace(); + + GUI.color = unsavedChanges ? guiColor * unsavedChangesColor : GUI.color; + using (new EditorGUI.DisabledScope(configHasErrors)) + { + if (GUILayout.Button(currentShader == null ? "Generate Shader" : "Update Shader", GUILayout.Width(120f), GUILayout.Height(38f))) + { + if (template == null) + { + EditorUtility.DisplayDialog("TCP2 : Shader Generation", "Can't generate shader: no Template file defined!\n\nYou most likely want to link the TCP2_User.txt file to the Template field in the Shader Generator.", "Ok"); + return; + } + + currentConfig.templateFile = template.textAsset.name; + currentConfig.OnBeforeGenerateShader(); + _GlobalUniqueId = 100; + + Shader generatedShader = null; + try + { + generatedShader = Compile(currentConfig, currentShader, template, true, !ProjectOptions.data.OverwriteConfig); + } + catch(Exception e) + { + Debug.LogError(ErrorMsg("Error generating the shader:\n" + e)); + } + finally + { + EditorUtility.ClearProgressBar(); + } + + if (generatedShader != null) + { + unsavedChanges = false; + LoadCurrentConfigFromShader(generatedShader); + } + + shouldReloadUserShaders = true; + currentConfig.OnAfterGenerateShader(); + + //Workaround to force the inspector to refresh, so that state is reset. + //Needed in case of switching between specular/metallic and related + //options, while the inspector is opened, so that it shows/hides the + //relevant properties according to the changes. + TCP2_MaterialInspector_SurfacePBS_SG.InspectorNeedsUpdate = true; + } + } + GUI.color = guiColor; + EditorGUILayout.EndHorizontal(); + + //Update config hash + if (changed) + { + NeedsHashUpdate = true; + } + + if (NeedsHashUpdate && Event.current.type == EventType.Repaint) + { + //check for errors + foreach (var sp in currentConfig.VisibleShaderProperties) + { + sp.CheckErrors(); + } + + //update hash + var newHash = currentConfig.ToHash(); + unsavedChanges = (newHash != currentHash); + NeedsHashUpdate = false; + this.Repaint(); + } + } + + TCP2_GUI.Separator(); + + //######################################################################################################## + // OPTIONS + + GlobalOptions.data.ShowOptions = TCP2_GUI.HeaderFoldout(GlobalOptions.data.ShowOptions, TCP2_GUI.TempContent("OPTIONS"), true); + + if (GlobalOptions.data.ShowOptions) + { + GlobalOptions.data.SelectGeneratedShader = GUILayout.Toggle(GlobalOptions.data.SelectGeneratedShader, TCP2_GUI.TempContent("Select Generated Shader", "Will select the generated file in the Project view"), GUILayout.Width(180f)); + ProjectOptions.data.OverwriteConfig = GUILayout.Toggle(ProjectOptions.data.OverwriteConfig, TCP2_GUI.TempContent("Always overwrite shaders", "Overwrite shaders when generating/updating (no prompt)"), GUILayout.Width(180f)); + EditorGUI.BeginChangeCheck(); + ProjectOptions.data.LoadAllShaders = GUILayout.Toggle(ProjectOptions.data.LoadAllShaders, TCP2_GUI.TempContent("Reload Shaders from all Project", "Load shaders from all your Project folders instead of just Toony Colors Pro 2.\nEnable it if you move your generated shader files outside of the default TCP2 Generated folder."), GUILayout.ExpandWidth(false)); + if (EditorGUI.EndChangeCheck()) + { + shouldReloadUserShaders = true; + } + + GUILayout.Space(4); + TCP2_GUI.SeparatorSimple(); + + EditorGUI.BeginChangeCheck(); + + // Auto filename + ProjectOptions.data.AutoNames = GUILayout.Toggle(ProjectOptions.data.AutoNames, TCP2_GUI.TempContent("Automatic filename", "Will automatically generate the shader filename based on its UI name"), GUILayout.ExpandWidth(false)); + + // Auto sub-folders + GUI.enabled &= ProjectOptions.data.AutoNames; + { + ProjectOptions.data.SubFolders = GUILayout.Toggle(ProjectOptions.data.SubFolders, TCP2_GUI.TempContent("Automatic sub-directories", "Will automatically create sub-directories based on the shader's UI categories"), GUILayout.ExpandWidth(false)); + } + GUI.enabled = guiEnabled; + + if (EditorGUI.EndChangeCheck()) + { + currentConfig.AutoNames(); + } + + GUILayout.Space(4); + TCP2_GUI.SeparatorSimple(); + + GlobalOptions.data.ShowDisabledFeatures = GUILayout.Toggle(GlobalOptions.data.ShowDisabledFeatures, TCP2_GUI.TempContent("Show disabled fields", "Show all settings, including disabled ones. Allows you to view all options available."), GUILayout.ExpandWidth(false)); + + EditorGUI.BeginChangeCheck(); + GlobalOptions.data.ShowContextualHelp = GUILayout.Toggle(GlobalOptions.data.ShowContextualHelp, TCP2_GUI.TempContent("Show contextual help", "Will show help boxes throughout the UI regarding the usage of the Shader Generator"), GUILayout.Width(180f)); + if (EditorGUI.EndChangeCheck()) + { + this.wantsMouseMove = GlobalOptions.data.ShowContextualHelp; + } + + GlobalOptions.data.DockableWindow = GUILayout.Toggle(GlobalOptions.data.DockableWindow, TCP2_GUI.TempContent("Dockable Window", "Makes the Shader Generator 2 window dockable in the Editor UI (close and reopen the tool to apply)"), GUILayout.ExpandWidth(false)); + + EditorGUILayout.BeginHorizontal(); + { + ProjectOptions.data.UseCustomFont = GUILayout.Toggle(ProjectOptions.data.UseCustomFont, TCP2_GUI.TempContent("Use Custom Font", "Use a custom font for the Shader Geneator 2"), GUILayout.ExpandWidth(false)); + GUILayout.Space(10f); + EditorGUI.BeginDisabledGroup(!ProjectOptions.data.UseCustomFont); + { + ProjectOptions.data.CustomFont = (Font)EditorGUILayout.ObjectField(ProjectOptions.data.CustomFont, typeof(Font), false); + } + EditorGUI.EndDisabledGroup(); + } + EditorGUILayout.EndHorizontal(); + GUILayout.Space(4f); + } + + TCP2_GUI.UseNewHelpIcon = false; + + //needed for hover to work correctly + if (Event.current.type == EventType.MouseMove) + { + this.Repaint(); + } + + if (showDynamicTooltip) + { + var realMousePosition = Event.current.mousePosition + new Vector2(this.position.x, this.position.y) + new Vector2(10, 14); + Tooltip.Show(realMousePosition, dynamicTooltip); + + /* + var gc = TCP2_GUI.TempContent(helpMessage); + float width = Mathf.Min(EditorGUIUtility.currentViewWidth - Event.current.mousePosition.x - 10, 200); + float height = EditorStyles.helpBox.CalcHeight(gc, width); + var rectHelp = new Rect(Event.current.mousePosition.x + 10, Event.current.mousePosition.y + 10, width, height); + GUI.Label(rectHelp, gc, EditorStyles.helpBox); + */ + + showDynamicTooltip = false; + } + else if (Event.current.type != EventType.Layout) + { + Tooltip.Hide(); + } + + if (GUI.changed) + { + pushUndoState(); + } + } + + public delegate void OnProjectChangeCallback(); + static public OnProjectChangeCallback onProjectChange; + + void OnProjectChange() + { + shouldReloadUserShaders = true; + if (onProjectChange != null) + { + onProjectChange(); + } + } + + public void GenerateOrUpdateShader() + { + currentConfig.templateFile = template.textAsset.name; + currentConfig.OnBeforeGenerateShader(); + + Shader generatedShader = null; + try + { + generatedShader = Compile(currentConfig, currentShader, template, true, !ProjectOptions.data.OverwriteConfig); + } + finally + { + EditorUtility.ClearProgressBar(); + } + + if (generatedShader != null) + { + unsavedChanges = false; + LoadCurrentConfigFromShader(generatedShader); + } + + shouldReloadUserShaders = true; + currentConfig.OnAfterGenerateShader(); + } + + //-------------------------------------------------------------------------------------------------- + // MISC + + void LoadConfig(Config config, bool loadConfigTemplate = true) + { + currentConfig = config; + unsavedChanges = false; + if (ProjectOptions.data.AutoNames) + { + currentConfig.AutoNames(); + } + if (loadConfigTemplate) + { + template.TryLoadTextAsset(currentConfig); + LoadNewTemplate(); + } + + if (template.valid) + { + currentConfig.UpdateShaderProperties(template); + + //apply default features/keywords according to template + template.ApplyForcedValues(currentConfig); + template.ApplyKeywords(currentConfig); + } + + currentHash = currentConfig.ToHash(); + } + + void NewShader() + { + currentShader = null; + template.ResetShaderProperties(); + LoadConfig(new Config(), false); + } + + void CopyShader() + { + currentShader = null; + var oldConfig = currentConfig; + var newConfig = currentConfig.Copy(); + newConfig.ShaderName += " Copy"; + newConfig.Filename += " Copy"; + LoadConfig(newConfig); + oldConfig.CopyCustomTexturesTo(newConfig); + oldConfig.CopyImplementationsTo(newConfig); + } + + public void LoadCurrentConfigFromShader(Shader shader) + { + currentConfig = Config.CreateFromShader(shader); + if (currentConfig != null) + { + currentShader = shader; + unsavedChanges = false; + + //Load appropriate template + template.TryLoadTextAsset(currentConfig); + LoadNewTemplate(); + currentConfig.ParseSerializedDataAndHash(ShaderImporter.GetAtPath(AssetDatabase.GetAssetPath(shader)) as ShaderImporter, template, true); //second run (see method comment) + currentConfig.UpdateShaderProperties(template); + template.ApplyKeywords(currentConfig); + + currentHash = currentConfig.ToHash(); + } + else + { + EditorApplication.Beep(); + ShowNotification(TCP2_GUI.TempContent("Invalid shader loaded: it doesn't seem to have been generated by the TCP2 Shader Generator!")); + currentShader = null; + NewShader(); + } + } + + bool shouldReloadUserShaders; + Shader[] projectShaders; + void ShowShadersMenu() + { + // load shaders from the project + if (projectShaders == null || shouldReloadUserShaders) + { + projectShaders = GetUserShaders(); + } + + // build shader menu + var loadShadersMenu = new GenericMenu(); + loadShadersMenu.AddItem(new GUIContent("New Shader"), false, NewShader); + loadShadersMenu.AddSeparator(""); + + GenericMenu.MenuFunction2 onLoadShaderFromMenu = shaderObj => + { + var shader = shaderObj as Shader; + if (shader != null) + LoadCurrentConfigFromShader(shader); + }; + + if (projectShaders != null && projectShaders.Length > 0) + { + for (var i = 0; i < projectShaders.Length; i++) + { + if (projectShaders[i] != null) + { + loadShadersMenu.AddItem(new GUIContent(projectShaders[i].name), currentShader == projectShaders[i], onLoadShaderFromMenu, projectShaders[i]); + } + } + } + else + { + loadShadersMenu.AddDisabledItem(new GUIContent("No shaders made with the Shader Generator 2 found")); + } + + shouldReloadUserShaders = false; + + loadShadersMenu.ShowAsContext(); + } + + static Shader[] GetUserShaders() + { + Shader[] returnArray = null; + EditorUtility.DisplayProgressBar("Toony Colors Pro", "Fetching shaders...", 0.5f); + + try + { + var rootPath = (ProjectOptions.data.LoadAllShaders ? Application.dataPath : GetOutputPath()); + if (Directory.Exists(rootPath)) + { + var paths = Utils.GetFilesSafe(rootPath, "*.shader"); + var shaderList = new List(); + + foreach (var path in paths) + { +#if UNITY_EDITOR_WIN + var assetPath = "Assets" + path.Replace(@"\", @"/").Replace(Application.dataPath, ""); +#else + string assetPath = "Assets" + path.Replace(Application.dataPath, ""); +#endif + var shaderImporter = ShaderImporter.GetAtPath(assetPath) as ShaderImporter; + if (shaderImporter != null) + { + // Shader Generator 1 shaders: skip + if (shaderImporter.userData.Contains("USER")) + { + continue; + } + else + { + string osPath = Utils.UnityRelativeToSystemPath(shaderImporter.assetPath); + var shaderContent = File.ReadAllLines(osPath); + + // only check the last 10 lines + for (int i = 1; i <= 10; i++) + { + int index = shaderContent.Length - i; + if (index >= shaderContent.Length || index < 0) + { + break; + } + + // Shader Generator 2 shaders have a hash at the end of the file + // If it exists, it means this is an SG2 shader. + string line = shaderContent[shaderContent.Length - i]; + if (line.StartsWith(Config.kHashPrefix)) + { + var shader = AssetDatabase.LoadAssetAtPath(assetPath); + if (shader != null && !shaderList.Contains(shader)) + { + shaderList.Add(shader); + } + } + } + } + } + } + + returnArray = shaderList.ToArray(); + } + } + finally + { + EditorUtility.ClearProgressBar(); + } + + return returnArray; + } + + void ShowTemplatesMenu() + { + if (allTemplates == null) + { + allTemplates = LoadAllTemplates(); + } + + // construct menu + var loadTemplateMenu = new GenericMenu(); + if (allTemplates != null && allTemplates.Length > 0) + { + var menuItems = new List(); + + foreach (var textAsset in allTemplates) + { + //Exceptions + if (textAsset.name.Contains("TCP2_User_Unity5_Old")) + continue; + + //Find name and SG2 compatibility + var name = textAsset.name; + bool validTemplate = false; + var sr = new StringReader(textAsset.text); + string line; + while ((line = sr.ReadLine()) != null) + { + if (line.StartsWith("#NAME")) + { + name = line.Substring(6); + } + if (line.StartsWith("#SG2")) + { + validTemplate = true; + } + if (line.StartsWith("#FEATURES")) + { + break; + } + } + + if (validTemplate) + { + menuItems.Add(new object[] { name, textAsset }); + } + } + + //put submenus at the end of list + var menuItemsSorted = new List(); + for (var i = menuItems.Count-1; i >= 0; i--) + { + if ((menuItems[i][0] as string).Contains("/")) + menuItemsSorted.Add(menuItems[i]); + else + menuItemsSorted.Insert(0, menuItems[i]); + } + + //create load templates menu + GenericMenu.MenuFunction2 onLoadTemplate = textAssetObj => { LoadNewTemplate(textAssetObj as TextAsset); }; + foreach (var item in menuItemsSorted) + { + var textAsset = item[1] as TextAsset; + loadTemplateMenu.AddItem(new GUIContent(item[0] as string), template.textAsset == textAsset, onLoadTemplate, textAsset); + } + } + else + { + loadTemplateMenu.AddDisabledItem(new GUIContent("Couldn't load templates")); + } + + loadTemplateMenu.ShowAsContext(); + } + + //================================================================================================================================================================ + // COMPILATION + // Code from ShaderGeneratorUtils + + /// + /// Returns the absolute output path + /// + static string GetOutputPath() + { + // if (ProjectOptions.data.CustomOutputDir) + { + var trimmed = ProjectOptions.data.CustomOutputPath.Trim('/', ' '); + return Application.dataPath + (string.IsNullOrEmpty(trimmed) ? "/" : string.Format("/{0}/", trimmed)); + } + + //TCP2 folder has been moved? Try to find new location + /* + if (!Directory.Exists(Application.dataPath + OUTPUT_PATH)) + { + var rootPath = Utils.FindReadmePath(false); + if (!string.IsNullOrEmpty(rootPath)) + { + return rootPath + "/Shaders Generated/"; + } + } + + return Application.dataPath + OUTPUT_PATH; + */ + } + + static string SafePath(string path) + { + if (!path.EndsWith("/")) + path = path + "/"; + if (!path.StartsWith("/")) + path = "/" + path; + + //try to get safe path name + foreach (var c in Path.GetInvalidPathChars()) + { + path = path.Replace(c.ToString(), ""); + } + foreach (var c in Path.GetInvalidFileNameChars()) + { + if (c == '/' || c == '\\') + continue; + path = path.Replace(c.ToString(), ""); + } + + return path; + } + + static Shader Compile(Config config, Shader existingShader, Template template, bool showProgressBar = true, bool overwritePrompt = true, bool externallyModifiedPrompt = true) + { + return Compile(config, existingShader, template, showProgressBar ? 0f : -1f, overwritePrompt, externallyModifiedPrompt); + } + static Shader Compile(Config config, Shader existingShader, Template template, float progress, bool overwritePrompt, bool externallyModifiedPrompt) + { + //UI + if (progress >= 0f) + EditorUtility.DisplayProgressBar("Hold On", "Generating Shader: " + config.ShaderName, progress); + + // Set up statics + ShaderGenerator2.CurrentConfig = config; + ShaderGenerator2.TemplateID = template.id; + + //Generate source + var source = GenerateShaderSource(config, template, existingShader); + if (string.IsNullOrEmpty(source)) + { + Debug.LogError(ErrorMsg("Can't save Shader: source is null or empty!")); + EditorUtility.ClearProgressBar(); + return null; + } + + //Save to disk + var shader = SaveShader(config, existingShader, source, overwritePrompt, externallyModifiedPrompt && config.isModifiedExternally); + + //Special configs + if (template.templateType == "terrain") + { + //Generate Base shader + var baseConfig = config.Copy(); + baseConfig.Filename = baseConfig.Filename + "_Base"; + baseConfig.ShaderName = "Hidden/" + baseConfig.ShaderName + "-Base"; + baseConfig.Features.Add("TERRAIN_BASE"); + + source = GenerateShaderSource(baseConfig, template, existingShader); + if (string.IsNullOrEmpty(source)) + Debug.LogError(ErrorMsg("Can't save Terrain Base Shader: source is null or empty!")); + else + SaveShader(baseConfig, existingShader, source, false, false); + + //Generate AddPass shader + var addPassConfig = config.Copy(); + addPassConfig.Filename = addPassConfig.Filename + "_AddPass"; + addPassConfig.ShaderName = "Hidden/" + addPassConfig.ShaderName + "-AddPass"; + addPassConfig.Features.Add("TERRAIN_ADDPASS"); + addPassConfig.Flags.Add("decal:add"); + + source = GenerateShaderSource(addPassConfig, template, existingShader); + if (string.IsNullOrEmpty(source)) + Debug.LogError(ErrorMsg("Can't save Terrain AddPass Shader: source is null or empty!")); + else + SaveShader(addPassConfig, existingShader, source, false, false); + } + + //UI + if (progress >= 0f) + EditorUtility.ClearProgressBar(); + + return shader; + } + + struct CustomMaterialPropertyUsage + { + internal ShaderProperty.CustomMaterialProperty customMaterialProperty; + internal ShaderProperty.ProgramType program; + } + + class NotEmptyBlock + { + public StringBuilder stringBuilderToPrintBefore = new StringBuilder(); + public StringBuilder stringBuilderNotEmptyBlock = new StringBuilder(); + public StringBuilder stringBuilderToPrintAfter = new StringBuilder(); + + public NotEmptyBlock() + { + stringBuilderToPrintBefore = new StringBuilder(); + stringBuilderNotEmptyBlock = new StringBuilder(); + stringBuilderToPrintAfter = new StringBuilder(); + } + + public bool ShouldBePrinted() + { + bool empty = stringBuilderNotEmptyBlock.Length == 0; + if (empty) + { + return false; + } + + for (int c = 0; c < stringBuilderNotEmptyBlock.Length; c++) + { + if (!char.IsWhiteSpace(stringBuilderNotEmptyBlock[c])) + { + return true; + } + } + + return false; + } + + public string Print() + { + return stringBuilderToPrintBefore.ToString() + + stringBuilderNotEmptyBlock.ToString() + + stringBuilderToPrintAfter.ToString(); + } + } + + // System to add lines before the currently examined line (e.g. for custom code to cache sampled implementations) + static StringBuilder currentStringBuilder; + static string currentIndent; + internal static void AppendLineBefore(string line) + { + currentStringBuilder.AppendLine(currentIndent + line); + } + + //Generate the source code for the shader as a string + //Very long method that will do the following steps: + // 1. Add specific keywords (shader name, unity version) + // 2. Get stripped template lines based on conditions + // 3. Find used ShadeProperties for each pass + // 4. Generate the output code + static string GenerateShaderSource(Config config, Template template, Shader existingShader = null) + { + if (config == null) + { + Debug.LogError(ErrorMsg("Config file is null")); + return null; + } + + if (template == null) + { + Debug.LogError(ErrorMsg("Template is null")); + return null; + } + + if (template.textAsset == null || string.IsNullOrEmpty(template.textAsset.text)) + { + Debug.LogError(ErrorMsg("Template string is null or empty")); + return null; + } + + //------------------------------------------------ + // UPDATE CONFIG + // Make sure that all needed Shader Properties exist + // (sometimes some can be missing if the Shader Properties tab isn't viewed and some features are toggled) + config.UpdateShaderProperties(template); + + //------------------------------------------------ + // SHADER PARAMETERS + + var keywords = new Dictionary(config.Keywords); + + //Shader name + keywords.Add("SHADER_NAME", config.ShaderName); + + //------------------------------------------------ + // PARSING & GENERATION + + var stringBuilder = new StringBuilder(); + currentStringBuilder = stringBuilder; + var stackNotEmptyBlocks = new Stack(); + + //Get the template lines without the ones not matching selected features (and without unneeded blocks at this point, like #FEATURES) + var flags = new List(config.Flags); + var templateLines = template.GetParsedLinesFromConditions(config, flags); + + // Generate Surface parameters (has to happen after #KEYWORD block in GetParsedLinesFromCondition) + var strFlags = string.Join(" ", flags.ToArray()); + keywords.Add("SURF_PARAMS", strFlags); + + //-------------------------------- + // GLOBAL Params + + //Keep track of manually printed Shader Properties ( e.g. [[PROP:Albedo]] ), so that we can print the remaining ones with the [[PROPERTIES]] block + var printedShaderProperties = new HashSet(); + var allPassesUsedShaderProperties = new List(); + var allPassesUsedCustomMaterialProperty = new List(); + CurrentProgram = ShaderProperty.ProgramType.Undefined; + + //-------------------------------- + // PASS Params + + List currentPassUsedCustomMaterialProperties = null; + List currentPassUsedShaderProperties = null; + VertexToFragmentVariablesManager variablesManager = null; + List usedUvChannelsVertex = null; + List usedUvChannelsFragment = null; + Dictionary uvChannelsDimensions = null; // dimensions (float2, float3, float4) needed for each uv channel in the fragment shader + Dictionary> uvChannelGlobalTilingOffset = null; + Dictionary> uvChannelGlobalScrolling = null; + Dictionary> uvChannelGlobalRandomOffset = null; + string inputSource = "no_input"; + string outputSource = "no_output"; + bool newPass = false; + bool isSurfacePass = false; + + // Add a used UV channel and specify its dimensions for the fragment shader + Action, int, int> AddUvChannelUsage = (List uvList, int uvChannel, int dimensions) => + { + if (!uvList.Contains(uvChannel)) + { + uvList.Add(uvChannel); + } + + if (!uvChannelsDimensions.ContainsKey(uvChannel)) + { + uvChannelsDimensions.Add(uvChannel, dimensions); + } + else if (uvChannelsDimensions[uvChannel] < dimensions) + { + uvChannelsDimensions[uvChannel] = dimensions; + } + }; + + //Used Shader Properties per pass + var usedShaderPropertiesPerPass = template.FindUsedShaderPropertiesPerPass(templateLines); + var usedCustomMaterialProperties = new List>(); + + //Find used Custom Material Properties per pass and globally + for (var i = 0; i < usedShaderPropertiesPerPass.Count; i++) + { + usedCustomMaterialProperties.Add(new List()); + + foreach (var sp in usedShaderPropertiesPerPass[i]) + { + //All used Shader Properties so that we can print them in [[PROPERTIES]] + if (!allPassesUsedShaderProperties.Contains(sp)) + allPassesUsedShaderProperties.Add(sp); + + //All used Custom Material Properties so that we can print them in [[PROPERTIES]] + get the ones used per pass + foreach (var imp in sp.implementations) + { + var ctImp = imp as ShaderProperty.Imp_CustomMaterialProperty; + if (ctImp != null) + { + var cmp = ctImp.LinkedCustomMaterialProperty; + + if (cmp == null) + { + Debug.LogError(ErrorMsg(string.Format("No Custom Material Property defined for property '{0}'", sp.Name))); + return null; + } + + if (!allPassesUsedCustomMaterialProperty.Contains(cmp)) + { + allPassesUsedCustomMaterialProperty.Add(cmp); + } + + // add to used Custom Material Properties per pass if not added already, or if the program is different + // (a custom material property can be sampled in both vertex and fragment shader) + bool alreadyAdded = usedCustomMaterialProperties[i].Exists(ctUsage => ctUsage.program == sp.Program && ctUsage.customMaterialProperty == cmp); + if (!alreadyAdded) + { + usedCustomMaterialProperties[i].Add(new CustomMaterialPropertyUsage() { customMaterialProperty = cmp, program = sp.Program }); + } + } + } + } + } + + // System to mark some shader properties/custom material properties as already declared in + // a CG/HLSLINCLUDE block, and thus they shouldn't be declared again anywhere else. + bool isInIncludeBlock = false; + var cgIncludeShaderProperties = new HashSet(); + var cgIncludeCustomMaterialProperties = new HashSet(); + + //Parse template file and output generated shader + var passIndex = -1; + for (var i = 0; i < templateLines.Length; i++) + { + var line = templateLines[i].line; + var skipLine = false; + + //extract indentation + var indent = ""; + foreach (var c in line) + { + if (char.IsWhiteSpace(c)) + indent += c; + else + break; + } + currentIndent = indent; + + //Comment or special commands + if (line.StartsWith("#")) + { + //Skip these blocks + if (line.StartsWith("#FEATURES") || line.StartsWith("#PROPERTIES_NEW") || line.StartsWith("#KEYWORDS") || line.StartsWith("#INPUT_VARIABLES")) + { + while (i < templateLines.Length) + { + i++; + if (templateLines[i].line.Trim() == "#END") + break; + } + + continue; + } + + //Special tags + var tags = line.Substring(1).Split(','); + foreach (var tag in tags) + { + var trimmedTag = tag.Trim().Replace(" ", ""); + + if (trimmedTag == "VERTEX") + { + CurrentProgram = ShaderProperty.ProgramType.Vertex; + IsInLightingFunction = false; + continue; + } + + if (trimmedTag == "FRAGMENT") + { + CurrentProgram = ShaderProperty.ProgramType.Fragment; + IsInLightingFunction = false; + continue; + } + + if (trimmedTag == "SURFACE") + { + CurrentProgram = ShaderProperty.ProgramType.Fragment; + IsInLightingFunction = false; + continue; + } + + if (trimmedTag == "LIGHTING") + { + CurrentProgram = ShaderProperty.ProgramType.Fragment; + IsInLightingFunction = true; + continue; + } + + if (trimmedTag == "PASS") + { + newPass = true; + passIndex++; + continue; + } + + if (trimmedTag.StartsWith("INPUT")) + { + //remove white spaces and "#INPUT=" + inputSource = trimmedTag.Substring("INPUT=".Length); + continue; + } + + if (trimmedTag.StartsWith("OUTPUT")) + { + //remove white spaces and "#OUTPUT=" + outputSource = trimmedTag.Substring("OUTPUT=".Length); + continue; + } + } + + if (line.Contains("not_empty")) + { + Debug.LogWarning(ErrorMsg("'not_empty' line without any space at the beginning!")); + } + + continue; + } + + // System to only print some information if there has been anything printed in a block + // e.g. only print a [Header()] if there are actual properties printed after it + var trimmedLine = line.Trim(); + if (trimmedLine == "#if_not_empty") + { + var notEmptyBlock = new NotEmptyBlock(); + stackNotEmptyBlocks.Push(notEmptyBlock); + currentStringBuilder = notEmptyBlock.stringBuilderToPrintBefore; + continue; + } + else if (trimmedLine == "#start_not_empty_block") + { + var notEmptyBlock = stackNotEmptyBlocks.Peek(); + currentStringBuilder = notEmptyBlock.stringBuilderNotEmptyBlock; + continue; + } + else if (trimmedLine == "#end_not_empty_block") + { + var notEmptyBlock = stackNotEmptyBlocks.Peek(); + currentStringBuilder = notEmptyBlock.stringBuilderToPrintAfter; + continue; + } + else if (trimmedLine == "#end_not_empty") + { + var notEmptyBlock = stackNotEmptyBlocks.Pop(); + if (notEmptyBlock.ShouldBePrinted()) + { + stringBuilder.Append(notEmptyBlock.Print()); + } + currentStringBuilder = stringBuilder; + continue; + } + + //------------------------------------------------------------------------------------------------ + // New pass initialization + + if (newPass) + { + newPass = false; + + //Find out if current pass has a lighting function + isSurfacePass = template.PassIsSurfaceShader(templateLines, passIndex); + CurrentPassHasLightingFunction = isSurfacePass; + + //------------------------------------------------------------------------------------------------ + // Used Custom Material Properties for this pass + + currentPassUsedCustomMaterialProperties = usedCustomMaterialProperties[passIndex]; + currentPassUsedShaderProperties = usedShaderPropertiesPerPass[passIndex]; + + //------------------------------------------------------------------------------------------------ + // UV Channels: usage and global tiling/offset & scrolling for this pass + + //Find used uv channels in (Custom) Material Properties + usedUvChannelsFragment = new List(); + usedUvChannelsVertex = new List(); + uvChannelsDimensions = new Dictionary(); + + if (isSurfacePass) + { + if (!config.Flags.Contains("nolightmap")) + { + // lightmaps require TEXCOORD1 and TEXCOORD2 from vertex input + AddUvChannelUsage(usedUvChannelsVertex, 1, 2); + AddUvChannelUsage(usedUvChannelsVertex, 2, 2); + } + } + + uvChannelGlobalTilingOffset = new Dictionary>(); + uvChannelGlobalScrolling = new Dictionary>(); + uvChannelGlobalRandomOffset = new Dictionary>(); + + //Find used uv channels in Shader Properties + foreach (var sp in usedShaderPropertiesPerPass[passIndex]) + { + foreach (var imp in sp.implementations) + { + var vertexUvImp = imp as ShaderProperty.Imp_VertexTexcoord; + if (vertexUvImp != null) + { + AddUvChannelUsage(usedUvChannelsVertex, vertexUvImp.TexcoordChannel, 2); + + if (sp.Program == ShaderProperty.ProgramType.Fragment) + { + int dimensions = 2; + if (vertexUvImp.Channels.Contains("W")) + { + dimensions = 4; + } + else if (vertexUvImp.Channels.Contains("Z")) + { + dimensions = 3; + } + AddUvChannelUsage(usedUvChannelsFragment, vertexUvImp.TexcoordChannel, dimensions); + } + } + + var textureImp = imp as ShaderProperty.Imp_MaterialProperty_Texture; + + // find MaterialProperty_Texture implementations from Custom Material Properties + if (textureImp == null) + { + var imp_ct = imp as ShaderProperty.Imp_CustomMaterialProperty; + if (imp_ct != null && imp_ct.LinkedCustomMaterialProperty != null) + { + textureImp = imp_ct.LinkedCustomMaterialProperty.implementation as ShaderProperty.Imp_MaterialProperty_Texture; + } + } + + if (textureImp != null && !textureImp.UseScreenSpaceUV && !textureImp.UseWorldPosUV) + { + AddUvChannelUsage(usedUvChannelsVertex, textureImp.UvChannel, 2); + + if (sp.Program == ShaderProperty.ProgramType.Fragment) + { + AddUvChannelUsage(usedUvChannelsFragment, textureImp.UvChannel, 2); + } + + //Find global tiling/offset flags in Shader Properties to apply them in the vertex shader + if (textureImp.UseTilingOffset && textureImp.GlobalTilingOffset) + { + if (!uvChannelGlobalTilingOffset.ContainsKey(textureImp.UvChannel)) + uvChannelGlobalTilingOffset.Add(textureImp.UvChannel, new List()); + + uvChannelGlobalTilingOffset[textureImp.UvChannel].Add(textureImp.PropertyName); + } + + //Find global scrolling flags in Shader Properties to apply them in the vertex shader + if (textureImp.UseScrolling && textureImp.GlobalScrolling) + { + if (!uvChannelGlobalScrolling.ContainsKey(textureImp.UvChannel)) + uvChannelGlobalScrolling.Add(textureImp.UvChannel, new List()); + + uvChannelGlobalScrolling[textureImp.UvChannel].Add(textureImp.PropertyName); + } + + //Find global random offset flags in Shader Properties to apply them in the vertex shader + if (textureImp.RandomOffset && textureImp.GlobalRandomOffset) + { + if (!uvChannelGlobalRandomOffset.ContainsKey(textureImp.UvChannel)) + uvChannelGlobalRandomOffset.Add(textureImp.UvChannel, new List()); + + uvChannelGlobalRandomOffset[textureImp.UvChannel].Add(textureImp.PropertyName); + } + } + } + } + + //------------------------------------------------------------------------------------------------ + // UV Channels & vertex-to-fragment variables: packing into float4 to reduce interpolators + + //input variables + var listToPack = new List(); + + //texture coordinates + usedUvChannelsVertex.Sort(); + usedUvChannelsFragment.Sort(); + foreach (int uv in usedUvChannelsFragment) + { + listToPack.Add(string.Format("float{0} texcoord{1}", uvChannelsDimensions[uv], uv)); + } + + //get needed input variables + var inputVariables = template.GetInputBlock(templateLines, passIndex); + if (inputVariables != null) + { + listToPack.AddRange(inputVariables); + } + + //add to variables manager: if inputVariables is null, it means we are dealing with a surface shader, so no need for packing + variablesManager = new VertexToFragmentVariablesManager(listToPack.ToArray(), inputVariables != null); + } + + //detect shader code // comment + var trimLine = line.TrimStart(); + var isComment = trimLine.StartsWith("//") && !trimLine.StartsWith("///"); + + //Line break + if (string.IsNullOrEmpty(line)) + { + currentStringBuilder.AppendLine(line); + continue; + } + + //Replace @% keywords %@ + line = ReplaceKeywords(line, keywords); + + //New [[KEYWORD]] replacements + while (!isComment && line.IndexOf("[[") >= 0) + { + var start = line.IndexOf("[["); + var end = line.IndexOf("]]"); + var tag = line.Substring(start+2, end-start-2); + + var replacement = ""; + + //Speficic variable + if (tag.StartsWith("VALUE:")) + { + var varName = tag.Substring(tag.IndexOf(':')+1); + //string varArgs = null; + int argsStart = varName.IndexOf('('); + if (argsStart > 0) + { + //varArgs = varName.Substring(argsStart + 1, varName.Length - argsStart - 2); + varName = varName.Substring(0, argsStart); + } + + var sp = config.GetShaderPropertyByName(varName); + if (sp != null) + { + replacement = sp.PrintVariableName(inputSource); + } + else + { + Debug.LogError(ErrorMsg("No match for 'VALUE:" + varName + "'")); + } + } + //Specific property + else if (tag.StartsWith("PROP:")) + { + var propName = tag.Substring(tag.IndexOf(':')+1); + var sp = config.GetShaderPropertyByName(propName); + if (sp != null) + { + replacement = sp.PrintProperties(indent); + printedShaderProperties.Add(sp); + } + else + { + Debug.LogError(ErrorMsg("No match for 'PROP:" + propName + "'")); + } + } + //output code to declare texture coordinates and necessary vertex-to-fragment variables, packed as float4 (for v2f struct) + else if (tag.StartsWith("INPUT_STRUCT_SEMANTICS")) + { + //get last available TEXCOORD number + int availableTexcoord = int.Parse(tag.Substring(tag.IndexOf(':')+1)); + string packedVariables = variablesManager.PrintPackedVariables(availableTexcoord, indent); + if (!string.IsNullOrEmpty(packedVariables)) + { + replacement += packedVariables; + } + } + //output variable that has to be handled by the variable manager + else if (tag.StartsWith("INPUT_VALUE:")) + { + string varName = tag.Substring(tag.IndexOf(':')+1); + string variable = variablesManager.GetVariable(varName); + replacement += variable ?? varName; + } + else if (tag.StartsWith("SAMPLE_SHADER_PROPERTY:") || tag.StartsWith("SAMPLE_VALUE_SHADER_PROPERTY:")) + { + bool declareVariable = tag.StartsWith("SAMPLE_SHADER_PROPERTY:"); + var heading = declareVariable ? "SAMPLE_SHADER_PROPERTY:" : "SAMPLE_VALUE_SHADER_PROPERTY:"; + var property = tag.Substring(heading.Length); + string args = null; + int argsStart = property.IndexOf('('); + if (argsStart > 0) + { + args = property.Substring(argsStart + 1, property.Length - argsStart - 2); + property = property.Substring(0, argsStart); + } + + var shaderProperty = currentPassUsedShaderProperties.Find(sp => sp.Name == property); + if (shaderProperty != null) + { + if (shaderProperty.Program == CurrentProgram) + { + replacement += string.Format("{0}{1}", declareVariable ? indent : "", shaderProperty.PrintVariableSampleDeferred(inputSource, outputSource, CurrentProgram, args, declareVariable)); + } + } + else + { + Debug.LogError(ErrorMsg(string.Format("Can't find property '{0}' for manual sampling", property))); + } + } + //Generic [[tags]] + else + { + switch (tag) + { + case "SURFACE_FLAGS": + break; + + case "PROPERTIES": + //shader properties + if (allPassesUsedShaderProperties != null && allPassesUsedShaderProperties.Count > 0) + { + foreach (var sp in allPassesUsedShaderProperties) + { + if (!printedShaderProperties.Contains(sp)) + { + var prop = sp.PrintProperties(indent); + if (!string.IsNullOrEmpty(prop)) + replacement += prop + "\n" + indent; + } + } + + if (!string.IsNullOrEmpty(replacement)) + replacement = "\n" + indent + replacement; + } + + //custom material properties + string tempString = ""; + if (allPassesUsedCustomMaterialProperty != null && allPassesUsedCustomMaterialProperty.Count > 0) + foreach (var ct in allPassesUsedCustomMaterialProperty) + tempString += ct.PrintProperty(indent) + "\n" + indent; + + if (!string.IsNullOrEmpty(tempString)) + { + if (string.IsNullOrEmpty(replacement)) + replacement = "// Custom Material Properties\n" + indent + tempString; + else + replacement += "\n" + indent + "// Custom Material Properties\n" + indent + tempString; + } + + replacement = replacement.TrimEnd(); + break; + + case "VARIABLES_SURFACE_OUTPUT": + //shader properties that will be sampled in lighting function + if (usedShaderPropertiesPerPass[passIndex] != null && usedShaderPropertiesPerPass[passIndex].Count > 0) + { + foreach (var sp in usedShaderPropertiesPerPass[passIndex]) + { + var variable = sp.PrintVariableSurfaceOutput(); + if (!string.IsNullOrEmpty(variable)) + replacement += indent + variable + "\n"; + } + } + if (!string.IsNullOrEmpty(replacement)) + replacement = "\n" + indent + "// Shader Properties\n" + replacement; + + replacement = replacement.TrimEnd(); + break; + + case "VARIABLES_INCLUDE": + isInIncludeBlock = true; + goto case "VARIABLES"; + case "VARIABLES": + // Custom Material Properties + // If in CGINCLUDE block, print *all* Custom Material Properties + if (isInIncludeBlock) + { + var allCustomMaterialProperties = new List(); + foreach (var list in usedCustomMaterialProperties) + { + foreach (var cmp in list) + { + if (!allCustomMaterialProperties.Contains(cmp)) + { + allCustomMaterialProperties.Add(cmp); + } + } + } + + var hashset = new HashSet(); + foreach (var ctUsage in allCustomMaterialProperties) + { + if (!ctUsage.customMaterialProperty.IsGpuInstanced + && !hashset.Contains(ctUsage.customMaterialProperty) + && !cgIncludeCustomMaterialProperties.Contains(ctUsage.customMaterialProperty)) + { + replacement += indent + ctUsage.customMaterialProperty.PrintVariablesDeclare(false, indent) + "\n" + indent; + + hashset.Add(ctUsage.customMaterialProperty); + cgIncludeCustomMaterialProperties.Add(ctUsage.customMaterialProperty); + } + } + } + else + { + if (currentPassUsedCustomMaterialProperties != null && currentPassUsedCustomMaterialProperties.Count > 0) + { + var hashset = new HashSet(); + foreach (var ctUsage in currentPassUsedCustomMaterialProperties) + { + if (!ctUsage.customMaterialProperty.IsGpuInstanced && !hashset.Contains(ctUsage.customMaterialProperty) && !cgIncludeCustomMaterialProperties.Contains(ctUsage.customMaterialProperty)) + { + replacement += indent + ctUsage.customMaterialProperty.PrintVariablesDeclare(false, indent) + "\n" + indent; + + hashset.Add(ctUsage.customMaterialProperty); + if (isInIncludeBlock) + { + cgIncludeCustomMaterialProperties.Add(ctUsage.customMaterialProperty); + } + } + } + } + } + + if (!string.IsNullOrEmpty(replacement)) + { + replacement = "\n" + indent + "// Custom Material Properties\n" + replacement; + } + + // Shader Properties + tempString = ""; + // If in CGINCLUDE block, print *all* Shader Properties + if (isInIncludeBlock) + { + var allUsedShaderProperties = new List(); + foreach (var list in usedShaderPropertiesPerPass) + { + foreach (var sp in list) + { + if (!allUsedShaderProperties.Contains(sp)) + { + allUsedShaderProperties.Add(sp); + } + } + } + + foreach (var sp in allUsedShaderProperties) + { + var prop = sp.PrintVariableDeclare(false, indent); + if (!string.IsNullOrEmpty(prop) && !cgIncludeShaderProperties.Contains(sp)) + { + tempString += indent + prop + "\n"; + cgIncludeShaderProperties.Add(sp); + } + } + } + else + { + // Regular pass, print this pass's Shader Properties + if (usedShaderPropertiesPerPass[passIndex] != null && usedShaderPropertiesPerPass[passIndex].Count > 0) + { + foreach (var sp in usedShaderPropertiesPerPass[passIndex]) + { + if (cgIncludeShaderProperties.Contains(sp)) + { + continue; + } + + var prop = sp.PrintVariableDeclare(false, indent); + if (!string.IsNullOrEmpty(prop)) + { + tempString += indent + prop + "\n"; + + if (isInIncludeBlock) + { + cgIncludeShaderProperties.Add(sp); + } + } + } + } + } + + if (!string.IsNullOrEmpty(tempString)) + { + replacement += "\n" + indent + "// Shader Properties\n" + tempString; + } + + replacement = replacement.TrimEnd(); + isInIncludeBlock = false; + break; + + case "VARIABLES_GPU_INSTANCING_INCLUDE": + isInIncludeBlock = true; + goto case "VARIABLES_GPU_INSTANCING"; + case "VARIABLES_GPU_INSTANCING": + + var indentPlusOne = indent + "\t"; + + + // Custom Material Properties + // If in CGINCLUDE block, print *all* Custom Material Properties + if (isInIncludeBlock) + { + var allCustomMaterialProperties = new List(); + foreach (var list in usedCustomMaterialProperties) + { + foreach (var cmp in list) + { + if (!allCustomMaterialProperties.Contains(cmp)) + { + allCustomMaterialProperties.Add(cmp); + } + } + } + + var hashset = new HashSet(); + foreach (var ctUsage in allCustomMaterialProperties) + { + if (ctUsage.customMaterialProperty.IsGpuInstanced + && !hashset.Contains(ctUsage.customMaterialProperty) + && !cgIncludeCustomMaterialProperties.Contains(ctUsage.customMaterialProperty)) + { + replacement += indentPlusOne + ctUsage.customMaterialProperty.PrintVariablesDeclare(true, indentPlusOne) + "\n" + indentPlusOne; + + hashset.Add(ctUsage.customMaterialProperty); + cgIncludeCustomMaterialProperties.Add(ctUsage.customMaterialProperty); + } + } + } + else + { + if (currentPassUsedCustomMaterialProperties != null && currentPassUsedCustomMaterialProperties.Count > 0) + { + var hashset = new HashSet(); + foreach (var ctUsage in currentPassUsedCustomMaterialProperties) + { + if (ctUsage.customMaterialProperty.IsGpuInstanced && !hashset.Contains(ctUsage.customMaterialProperty) && !cgIncludeCustomMaterialProperties.Contains(ctUsage.customMaterialProperty)) + { + replacement += indentPlusOne + ctUsage.customMaterialProperty.PrintVariablesDeclare(true, indentPlusOne) + "\n" + indentPlusOne; + + hashset.Add(ctUsage.customMaterialProperty); + if (isInIncludeBlock) + { + cgIncludeCustomMaterialProperties.Add(ctUsage.customMaterialProperty); + } + } + } + } + } + + + if (!string.IsNullOrEmpty(replacement)) + { + replacement = indentPlusOne + "// Custom Material Properties\n" + replacement; + } + + // Shader Properties + tempString = ""; + // If in CGINCLUDE block, print *all* Shader Properties + if (isInIncludeBlock) + { + var allUsedShaderProperties = new List(); + foreach (var list in usedShaderPropertiesPerPass) + { + foreach (var sp in list) + { + if (!allUsedShaderProperties.Contains(sp)) + { + allUsedShaderProperties.Add(sp); + } + } + } + + foreach (var sp in allUsedShaderProperties) + { + var prop = sp.PrintVariableDeclare(true, indentPlusOne); + if (!string.IsNullOrEmpty(prop) && !cgIncludeShaderProperties.Contains(sp)) + { + tempString += indentPlusOne + prop + "\n"; + cgIncludeShaderProperties.Add(sp); + } + } + } + else + { + // Regular pass, print this pass's Shader Properties + if (usedShaderPropertiesPerPass[passIndex] != null && usedShaderPropertiesPerPass[passIndex].Count > 0) + { + foreach (var sp in usedShaderPropertiesPerPass[passIndex]) + { + if (cgIncludeShaderProperties.Contains(sp)) + { + continue; + } + + var prop = sp.PrintVariableDeclare(true, indentPlusOne); + if (!string.IsNullOrEmpty(prop)) + { + tempString += indentPlusOne + prop + "\n"; + + if (isInIncludeBlock) + { + cgIncludeShaderProperties.Add(sp); + } + } + } + } + } + + if (!string.IsNullOrEmpty(tempString)) + { + replacement += indentPlusOne + "// Shader Properties\n" + tempString; + } + + replacement = replacement.TrimEnd(); + + if (!string.IsNullOrEmpty(replacement)) + { + var sb = new StringBuilder(); + sb.AppendLine(); + sb.AppendLine(indent + "// Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader."); + sb.AppendLine(indent + "// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing."); + sb.AppendLine(indent + "// #pragma instancing_options assumeuniformscaling"); +#if UNITY_2017_3_OR_NEWER + sb.AppendLine(indent + "UNITY_INSTANCING_BUFFER_START(Props)"); + sb.AppendLine("{0}"); + sb.AppendLine(indent + "UNITY_INSTANCING_BUFFER_END(Props)"); +#else + sb.AppendLine(indent + "UNITY_INSTANCING_CBUFFER_START(Props)"); + sb.AppendLine("{0}"); + sb.AppendLine(indent + "UNITY_INSTANCING_CBUFFER_END"); +#endif + + replacement = string.Format(sb.ToString(), replacement); + } + + isInIncludeBlock = false; + break; + + case "VERTEX_INPUT_TEXCOORDS": + //print needed texcoords from vertex input + if (usedUvChannelsVertex.Count > 0) + { + replacement = ""; + foreach (int uv in usedUvChannelsVertex) + { + replacement += string.Format("{0}float4 texcoord{1} : TEXCOORD{1};\n", indent, uv); + } + replacement = replacement.TrimEnd('\n'); + } + break; + + //output code to declare texture coordinates and necessary vertex-to-fragment variables in Input struct (surface shader) + case "INPUT_STRUCT": + //print used texcoords + if (usedUvChannelsFragment.Count > 0) + { + replacement = ""; + foreach (int uv in usedUvChannelsFragment) + { + replacement += string.Format("{0}float{1} texcoord{2};\n", indent, uvChannelsDimensions[uv], uv); + } + replacement = replacement.TrimEnd('\n'); + } + break; + + //output code to generate texture coordinates in the vertex shader + case "VERTEX_TEXCOORDS": + bool hasTexcoords = false; + + Action printWithGlobalTilingOffset = (int uv, bool isVertex) => + { + //generate global tiling/offset calculations + var globalTiling = ""; + var globalOffset = ""; + var globalScrolling = ""; + var globalRandomOffset = ""; + if (uvChannelGlobalTilingOffset.ContainsKey(uv)) + { + foreach (var propertyName in uvChannelGlobalTilingOffset[uv]) + { + globalTiling += string.Format(" * {0}_ST.xy", propertyName); + globalOffset += string.Format(" + {0}_ST.zw", propertyName); + } + } + + if (uvChannelGlobalScrolling.ContainsKey(uv)) + { + foreach (var propertyName in uvChannelGlobalScrolling[uv]) + { + globalScrolling += string.Format(" + frac(_Time.yy * {0}_SC.xy)", propertyName); + } + } + + if (uvChannelGlobalRandomOffset.ContainsKey(uv)) + { + foreach (var propertyName in uvChannelGlobalRandomOffset[uv]) + { + globalRandomOffset += string.Format(" + hash22(floor(_Time.xx * {0}_OffsetSpeed.xx) / {0}_OffsetSpeed.xx)", propertyName); + } + } + + bool hasModifiers = globalTiling != "" || globalOffset != "" || globalScrolling != "" || globalRandomOffset != ""; + + if (isVertex) + { + replacement += string.Format("{0}.texcoord{1}.xy = {0}.texcoord{1}.xy{2}{3}{4}{5};\n{6}", inputSource, uv, globalTiling, globalScrolling, globalOffset, globalRandomOffset, indent); + } + else + { + // if necessary, first print without the modifiers to copy all channels + if (uvChannelsDimensions[uv] > 2 || !hasModifiers) + { + replacement += string.Format("{0}.{1} = {2}.texcoord{3}.xy;\n{4}", outputSource, variablesManager.GetVariable("texcoord" + uv), inputSource, uv, indent); + } + + // then handle the .xy with modifiers, if any + if (hasModifiers) + { + replacement += string.Format("{0}.{1}.xy = {2}.texcoord{3}.xy{4}{5}{6}{7};\n{8}", outputSource, variablesManager.GetVariable("texcoord" + uv), inputSource, uv, globalTiling, globalScrolling, globalOffset, globalRandomOffset, indent); + } + } + }; + + if (usedUvChannelsFragment.Count > 0) + { + hasTexcoords = true; + + foreach (int uv in usedUvChannelsFragment) + { + if (uvChannelsDimensions[uv] > 2) + { + + } + + printWithGlobalTilingOffset(uv, false); + } + replacement = replacement.TrimEnd(); + } + + // No need to print "v.texcoord0 = v.texcoord0"... unless it has a modifier that stays throughout the vertex program? + /* + if (usedUvChannelsVertex.Count > 0) + { + hasTexcoords = true; + + foreach (int uv in usedUvChannelsVertex) + { + if (usedUvChannelsFragment.Contains(uv)) + { + continue; + } + + printWithGlobalTilingOffset(uv, true); + } + } + */ + + if (hasTexcoords) + { + replacement = indent + "// Texture Coordinates\n" + indent + replacement; + } + + break; + + //output code to sample all the Custom Material Properties so that their values are ready to be used + case "SAMPLE_CUSTOM_TEXTURES": + case "SAMPLE_CUSTOM_PROPERTIES": + if (currentPassUsedCustomMaterialProperties != null && currentPassUsedCustomMaterialProperties.Count > 0) + { + if (CurrentProgram == ShaderProperty.ProgramType.Fragment) + { + foreach (var ctUsage in currentPassUsedCustomMaterialProperties) + { + if (ctUsage.program == ShaderProperty.ProgramType.Fragment) + { + string sampled = ctUsage.customMaterialProperty.SampleVariableFragment(inputSource, outputSource); + if (sampled != null) + { + replacement += indent + sampled; + } + } + } + } + else if (CurrentProgram == ShaderProperty.ProgramType.Vertex) + { + foreach (var ctUsage in currentPassUsedCustomMaterialProperties) + { + if (ctUsage.program == ShaderProperty.ProgramType.Vertex) + { + string sampled = ctUsage.customMaterialProperty.SampleVariableVertex(inputSource, outputSource); + if (sampled != null) + { + replacement += indent + sampled; + } + } + } + } + + if (!string.IsNullOrEmpty(replacement)) + { + replacement = indent + "// Custom Material Properties Sampling\n" + replacement; + } + } + break; + + default: + Debug.LogError(ErrorMsg("Unknown tag: [[" + tag + "]]")); + replacement = "/* UNKNOWN_TAG:" + tag + " */"; + break; + + //output code to sample all the Shader Properties so that their values are ready to be used + case "SAMPLE_SHADER_PROPERTIES": + if (currentPassUsedShaderProperties != null && currentPassUsedShaderProperties.Count > 0) + { + //Topological sorting based on dependencies + var sortedList = new List(); + { + const int DEAD = 0; + const int ALIVE = 1; + const int UNDEAD = 2; + + Dictionary states = new Dictionary(); + foreach (var p in currentPassUsedShaderProperties) + states.Add(p, ALIVE); + + Action> visit = null; + visit = (ShaderProperty prop, List list) => + { + if (!states.ContainsKey(prop)) + { + Debug.LogError(ErrorMsg("Can't find property: " + prop.Name)); + return; + } + + if (states[prop] == DEAD) + return; + if (states[prop] == UNDEAD) + { + Debug.LogError(ErrorMsg("Cyclic reference!")); + return; + } + + states[prop] = UNDEAD; + foreach (var imp in prop.implementations) + { + var impSpRef = imp as ShaderProperty.Imp_ShaderPropertyReference; + if (impSpRef != null) + { + foreach (var d in impSpRef.Dependencies) + { + visit(d, list); + } + } + } + states[prop] = DEAD; + list.Add(prop); + }; + + foreach (var prop in currentPassUsedShaderProperties) + { + visit(prop, sortedList); + } + }; + + foreach (var sp in sortedList) + { + if (!sp.deferredSampling && !ShaderProperty.VariableTypeIsFixedFunction(sp.Type) && sp.Program == CurrentProgram) + { + replacement += string.Format("{0}{1}\n", indent, sp.PrintVariableSample(inputSource, outputSource, CurrentProgram, null)); + } + } + + if (!string.IsNullOrEmpty(replacement)) + { + replacement = indent + "// Shader Properties Sampling\n" + replacement; + } + } + break; + } + } + + line = line.Replace("[["+tag+"]]", replacement); + + //restore indentation + line = indent + line.TrimStart(' ', '\t'); + + //skip line if resulting line is empty + skipLine = string.IsNullOrEmpty(line.Trim()); + } + + //Append line + if (!skipLine) + { + currentStringBuilder.AppendLine(line); + } + } + currentStringBuilder = null; + currentIndent = null; + + //Post pass to: + // - remove multiple successive line breaks + // - remove TCP2Header & TCP2Separator without any filler (e.g. if all properties are constants) + // - add dummy variable if 'struct Input' is empty + var outputStr = stringBuilder.Replace("\r\n", "\n").ToString(); + stringBuilder.Length = 0; + var newLines = outputStr.Split('\n'); + bool lastLineWasEmpty = false; + bool isInsideInputStruct = false; + bool isInputStructEmpty = false; + var inputIndent = ""; + for (var i = 0; i < newLines.Length; i++) + { + if (newLines[i].Contains("TCP2Header")) + { + for (int j = i+1; j < newLines.Length; j++) + { + if (string.IsNullOrEmpty(newLines[j])) + continue; + else if (newLines[j].Trim().StartsWith("//")) + continue; + else if (newLines[j].Contains("TCP2Separator")) + { + //skip the lines if not "real" content was found between TCP2Header & TCP2Separator + i = j+1; + break; + } + else + break; + } + } + + //append a dummy variable if the Input struct is empty, to prevent compilation error + if (isInsideInputStruct) + { + if (newLines[i].Contains("}")) + { + isInsideInputStruct = false; + if (isInputStructEmpty) + { + stringBuilder.AppendLine(inputIndent + "\tfloat input_is_not_empty;"); + } + } + else if (!newLines[i].Contains("{")) + { + isInputStructEmpty = false; + } + } + else if (newLines[i].Trim().StartsWith("struct Input")) + { + isInsideInputStruct = true; + isInputStructEmpty = true; + + inputIndent = ""; + foreach (var c in newLines[i]) + { + if (char.IsWhiteSpace(c)) + inputIndent += c; + else + break; + } + } + + var empty = string.IsNullOrEmpty(newLines[i].Trim()); + + if (!(empty && lastLineWasEmpty)) + stringBuilder.AppendLine(newLines[i]); + + lastLineWasEmpty = empty; + } + + //Add serialized data + stringBuilder.AppendLine(config.GetSerializedData()); + + //Calculate hash + string normalizedLineEndings = stringBuilder.ToString().Replace("\r\n", "\n"); + var hash = GetHash(normalizedLineEndings); + stringBuilder.AppendLine(string.Format(Config.kHashPrefix + hash + Config.kHashSuffix)); + + //Convert line endings to current OS format + stringBuilder = stringBuilder.Replace("\r\n", "\n"); + stringBuilder = stringBuilder.Replace("\n", Environment.NewLine); + + var sourceCode = stringBuilder.ToString(); + + return sourceCode; + } + + internal static string GetHash(string input) + { + using (var md5 = System.Security.Cryptography.MD5.Create()) + { + var hash = md5.ComputeHash(Encoding.UTF8.GetBytes(input)); + var hashStringBuilder = new StringBuilder(); + for (int i = 0; i < hash.Length; i++) + { + hashStringBuilder.Append(hash[i].ToString("x2")); + } + + return hashStringBuilder.ToString(); + } + } + + static string ReplaceKeywords(string line, Dictionary searchAndReplace) + { + if (line.IndexOf("@%") < 0) + return line; + + foreach (var kv in searchAndReplace) + line = line.Replace("@%" + kv.Key + "%@", kv.Value); + + return line; + } + + //Save .shader file + static Shader SaveShader(Config config, Shader existingShader, string sourceCode, bool overwritePrompt, bool modifiedPrompt) + { + if (string.IsNullOrEmpty(config.Filename)) + { + Debug.LogError(ErrorMsg("Can't save Shader: filename is null or empty!")); + return null; + } + + //Save file + var outputPath = GetOutputPath(); + var filename = config.Filename; + + //Get existing shader exact path + if (existingShader != null) + { + outputPath = GetExistingShaderPath(config, existingShader); + } + + if (!Directory.Exists(outputPath)) + { + Directory.CreateDirectory(outputPath); + } + + var fullPath = outputPath + filename + ".shader"; + var overwrite = true; + if (overwritePrompt && File.Exists(fullPath)) + { + overwrite = EditorUtility.DisplayDialog("TCP2 : Shader Generation", "The following shader already exists:\n\n" + fullPath + "\n\nOverwrite?", "Yes", "No"); + } + + if (modifiedPrompt) + { + overwrite = EditorUtility.DisplayDialog("TCP2 : Shader Generation", "The following shader seems to have been modified externally or manually:\n\n" + fullPath + "\n\nOverwrite anyway?", "Yes", "No"); + } + + if (overwrite) + { + var directory = Path.GetDirectoryName(fullPath); + if (!Directory.Exists(directory)) + { + Directory.CreateDirectory(directory); + } + + //Write file to disk + File.WriteAllText(fullPath, sourceCode, Encoding.UTF8); + AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); + + //Import (to compile shader) + var assetPath = fullPath.Replace(@"\","/").Replace(Application.dataPath, "Assets"); + + var shader = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Shader)) as Shader; + if (GlobalOptions.data.SelectGeneratedShader) + { + Selection.objects = new Object[] { shader }; + } + + //Set ShaderImporter userData + var shaderImporter = ShaderImporter.GetAtPath(assetPath) as ShaderImporter; + if (shaderImporter != null) + { + //Set default textures + string[] names = new string[] + { + "_NoTileNoiseTex", + "_Ramp" + }; + Texture[] textures = new Texture[] + { + AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("af5515bfe14f1af4a9b8b3bf306b9261")), + AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("ccad9b0732473ee4e95de81e50e9050f")) + }; + shaderImporter.SetDefaultTextures(names, textures); + + //Needed to save userData in .meta file + AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.Default); + } + else + { + Debug.LogWarning("[TCP2 Shader Generator] Couldn't find ShaderImporter.\nDefault textures won't be set for the generated shader."); + } + + return shader; + } + + return null; + } + + static string GetExistingShaderPath(Config config, Shader existingShader) + { + //Override OutputPath if Shader already exists, to make sure we replace the original shader file + var unityPath = AssetDatabase.GetAssetPath(existingShader); + unityPath = Path.GetDirectoryName(unityPath); + if (config.Filename.Contains("/")) + { + var filenamePath = Path.GetDirectoryName(config.Filename); + if (unityPath.EndsWith(filenamePath)) + unityPath = unityPath.Substring(0, unityPath.LastIndexOf(filenamePath)); //remove subdirectories + } + if (!unityPath.EndsWith("/")) + unityPath = unityPath + "/"; + return Utils.UnityRelativeToSystemPath(unityPath); + } + + //Returns hash of file content to check for manual modifications (with 'h' prefix) + static string GetShaderContentHash(ShaderImporter importer) + { + string shaderHash = null; + var shaderFilePath = Application.dataPath.Replace("Assets", "") + importer.assetPath; + if (File.Exists(shaderFilePath)) + { + var shaderContent = File.ReadAllText(shaderFilePath); + shaderHash = (shaderContent != null) ? string.Format("h{0}", shaderContent.GetHashCode().ToString("X")) : ""; + } + + return shaderHash; + } + + //Format an error message + internal static string ErrorMsg(string message) + { + return string.Format("[Shader Generator] {0}\n", message); + } + + //Show a contextual help box message if the option is enabled + internal static bool ContextualHelpBox(string message, string helpTopic = null) + { + bool hasLink = !string.IsNullOrEmpty(helpTopic); + + if (GlobalOptions.data.ShowContextualHelp) + { + TCP2_GUI.ContextualHelpBoxLayout(message, hasLink); + } + + if (hasLink) + { + var rect = GUILayoutUtility.GetLastRect(); + EditorGUIUtility.AddCursorRect(rect, MouseCursor.Link); + + if (Event.current.type == EventType.MouseDown && Event.current.button == 0 && Event.current.clickCount == 1 && rect.Contains(Event.current.mousePosition)) + { + Application.OpenURL(ToonyColorsPro.ShaderGenerator.ShaderGenerator2.DOCUMENTATION_URL + "#" + helpTopic); + } + } + + return GlobalOptions.data.ShowContextualHelp; + } + + //Handles the vertex-to-fragment variables that need to be packed into float4 (for vert/frag shaders), + //or just be used as-is (for surface shaders), + //as well as the needed texture coordinates (for both) + internal class VertexToFragmentVariablesManager + { + class Variable + { + public string name; + public int dimensions = 1; //1-4 + public string vectorType = ""; //fixed, half, float; stored but not used currently + + public override string ToString() + { + return string.Format("[Variable {0}{1} {2}]", vectorType, dimensions, name); + } + } + + Float4Packer float4packer; + Dictionary rawVariables; + bool isUsingPacking; + + public VertexToFragmentVariablesManager(string[] variables, bool needsPacking) + { + //static ref + VariablesManager = this; + + isUsingPacking = needsPacking; + + if (isUsingPacking) + { + //pack remaining variables in float4, because we are dealing with a vert/frag shader + float4packer = new Float4Packer(variables); + } + else + { + //get raw variable without any packing, because the surface shaders already packs them + rawVariables = new Dictionary(); + foreach (var v in variables) + { + var var = StringToVariable(v); + rawVariables.Add(var.name, var); + } + } + } + + //Convert a line with format "float3 variable;" + Variable StringToVariable(string line) + { + line = line.Trim(); + Variable var = new Variable(); + foreach (char c in line) + { + bool isDigit = char.IsDigit(c); + if (isDigit || char.IsWhiteSpace(c)) + { + if (isDigit) + var.dimensions = int.Parse(c.ToString()); + else + var.dimensions = 1; + break; + } + else + var.vectorType += c; + } + + var.name = line.Substring(line.IndexOf(' ')+1).TrimEnd(';'); + return var; + } + + public string GetVariable(string name) + { + if (isUsingPacking) + return float4packer.GetVariable(name); + else + { + if (rawVariables.ContainsKey(name)) + return rawVariables[name].name; + } + + return null; + } + + public string PrintPackedVariables(int texcoord, string indent) + { + if (isUsingPacking) + { + var output = ""; + + for (int i = 0; i < float4packer.packs.Length; i++) + { + var pack = float4packer.packs[i]; + string comment = ""; + foreach (var m in pack.mapping) + { + comment += string.Format("{0} = {1} ", m.Value, m.Key); + } + comment = string.Format(" /* {0} */", comment.Trim()); + string packedName = pack.keepName ? pack.variables[0].name : string.Format("pack{0}", i); + output += string.Format("{0}float{1} {2} : TEXCOORD{3};{4}\n", indent, pack.dimensions > 1 ? pack.dimensions.ToString() : "", packedName, texcoord + i, pack.keepName ? "" : comment); + } + return output.TrimEnd('\n'); + } + else + { + return null; + } + } + + public string PrintRawVariables(string indent) + { + var output = ""; + foreach (var v in rawVariables) + { + output += string.Format("{0}{1}{2} {3};\n", indent, v.Value.vectorType, v.Value.dimensions > 1 ? v.Value.dimensions.ToString() : "", v.Value.name); + } + return output.TrimEnd('\n'); + } + + class Float4Packer + { + //Given a list of float1-4 parameters, pack them as float4 and map them through a dictionary for later use + + public class Pack + { + public List variables; + public int dimensions; + public Dictionary mapping; + // don't use packN as a name, keep the original name instead (only for float4 variables) + public bool keepName; + + public void CreateMapping(int packIndex) + { + dimensions = 0; + mapping = new Dictionary(); + var channels = new Queue(new[] { "x", "y", "z", "w" }); + for (int i = 0; i < variables.Count; i++) + { + dimensions += variables[i].dimensions; + + string swizzle = ""; + for (int j = 0; j < variables[i].dimensions; j++) + swizzle += channels.Dequeue(); + + string packedName = keepName ? variables[i].name : string.Format("pack{0}", packIndex); + mapping.Add(variables[i].name, string.Format("{0}.{1}", packedName, swizzle)); + } + } + } + + public Pack[] packs; + + public Float4Packer(string[] variables) + { + ParseVariables(variables); + } + + void ParseVariables(string[] variables) + { + var variablesList = new List(); + + //each line = a variable in format "vector_n variableName;", e.g. "half3 myVariable;" + foreach (var v in variables) + { + Variable var = new Variable(); + foreach (char c in v) + { + bool isDigit = char.IsDigit(c); + if (isDigit || char.IsWhiteSpace(c)) + { + if (isDigit) + var.dimensions = int.Parse(c.ToString()); + else + var.dimensions = 1; + break; + } + else + var.vectorType += c; + } + + var.name = v.Substring(v.IndexOf(' ')+1).TrimEnd(';'); + variablesList.Add(var); + } + + //sort from higher to lower dimensions + variablesList.Sort((v1, v2) => v2.dimensions.CompareTo(v1.dimensions)); + + var usedVariables = new HashSet(); + var float4list = new List(); + + //get n dimension(s) variable from the list + Func FindNDimensionsVariable = (int d) => + { + foreach (var v in variablesList) + if (v.dimensions == d && !usedVariables.Contains(v)) + return v; + return null; + }; + + for (int i = 0; i < variablesList.Count; i++) + { + var v = variablesList[i]; + + if (usedVariables.Contains(v)) + continue; + + switch (v.dimensions) + { + case 4: + { + float4list.Add(new Pack() { variables = new List() { v }, keepName = true }); + usedVariables.Add(v); + break; + } + + case 3: + { + var pack = new Pack() { variables = new List() { v } }; + usedVariables.Add(v); + + //look for a float1 variable to fill the float4 pack + var v1 = FindNDimensionsVariable(1); + if (v1 != null) + { + pack.variables.Add(v1); + usedVariables.Add(v1); + } + + float4list.Add(pack); + break; + } + + case 2: + { + var pack = new Pack() { variables = new List() { v } }; + usedVariables.Add(v); + + //look for a float2 variable to fill the float4 pack + var v2 = FindNDimensionsVariable(2); + if (v2 != null) + { + pack.variables.Add(v2); + usedVariables.Add(v2); + } + + float4list.Add(pack); + break; + } + + case 1: + { + var pack = new Pack() { variables = new List() { v } }; + usedVariables.Add(v); + int toFill = 3; + + //look for multiple float1 variables to fill the float4 pack + Variable v1; + do + { + v1 = FindNDimensionsVariable(1); + if (v1 != null) + { + pack.variables.Add(v1); + usedVariables.Add(v1); + toFill--; + } + } + while (toFill > 0 && v1 != null); + + float4list.Add(pack); + break; + } + } + } + + //create mapping => variable name = packN.swizzle + for (int i = 0; i < float4list.Count; i++) + float4list[i].CreateMapping(i); + + packs = float4list.ToArray(); + } + + public string GetVariable(string name) + { + foreach (var p in packs) + { + if (p.mapping.ContainsKey(name)) + { + return p.mapping[name]; + } + } + return null; + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderGenerator2.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderGenerator2.cs.meta new file mode 100644 index 00000000..bc997f1e --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderGenerator2.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c7d70da95fbb4bb46be306e983337a45 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.CustomMaterialProperty.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.CustomMaterialProperty.cs new file mode 100644 index 00000000..f7d65455 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.CustomMaterialProperty.cs @@ -0,0 +1,288 @@ +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; + +// Represents a user-created custom material property, that will be generated and injected in the code. +// It will be added as a Material Property in the shader, and can be used by any Shader Property. +// +// Main idea is to reuse channels from a texture between multiple features: +// - RGB = Albedo +// - A = Smoothness +// or +// - R = Smoothness, G = Rim strength, B = Subsurface Mask, A = Outline Width + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + public partial class ShaderProperty + { + [Serialization.SerializeAs("ct")] + public class CustomMaterialProperty : IMaterialPropertyName + { + [Serialization.SerializeAs("cimp")] + public Imp_MaterialProperty implementation; + + //================================================================================================================================ + // Deserialization + + [Serialization.CustomDeserializeCallback] + static CustomMaterialProperty Deserialize(string data, object[] args) + { + ShaderProperty shaderProperty = ShaderGenerator2.CurrentConfig.customMaterialPropertyShaderProperty; + + // find the class name of the implementation, as it is needed to create an instance of CustomMaterialProperty + string serializedClassName = data.Substring(data.IndexOf("cimp:") + "cimp:".Length); + serializedClassName = serializedClassName.Substring(0, serializedClassName.IndexOf('(')); + Type implementationType = null; + var allTypes = typeof(Serialization).Assembly.GetTypes(); + foreach (var t in allTypes) + { + var classAttributes = t.GetCustomAttributes(typeof(Serialization.SerializeAsAttribute), false); + if (classAttributes != null && classAttributes.Length == 1) + { + var name = (classAttributes[0] as Serialization.SerializeAsAttribute).serializedName; + if (name == serializedClassName) + { + //match! + implementationType = t; + } + } + } + var customMaterialProperty = new CustomMaterialProperty(shaderProperty, implementationType); + + Func onDeserializeImplementation = (impObj, impData) => + { + // Make sure to deserialize as a new object, so that final Implementation subtype is kept instead of creating base Implementation class + // Imp should only be an Imp_MaterialProperty + var imp = Serialization.Deserialize(impData, new object[] { shaderProperty }); + return imp; + }; + var implementationHandling = new Dictionary> { { typeof(Imp_MaterialProperty), onDeserializeImplementation } }; + + Serialization.DeserializeTo(customMaterialProperty, data, typeof(CustomMaterialProperty), args, implementationHandling); + + return customMaterialProperty; + } + + //================================================================================================================================ + + //Notification when a Custom Material Property is deleted + public delegate void CustomTextureCallback(CustomMaterialProperty customTexture); + public static event CustomTextureCallback OnCustomMaterialPropertyRemoved; + + //================================================================================================================================ + + [Serialization.SerializeAs("exp")] bool expanded; + [Serialization.SerializeAs("uv_exp")] bool uvExpanded; + [Serialization.SerializeAs("imp_lbl")] public string implementationTypeLabel; + + public string Channels + { + get + { + switch(implementationTypeLabel) + { + case "Range": + case "Float": return "XXXX"; + case "Vector": return "XYZW"; + case "Color": + case "Texture": return "RGBA"; + default: return "RGBA"; + } + } + } + + public string GetChannelsForVariableType(VariableType variableType) + { + switch (variableType) + { + case VariableType.@float: return Channels.Substring(0, 1); + case VariableType.float2: return Channels.Substring(0, 2); + case VariableType.color: + case VariableType.float3: return Channels.Substring(0, 3); + case VariableType.color_rgba: + case VariableType.float4: return Channels.Substring(0, 4); + } + return Channels; + } + + //system to ensure each property name is unique + public string GetPropertyName() { return implementation.PropertyName; } + public string PropertyName + { + get { return implementation.PropertyName; } + set { implementation.PropertyName = value; } + } + public string Label { get { return implementation.Label; } } + public bool HasErrors { get { return implementation.HasErrors; } } + public bool IsGpuInstanced { get { return implementation.IsGpuInstanced; } } + + internal OptionFeatures[] NeededFeatures() { return implementation.NeededFeatures(); } + + public CustomMaterialProperty(ShaderProperty sp, Type implementationType) + { + implementation = (Imp_MaterialProperty)Activator.CreateInstance(implementationType, new object[] { sp }); + var menuLabel = implementationType.GetProperty("MenuLabel", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public); + string label = (string)menuLabel.GetValue(null, null); + label = label.Replace("Material Property/", ""); + implementation.PropertyName = string.Format("_{0}", SGUILayout.Utils.RemoveWhitespaces("My " + label)); + implementation.Label = SGUILayout.Utils.VariableNameToReadable(implementation.PropertyName); + implementation.IsCustomMaterialProperty = true; + + implementationTypeLabel = label; + } + + public CustomMaterialProperty Clone() + { + return (CustomMaterialProperty)MemberwiseClone(); + } + + public void WillBeRemoved() + { + implementation.WillBeRemoved(); + + if (OnCustomMaterialPropertyRemoved != null) + { + OnCustomMaterialPropertyRemoved(this); + } + } + + public override string ToString() + { + return "[CustomTexture " + PropertyName + ": " + implementation.ToString() + "]"; + } + + //Shader code output that goes in the ShaderLab Properties { } block + public string PrintProperty(string indent) + { + return implementation.PrintProperty(indent); + } + + //Shader code output that declares the variables, if any + public string PrintVariablesDeclare(bool gpuInstanced, string indent) + { + if (implementation.IsGpuInstanced && !gpuInstanced + || !implementation.IsGpuInstanced && gpuInstanced) + { + return null; + } + + return implementation.PrintVariableDeclare(indent); + } + + public string PrintVariableFragment() + { + // Only texture properties need sampling, others can use their variable name directly + if (implementation is Imp_MaterialProperty_Texture) + { + return string.Format("value_{0}", PropertyName); + } + + return PropertyName; + } + + public string PrintVariableVertex() + { + // Only texture properties need sampling, others can use their variable name directly + if (implementation is Imp_MaterialProperty_Texture) + { + return string.Format("value_{0}", PropertyName); + } + + return PropertyName; + } + + public string SampleVariableFragment(string inputSource, string outputSource) + { + if (implementation is Imp_MaterialProperty_Texture) + { + // TODO variable precision option + return string.Format("half{0} {1} = {2};\n", "4", this.PrintVariableFragment(), implementation.PrintVariableFragment(inputSource, outputSource, null)); + } + + return null; + } + + public string SampleVariableVertex(string inputSource, string outputSource) + { + if (implementation is Imp_MaterialProperty_Texture) + { + return string.Format("half{0} {1} = {2};\n", "4", this.PrintVariableVertex(), implementation.PrintVariableVertex(inputSource, outputSource, null)); + } + + return null; + } + + //================================================================================================================================ + + public delegate void ButtonClick(int index); + + public void ShowGUILayout(int index, ButtonClick onAdd, ButtonClick onRemove) + { + var guiColor = GUI.color; + GUI.color *= EditorGUIUtility.isProSkin || HasErrors ? Color.white : new Color(.75f, .75f, .75f, 1f); + var style = EditorStyles.helpBox; + if (HasErrors) + style = expanded ? TCP2_GUI.ErrorPropertyHelpBoxExp : TCP2_GUI.ErrorPropertyHelpBox; + EditorGUILayout.BeginVertical(style); + GUI.color = guiColor; + + using (new SGUILayout.IndentedLine(16)) + { + const float buttonWidth = 20; + + var rect = EditorGUILayout.GetControlRect(GUILayout.Height(EditorGUIUtility.singleLineHeight)); + var guiContent = new GUIContent(string.Format("{0} ({1})", Label, implementationTypeLabel)); + rect.width -= buttonWidth*2; + + EditorGUI.BeginChangeCheck(); + expanded = EditorGUI.Foldout(rect, expanded, guiContent, true, TCP2_GUI.HeaderDropDown); + if (EditorGUI.EndChangeCheck()) + { + if (Event.current.alt || Event.current.control) + { + var state = expanded; + foreach (var cmp in ShaderGenerator2.CurrentConfig.CustomMaterialProperties) + { + cmp.expanded = state; + } + } + } + + rect.x += rect.width; + rect.width = buttonWidth; + rect.height = EditorGUIUtility.singleLineHeight; + if (GUI.Button(rect, "+", EditorStyles.miniButtonLeft)) + { + onAdd(index); + } + rect.x += rect.width; + if (GUI.Button(rect, "-", EditorStyles.miniButtonRight)) + { + onRemove(index); + } + + var labelWidth = TCP2_GUI.HeaderDropDown.CalcSize(guiContent).x; + rect = GUILayoutUtility.GetLastRect(); + rect.y += 2; + rect.x += labelWidth; + rect.width -= labelWidth; + GUI.Label(rect, ": " + PropertyName, SGUILayout.Styles.GrayMiniLabel); + } + + if (expanded) + { + GUILayout.Space(4); + + implementation.NewLineGUI(false); + } + + EditorGUILayout.EndVertical(); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.CustomMaterialProperty.cs.meta b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.CustomMaterialProperty.cs.meta new file mode 100644 index 00000000..72804ade --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.CustomMaterialProperty.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 11afc19e8750da84ea769854671be143 +timeCreated: 1531130266 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.Implementations.cs b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.Implementations.cs new file mode 100644 index 00000000..f5614f2e --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Editor/Shader Generator/ShaderProperty.Implementations.cs @@ -0,0 +1,4459 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using UnityEditor; +using UnityEngine; +using ToonyColorsPro.Utilities; +using System.Linq; +using System.Text.RegularExpressions; +using System.Text; + +// Implementations that can be used for Shader Properties + +namespace ToonyColorsPro +{ + namespace ShaderGenerator + { + public partial class ShaderProperty + { + //Represents a Shader Property Implementation, e.g. a constant value, material property, vertex color channel... + public class Implementation + { + //Defines the order in which menu item will appear in the menu + static public Type[] MenuOrders = new Type[] + { + typeof(Imp_ConstantValue), + typeof(Imp_MaterialProperty_Float), + typeof(Imp_MaterialProperty_Range), + typeof(Imp_MaterialProperty_Vector), + typeof(Imp_MaterialProperty_Color), + typeof(Imp_MaterialProperty_Texture), + typeof(Imp_VertexColor), + typeof(Imp_VertexTexcoord), + typeof(Imp_ShaderPropertyReference), + typeof(Imp_CustomMaterialProperty), + typeof(Imp_HSV), + typeof(Imp_CustomCode), + typeof(Imp_GenericFromTemplate), + }; + + [Serialization.SerializeAs("guid")] public string guid; + [Serialization.SerializeAs("op")] public Operator @operator = Operator.Multiply; //How this implementation is calculated compared to the previous one + [Serialization.SerializeAs("lbl"), ExcludeFromCopy] public string Label = "Property Label"; + [Serialization.SerializeAs("gpu_inst")] public bool IsGpuInstanced = false; + [Serialization.SerializeAs("locked"), ExcludeFromCopy] public bool IsLocked = false; + [Serialization.SerializeAs("impl_index"), ExcludeFromCopy] public int DefaultImplementationIndex = -1; // if >= 0, then this is a default implementation + + // Default implementation helpers: system used to check if a variable is different than the default one (highlight labels) + protected bool IsDefaultImplementation { get { return DefaultImplementationIndex >= 0; } } + protected T GetDefaultImplementation() where T : Implementation + { + return ParentShaderProperty.defaultImplementations[DefaultImplementationIndex] as T; + } + + public ShaderProperty ParentShaderProperty; + + + public virtual void CheckErrors() { } + public virtual bool HasErrors { get { return false; } } + + public Implementation(ShaderProperty shaderProperty) + { + this.guid = Guid.NewGuid().ToString(); + + if (shaderProperty != null) + { + ParentShaderProperty = shaderProperty; + Label = shaderProperty.Name; + } + } + + // Defines if the implementation can be copied + internal virtual bool CanBeCopied() { return true; } + public virtual void WillBeRemoved() { } + public virtual void OnPasted() { } + + public override string ToString() + { + return string.Format("[Implementation: {0}]", this.GetType()); + } + + public virtual string ToHashString() + { + var result = new StringBuilder(); + + var props = GetType().GetProperties(); + foreach (var prop in props) + { + result.Append(prop.GetValue(this, null)); + } + + var fields = GetType().GetFields(); + foreach (var field in fields) + { + if (field.Name == "guid") continue; + result.Append(field.GetValue(this)); + } + + return result.ToString(); + } + + virtual public Implementation Clone() + { + return (Implementation)MemberwiseClone(); + } + + public void CopyCommonProperties(Implementation from) + { + this.@operator = from.@operator; + this.Label = from.Label; + this.IsGpuInstanced = from.IsGpuInstanced; + + var from_mp = from as Imp_MaterialProperty; + var this_mp = this as Imp_MaterialProperty; + if (this_mp != null && from_mp != null) + { + this_mp.PropertyName = from_mp.PropertyName; + } + } + + public void SetOperator(object @operator) + { + this.@operator = (Operator)(Mathf.Clamp((int)@operator, 0, OperatorSymbols.Length)); + } + + //Label to show on the drop-down button when this implementation is selected + internal virtual string GUILabel() { return "Error: base Implementation class"; } + + //Shader code output that goes in the ShaderLab Properties { } block + internal virtual string PrintProperty(string indent) { return null; } + + //Shader code output that declares the variables, if any + internal virtual string PrintVariableDeclare(string indent) { return null; } + + //Shader code output that represents the variable in the fragment shader + internal virtual string PrintVariableFragment(string inputSource, string outputSource, string arguments) { return null; } + + //shader code output that represents the variable in the vertex shader + internal virtual string PrintVariableVertex(string inputSource, string outputSource, string arguments) { return PrintVariableFragment(inputSource, outputSource, arguments); } + + //output the value of a fixed function property: either a constant value, or a material property + internal virtual string PrintVariableFixedFunction() { throw new InvalidOperationException("This implementation cannot be used with fixed function properties."); } + + //Returns a list of features needed to make this implementation work, such as USE_VERTEX_COLORS (enum) + internal virtual OptionFeatures[] NeededFeatures() { return new OptionFeatures[0]; } + + //Returns a list of extra features needed to make this implementation work (raw strings) + internal virtual string[] NeededFeaturesExtra() { return new string[0]; } + + //GUI that goes on the line(s) under the drop-down + internal virtual void NewLineGUI(bool usedByCustomCode) { } + + internal virtual bool HasOperator() { return true; } + + protected static void BeginHorizontal(float indentOffset = 0f) + { + GUILayout.BeginHorizontal(); + GUILayout.Space(UI.GUI_NEWLINE_INDENT + indentOffset); + } + + protected static void EndHorizontal() + { + GUILayout.Space(4); + GUILayout.EndHorizontal(); + } + + public string PrintOperator() + { + switch (@operator) + { + case Operator.Multiply: return " * "; + case Operator.Divide: return " / "; + case Operator.Add: return " + "; + case Operator.Subtract: return " - "; + + default: + Debug.LogError(ShaderGenerator2.ErrorMsg("Unknown operator: " + @operator)); + return ""; + } + } + } + + [Serialization.SerializeAs("imp_hook")] + public class Imp_Hook : Implementation + { + internal override bool CanBeCopied() { return false; } + + public static VariableType VariableCompatibility { get { return VariableTypeAll; } } + public static string MenuLabel { get { return "Hook"; } } + internal override string GUILabel() { return MenuLabel; } + + public Imp_Hook(ShaderProperty shaderProperty) : base(shaderProperty) + { + } + + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) + { + return this.Label; + } + + internal override void NewLineGUI(bool usedByCustomCode) + { + BeginHorizontal(); + { + SGUILayout.InlineLabel("Shader Variable:"); + using (new EditorGUI.DisabledScope(true)) + { + SGUILayout.TextField(this.Label); + } + } + EndHorizontal(); + + BeginHorizontal(); + { + TCP2_GUI.HelpBoxLayout("Add implementations to this Shader Property to modify the output of this variable in the shader.", MessageType.Info); + } + EndHorizontal(); + } + } + + public abstract class Imp_MaterialProperty : Implementation, IMaterialPropertyName + { + //system to ensure each property name is unique + public string GetPropertyName() { return PropertyName; } + + [Serialization.SerializeAs("prop"), ExcludeFromCopy] protected string _PropertyName = "_ShaderProperty"; + public string PropertyName + { + get { return _PropertyName; } + set { _PropertyName = UniqueMaterialPropertyName.GetUniquePropertyName(value, this); } + } + [Serialization.SerializeAs("md")] public string MaterialDrawers = ""; + [Serialization.SerializeAs("custom")] public bool IsCustomMaterialProperty = false; + [Serialization.SerializeAs("refs")] public string CustomMaterialPropertyReferences = ""; + + public Imp_MaterialProperty(ShaderProperty shaderProperty) : base(shaderProperty) { } + + public override Implementation Clone() + { + var mp = (Imp_MaterialProperty)base.Clone(); + //special case for material property: this will trigger the unique variable name check + mp.PropertyName = mp.PropertyName; + return mp; + } + + public override void CheckErrors() + { + if (IsCustomMaterialProperty) + { + IsCustomMaterialPropertyReferenced(); + } + + base.CheckErrors(); + } + + protected bool IsCustomMaterialPropertyReferenced() + { + if (!IsCustomMaterialProperty) + { + throw new Exception("'IsCustomMaterialPropertyReferenced' shouldn't be used when 'IsCustomMaterialProperty' is false"); + } + + bool isReferenced = false; + CustomMaterialPropertyReferences = ""; + foreach (var sp in ShaderGenerator2.CurrentConfig.VisibleShaderProperties) + { + foreach (var imp in sp.implementations) + { + var imp_cmp = imp as Imp_CustomMaterialProperty; + if (imp_cmp != null && !imp_cmp.willBeRemoved) + { + if (imp_cmp.LinkedCustomMaterialProperty != null && imp_cmp.LinkedCustomMaterialProperty.implementation == this) + { + isReferenced = true; + CustomMaterialPropertyReferences += imp_cmp.ParentShaderProperty.Name + ", "; + } + } + } + } + + if (CustomMaterialPropertyReferences.Length > 0) + { + CustomMaterialPropertyReferences = CustomMaterialPropertyReferences.Substring(0, CustomMaterialPropertyReferences.Length-2); // remove trailing ", " + } + + return isReferenced; + } + + protected abstract string PropertyTypeName(); + + internal override void NewLineGUI(bool usedByCustomCode) + { + BeginHorizontal(); + { + ShaderGenerator2.ContextualHelpBox(string.Format("Will create a {0} property that you can tweak in the Material Inspector, or with scripts with the Material or Shader APIs.", PropertyTypeName())); + } + EndHorizontal(); + GUILayout.Space(4f); + + if (IsCustomMaterialProperty) + { + // Show references + BeginHorizontal(); + { + bool isReferenced = !string.IsNullOrEmpty(CustomMaterialPropertyReferences); + string color = EditorGUIUtility.isProSkin ? "#00927C" : "#087566"; + string label = isReferenced ? "Referenced by: " + CustomMaterialPropertyReferences : + "This Material Property isn't referenced in any Shader Property, it won't be included in the generated shader."; + + GUILayout.Label(string.Format(label, color), SGUILayout.Styles.GrayMiniLabelWrap, GUILayout.ExpandWidth(true)); + } + EndHorizontal(); + + GUILayout.Space(5); + BeginHorizontal(); + { + GUILayout.Space(2); + SGUILayout.DrawLine(EditorGUIUtility.isProSkin ? new Color(.3f, .3f, .3f) : new Color(.65f, .65f, .65f)); + } + EndHorizontal(); + GUILayout.Space(5); + } + + BeginHorizontal(); + { + SGUILayout.InlineLabel("Label"); + Label = SGUILayout.TextField(Label); + } + EndHorizontal(); + + BeginHorizontal(); + { + SGUILayout.InlineLabel("Variable"); + + //Only update if value is effectively changed, because we're calling a setter that loops through all ShaderProperties + var newName = SGUILayout.TextFieldShaderVariable(PropertyName); + if (newName != PropertyName) + PropertyName = newName; + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? !string.IsNullOrEmpty(MaterialDrawers) : MaterialDrawers != GetDefaultImplementation().MaterialDrawers; + SGUILayout.InlineLabel("Property Drawers", "Add one or multiple property drawers/decorators to this property\n(e.g. [NoScaleOffset])", highlighted); + MaterialDrawers = SGUILayout.TextField(MaterialDrawers); + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? IsGpuInstanced : IsGpuInstanced != GetDefaultImplementation().IsGpuInstanced; + SGUILayout.InlineLabel("GPU Instanced", "Tag this property as a possible variant for GPU instancing", highlighted); + IsGpuInstanced = SGUILayout.Toggle(IsGpuInstanced); + } + EndHorizontal(); + + BeginHorizontal(); + GUILayout.Space(2); + SGUILayout.DrawLine(EditorGUIUtility.isProSkin ? new Color(.3f, .3f, .3f) : new Color(.65f, .65f, .65f)); + EndHorizontal(); + GUILayout.Space(5); + } + + internal override string PrintProperty(string indent) + { + return MaterialDrawers + " "; + } + } + + [Serialization.SerializeAs("imp_mp_float")] + public class Imp_MaterialProperty_Float : Imp_MaterialProperty + { + public static VariableType VariableCompatibility { get { return VariableTypeAll | VariableType.fixed_function_float; } } + public static string MenuLabel { get { return "Material Property/Float"; } } + internal override string GUILabel() { return MenuLabel; } + protected override string PropertyTypeName() { return "float"; } + + [Serialization.SerializeAs("def")] public float DefaultValue = 1.0f; + + public Imp_MaterialProperty_Float(ShaderProperty shaderProperty) : base(shaderProperty) + { + PropertyName = "_" + SGUILayout.Utils.RemoveWhitespaces(Label); + Label = shaderProperty.Name + " Float"; + } + + internal override string PrintVariableFixedFunction() { return string.Format("[{0}]", PropertyName); } + internal override string PrintProperty(string indent) { return base.PrintProperty(indent) + string.Format(CultureInfo.InvariantCulture, "{0} (\"{1}\", Float) = {2}", PropertyName, Label, DefaultValue); } + internal override string PrintVariableDeclare(string indent) { return string.Format("float {0};", PropertyName); } + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) { return PropertyName; } + + internal override void NewLineGUI(bool usedByCustomCode) + { + base.NewLineGUI(usedByCustomCode); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? DefaultValue != 1.0f : DefaultValue != GetDefaultImplementation().DefaultValue; + SGUILayout.InlineLabel("Default Value", highlighted); + DefaultValue = SGUILayout.FloatField(DefaultValue); + } + EndHorizontal(); + } + } + + [Serialization.SerializeAs("imp_mp_range")] + public class Imp_MaterialProperty_Range : Imp_MaterialProperty + { + public static VariableType VariableCompatibility { get { return VariableTypeAll | VariableType.fixed_function_float; } } + public static string MenuLabel { get { return "Material Property/Range"; } } + internal override string GUILabel() { return MenuLabel; } + protected override string PropertyTypeName() { return "float range"; } + + [Serialization.SerializeAs("def")] public float DefaultValue = 0.5f; + [Serialization.SerializeAs("min")] public float Min; + [Serialization.SerializeAs("max")] public float Max = 1.0f; + + public Imp_MaterialProperty_Range(ShaderProperty shaderProperty) : base(shaderProperty) + { + PropertyName = "_" + SGUILayout.Utils.RemoveWhitespaces(Label); + Label = shaderProperty.Name + " Range"; + } + + internal override string PrintVariableFixedFunction() { return string.Format("[{0}]", PropertyName); } + internal override string PrintProperty(string indent) { return base.PrintProperty(indent) + string.Format(CultureInfo.InvariantCulture, "{0} (\"{1}\", Range({3},{4})) = {2}", PropertyName, Label, DefaultValue, Min, Max); } + internal override string PrintVariableDeclare(string indent) { return string.Format("float {0};", PropertyName); } + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) { return PropertyName; } + + internal override void NewLineGUI(bool usedByCustomCode) + { + base.NewLineGUI(usedByCustomCode); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? Min != 0.0f : Min != GetDefaultImplementation().Min; + SGUILayout.InlineLabel("Min", highlighted); + Min = SGUILayout.FloatField(Min); + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? Max != 1.0f : Max != GetDefaultImplementation().Max; + SGUILayout.InlineLabel("Max", highlighted); + Max = SGUILayout.FloatField(Max); + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? DefaultValue != 0.5f : DefaultValue != GetDefaultImplementation().DefaultValue; + SGUILayout.InlineLabel("Default Value", highlighted); + DefaultValue = SGUILayout.FloatField(DefaultValue); + } + EndHorizontal(); + } + } + + [Serialization.SerializeAs("imp_mp_vector")] + public class Imp_MaterialProperty_Vector : Imp_MaterialProperty + { + public static VariableType VariableCompatibility { get { return VariableType.float2 | VariableType.float3 | VariableType.float4 | VariableType.color | VariableType.color_rgba; } } + public static string MenuLabel { get { return "Material Property/Vector"; } } + internal override string GUILabel() { return MenuLabel; } + protected override string PropertyTypeName() { return "vector4"; } + + [Serialization.SerializeAs("def")] public Vector4 DefaultValue = Vector4.zero; + [Serialization.SerializeAs("fp")] public FloatPrecision FloatPrec; + [Serialization.SerializeAs("cc")] public int ChannelsCount = 3; + [Serialization.SerializeAs("chan")] public string Channels = "XYZ"; + string DefaultChannels = "RGBA"; + + public Imp_MaterialProperty_Vector(ShaderProperty shaderProperty) : base(shaderProperty) + { + PropertyName = "_" + SGUILayout.Utils.RemoveWhitespaces(Label); + Label = shaderProperty.Name + " Vector"; + + InitChannelsCount(); + InitChannelsSwizzle(); + } + + void InitChannelsCount() + { + switch (ParentShaderProperty.Type) + { + case VariableType.float2: ChannelsCount = 2; break; + case VariableType.color: + case VariableType.float3: ChannelsCount = 3; break; + case VariableType.color_rgba: + case VariableType.float4: ChannelsCount = 4; break; + } + } + + void InitChannelsSwizzle() + { + switch (ParentShaderProperty.Type) + { + case VariableType.float2: Channels = "XY"; break; + case VariableType.color: + case VariableType.float3: Channels = "XYZ"; break; + case VariableType.color_rgba: + case VariableType.float4: Channels = "XYZW"; break; + } + DefaultChannels = Channels; + } + + public override void OnPasted() + { + InitChannelsCount(); + } + + internal override string PrintProperty(string indent) { return base.PrintProperty(indent) + string.Format(CultureInfo.InvariantCulture, "{0} (\"{1}\", Vector) = ({2},{3},{4},{5})", PropertyName, Label, DefaultValue.x, DefaultValue.y, DefaultValue.z, DefaultValue.w); } + internal override string PrintVariableDeclare(string indent) + { + // Always declare a float4, even if all channels aren't necessarily used, as they could still be used for custom code + //var channels = ChannelsCount > 1 ? ChannelsCount.ToString() : ""; + string channels = "4"; + return string.Format("{0}{1} {2};", FloatPrec, channels, PropertyName); + } + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) + { + var hideChannels = TryGetArgument("hide_channels", arguments); + var channels = string.IsNullOrEmpty(hideChannels) ? "." + Channels.ToLowerInvariant() : ""; + return string.Format("{0}{1}", PropertyName, channels); + } + + internal override void NewLineGUI(bool usedByCustomCode) + { + base.NewLineGUI(usedByCustomCode); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? DefaultValue != Vector4.zero : DefaultValue != GetDefaultImplementation().DefaultValue; + SGUILayout.InlineLabel("Default Value", highlighted); + int channelsCount = usedByCustomCode ? 4 : ChannelsCount; + switch (channelsCount) + { + case 4: DefaultValue = SGUILayout.Vector4Field(DefaultValue); break; + case 3: DefaultValue = SGUILayout.Vector3Field(DefaultValue); break; + case 2: DefaultValue = SGUILayout.Vector2Field(DefaultValue); break; + } + } + EndHorizontal(); + + if (!IsCustomMaterialProperty) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? Channels != DefaultChannels : Channels != GetDefaultImplementation().Channels; + SGUILayout.InlineLabel("Swizzle", highlighted); + + if (usedByCustomCode) + { + using (new EditorGUI.DisabledScope(true)) + { + GUILayout.Label(TCP2_GUI.TempContent("Defined in Custom Code"), SGUILayout.Styles.ShurikenValue, GUILayout.Height(16), GUILayout.ExpandWidth(false)); + } + } + else + { + if (ChannelsCount == 1) + Channels = SGUILayout.XYZWSelector(Channels); + else + Channels = SGUILayout.XYZWSwizzle(Channels, ChannelsCount); + } + } + EndHorizontal(); + } + } + } + + [Serialization.SerializeAs("imp_mp_color")] + public class Imp_MaterialProperty_Color : Imp_MaterialProperty + { + public static VariableType VariableCompatibility { get { return VariableType.float2 | VariableType.float3 | VariableType.float4 | VariableType.color | VariableType.color_rgba; } } + public static string MenuLabel { get { return "Material Property/Color"; } } + internal override string GUILabel() { return MenuLabel; } + protected override string PropertyTypeName() { return "color"; } + + [Serialization.SerializeAs("def")] public Color DefaultValue = Color.white; + [Serialization.SerializeAs("hdr")] public bool Hdr; + [Serialization.SerializeAs("cc")] public int ChannelsCount = 4; + [Serialization.SerializeAs("chan")] public string Channels = "RGB"; + string DefaultChannels = "RGB"; + + public Imp_MaterialProperty_Color(ShaderProperty shaderProperty) : base(shaderProperty) + { + PropertyName = "_" + SGUILayout.Utils.RemoveWhitespaces(Label); + Label = shaderProperty.Name + " Color"; + + InitChannelsCount(); + InitChannelsSwizzle(); + } + + void InitChannelsCount() + { + switch (ParentShaderProperty.Type) + { + case VariableType.float2: ChannelsCount = 2; break; + case VariableType.color: + case VariableType.float3: ChannelsCount = 3; break; + case VariableType.color_rgba: + case VariableType.float4: ChannelsCount = 4; break; + } + } + + void InitChannelsSwizzle() + { + switch (ParentShaderProperty.Type) + { + case VariableType.float2: Channels = "RG"; break; + case VariableType.color: + case VariableType.float3: Channels = "RGB"; break; + case VariableType.color_rgba: + case VariableType.float4: Channels = "RGBA"; break; + } + DefaultChannels = Channels; + } + + public override void OnPasted() + { + InitChannelsCount(); + } + + internal override string PrintProperty(string indent) { return base.PrintProperty(indent) + string.Format(CultureInfo.InvariantCulture, "{7}{6}{0} (\"{1}\", Color) = ({2},{3},{4},{5})", PropertyName, Label, DefaultValue.r, DefaultValue.g, DefaultValue.b, DefaultValue.a, Hdr ? "[HDR] " : "", ChannelsCount < 4 ? "[TCP2ColorNoAlpha] " : ""); } + internal override string PrintVariableDeclare(string indent) + { + // Always declare a float4, even if all channels aren't necessarily used, as they could still be used for custom code + //var channels = ChannelsCount > 1 ? ChannelsCount.ToString() : ""; + string channels = "4"; + return string.Format("{0}{1} {2};", Hdr ? FloatPrecision.half : FloatPrecision.@fixed, channels, PropertyName); + } + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) + { + var hideChannels = TryGetArgument("hide_channels", arguments); + var channels = string.IsNullOrEmpty(hideChannels) ? "." + Channels.ToLowerInvariant() : ""; + return string.Format("{0}{1}", PropertyName, channels); + } + + internal override void NewLineGUI(bool usedByCustomCode) + { + base.NewLineGUI(usedByCustomCode); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? DefaultValue != Color.white : DefaultValue != GetDefaultImplementation().DefaultValue; + SGUILayout.InlineLabel("Default Value", highlighted); + var showAlpha = ChannelsCount >= 4 || usedByCustomCode; + DefaultValue = SGUILayout.ColorField(DefaultValue, showAlpha, Hdr); + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? Hdr : Hdr != GetDefaultImplementation().Hdr; + SGUILayout.InlineLabel("HDR Color", highlighted); + Hdr = SGUILayout.Toggle(Hdr); + } + EndHorizontal(); + + if (!IsCustomMaterialProperty) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? Channels != DefaultChannels : Channels != GetDefaultImplementation().Channels; + SGUILayout.InlineLabel("Swizzle", highlighted); + + if (usedByCustomCode) + { + using (new EditorGUI.DisabledScope(true)) + { + GUILayout.Label(TCP2_GUI.TempContent("Defined in Custom Code"), SGUILayout.Styles.ShurikenValue, GUILayout.Height(16), GUILayout.ExpandWidth(false)); + } + } + else + { + if (ChannelsCount == 1) + Channels = SGUILayout.RGBASelector(Channels); + else + Channels = SGUILayout.RGBASwizzle(Channels, ChannelsCount); + } + } + EndHorizontal(); + } + } + } + + [Serialization.SerializeAs("imp_mp_texture")] + public class Imp_MaterialProperty_Texture : Imp_MaterialProperty + { + public static VariableType VariableCompatibility { get { return VariableTypeAll; } } + public static string MenuLabel { get { return "Material Property/Texture"; } } + internal override string GUILabel() { return MenuLabel; } + protected override string PropertyTypeName() { return "texture"; } + + public override bool HasErrors { get { return base.HasErrors | (UseTilingOffset && invalidTilingOffsetVariable) | (UseScrolling && invalidScrollingVariable); } } + + public override void CheckErrors() + { + base.CheckErrors(); + + VerifyReferencedValuesValidity(); + } + + internal override OptionFeatures[] NeededFeatures() + { + List list = new List(); + + list.AddRange(base.NeededFeatures()); + + if (NoTile && program == ProgramType.Fragment) + { + list.Add(OptionFeatures.NoTile_Sampling); + } + + if (RandomOffset) + { + list.Add(OptionFeatures.UV_Anim_Random_Offset); + } + + if (UseScreenSpaceUV) + { + list.Add(ScreenSpaceUVVertex ? OptionFeatures.Screen_Space_UV_Vertex : OptionFeatures.Screen_Space_UV_Fragment); + + if (ScreenSpaceUVObjectOffset && !ScreenSpaceUVVertex) + { + list.Add(OptionFeatures.Screen_Space_UV_Object_Offset); + } + } + + if (UseWorldPosUV) + { + list.Add(OptionFeatures.World_Pos_UV); + } + + return list.ToArray(); + } + + [Serialization.SerializeAs("uto")] public bool UseTilingOffset; + [Serialization.SerializeAs("tov")] public string TilingOffsetVariable = ""; + [Serialization.SerializeAs("gto")] public bool GlobalTilingOffset; + [Serialization.SerializeAs("sbt")] public bool ScaleByTexelSize; + [Serialization.SerializeAs("scr")] public bool UseScrolling; + [Serialization.SerializeAs("scv")] public string ScrollingVariable = ""; + [Serialization.SerializeAs("gsc")] public bool GlobalScrolling; + [Serialization.SerializeAs("roff")] public bool RandomOffset; + [Serialization.SerializeAs("goff")] public bool GlobalRandomOffset; + [Serialization.SerializeAs("notile")] public bool NoTile; + [Serialization.SerializeAs("def")] public string DefaultValue = SGUILayout.Constants.DefaultTextureValues[0]; + [Serialization.SerializeAs("locked_uv"), ExcludeFromCopy] public bool IsUvLocked; + [Serialization.SerializeAs("uv")] public int UvChannel; + [Serialization.SerializeAs("cc")] public int ChannelsCount = 3; + [Serialization.SerializeAs("chan")] public string Channels = "RGB"; + [Serialization.SerializeAs("mip")] public int MipLevel = -1; + [Serialization.SerializeAs("mipprop")] public bool MipProperty; + [Serialization.SerializeAs("ssuv")] public bool UseScreenSpaceUV; + [Serialization.SerializeAs("ssuv_vert")] public bool ScreenSpaceUVVertex; + [Serialization.SerializeAs("ssuv_obj")] public bool ScreenSpaceUVObjectOffset; + [Serialization.SerializeAs("wpuv")] public bool UseWorldPosUV; + [Serialization.SerializeAs("wpuv_chan")] public string WorldPosUVChannels = "XZ"; + string DefaultChannels = "RGB"; + + ProgramType program = ProgramType.Undefined; + public bool invalidTilingOffsetVariable = false; + public bool invalidScrollingVariable = false; + + bool? _uvExpandedCache; + bool uvExpandedCache + { + get + { + if(_uvExpandedCache == null) + { + _uvExpandedCache = ParentShaderProperty.implementationsExpandedStates.Contains(this.guid.GetHashCode()); + } + return _uvExpandedCache.Value; + } + } + + public Imp_MaterialProperty_Texture(ShaderProperty shaderProperty) : base(shaderProperty) + { + program = shaderProperty != null ? shaderProperty.Program : ProgramType.Undefined; + PropertyName = "_" + SGUILayout.Utils.RemoveWhitespaces(Label); + Label = shaderProperty.Name + " Texture"; + + InitChannelsCount(); + InitChannelsSwizzle(); + + //make mip level accessible if vertex program + if (shaderProperty != null && shaderProperty.Program == ProgramType.Vertex) + { + MipLevel = 0; + } + } + + void InitChannelsCount() + { + switch (ParentShaderProperty.Type) + { + case VariableType.@float: ChannelsCount = 1; break; + case VariableType.float2: ChannelsCount = 2; break; + case VariableType.color: + case VariableType.float3: ChannelsCount = 3; break; + case VariableType.color_rgba: + case VariableType.float4: ChannelsCount = 4; break; + } + } + + void InitChannelsSwizzle() + { + switch (ParentShaderProperty.Type) + { + case VariableType.@float: Channels = "R"; break; + case VariableType.float2: Channels = "RG"; break; + case VariableType.color: + case VariableType.float3: Channels = "RGB"; break; + case VariableType.color_rgba: + case VariableType.float4: Channels = "RGBA"; break; + } + DefaultChannels = Channels; + } + + public override void OnPasted() + { + InitChannelsCount(); + } + + string GetMipValue() + { + return MipProperty ? PropertyName + "_Mip" : MipLevel.ToString(); + } + + public void SetScreenSpaceUV() + { + UseScreenSpaceUV = true; + UvChannel = Array.IndexOf(SGUILayout.Constants.UvChannelOptions, SGUILayout.Constants.screenSpaceUVLabel); + } + + string GetUV(string input, string output, ProgramType programType) + { + if (UseScreenSpaceUV) + { + return "screenUV"; + } + else if(UseWorldPosUV) + { + bool isURP = ShaderGenerator2.TemplateID == "TEMPLATE_URP" || ShaderGenerator2.TemplateID == "TEMPLATE_LWRP"; + return string.Format("{0}.{1}", isURP ? "positionWS" : input + ".worldPos", WorldPosUVChannels.ToLowerInvariant()); + } + else + { + string coord = ShaderGenerator2.VariablesManager.GetVariable("texcoord" + UvChannel); + if (string.IsNullOrEmpty(coord)) + { + if (programType == ProgramType.Vertex) + { + // no packed variable and in vertex program, so it must be a texcoord only used in the vertex function + return string.Format("{0}.{1}.xy", input, "texcoord" + UvChannel); + } + else + { + Debug.LogError(ShaderGenerator2.ErrorMsg("Can't find UV coordinates for shader property: " + ParentShaderProperty.Name)); + return null; + } + } + else + { + return string.Format("{0}.{1}.xy", programType == ProgramType.Vertex ? output : input, coord); + } + } + } + + #region Tiling/Offset & Scrolling Variables + + + public string GetDefaultTilingOffsetVariable() + { + return string.Format("{0}_ST", PropertyName); + } + + // Uses a tiling/offset variable from another property + public bool UseCustomTilingOffsetVariable() + { + return !string.IsNullOrEmpty(TilingOffsetVariable); + } + + // Returns true if this property's tiling/offset variable can be referenced + bool HasValidTilingOffsetVariable() + { + return this.UseTilingOffset && !this.GlobalTilingOffset && !this.UseCustomTilingOffsetVariable(); + } + + + public string GetDefaultScrollingVariable() + { + return string.Format("{0}_SC", PropertyName); + } + + // Uses a tiling/offset variable from another property + public bool UseCustomScrollingVariable() + { + return !string.IsNullOrEmpty(ScrollingVariable); + } + + // Returns true if this property's tiling/offset variable can be referenced + public bool HasValidScrollingVariable() + { + return this.UseScrolling && !this.GlobalScrolling && !this.UseCustomScrollingVariable(); + } + + + /// + /// Verify that the tiling/offset & scrolling values are correct if they reference another implementation + /// + void VerifyReferencedValuesValidity() + { + invalidTilingOffsetVariable = false; + if (UseTilingOffset && !string.IsNullOrEmpty(TilingOffsetVariable)) + { + var availableValues = FetchValidTilingOffsetValues(); + if (!availableValues.Exists(av => av.value == TilingOffsetVariable && string.IsNullOrEmpty(av.disabled))) + { + invalidTilingOffsetVariable = true; + } + } + + invalidScrollingVariable = false; + if (UseScrolling && !string.IsNullOrEmpty(ScrollingVariable)) + { + var availableValues = FetchValidScrollingValues(); + if (!availableValues.Exists(av => av.value == ScrollingVariable && string.IsNullOrEmpty(av.disabled))) + { + invalidScrollingVariable = true; + } + } + } + + struct AvailableValue + { + public string value; + public string label; + public string disabled; + } + + /// + /// Returns the currently available tiling/offset values + /// + List FetchValidTilingOffsetValues() + { + return FetchValidValuesGeneric(imp => imp.HasValidTilingOffsetVariable(), imp => imp.GetDefaultTilingOffsetVariable()); + } + + /// + /// Returns the currently available tiling/offset values + /// + List FetchValidScrollingValues() + { + return FetchValidValuesGeneric(imp => imp.HasValidScrollingVariable(), imp => imp.GetDefaultScrollingVariable()); + } + + // Generic function to return available tiling/offset or scrolling variables + List FetchValidValuesGeneric(Func checkFunction, Func valueFunction) + { + var list = new List(); + + if (ShaderGenerator2.CurrentConfig == null || ShaderGenerator2.CurrentConfig.VisibleShaderProperties == null) + { + return list; + } + + foreach (var sp in ShaderGenerator2.CurrentConfig.VisibleShaderProperties) + { + foreach (var imp in sp.implementations) + { + if (imp == this) + { + continue; + } + + // Check regular texture implementations + var imp_mp_text = imp as Imp_MaterialProperty_Texture; + if (imp_mp_text != null) + { + if (checkFunction(imp_mp_text)) + { + list.Add(new AvailableValue() + { + value = valueFunction(imp_mp_text), + label = imp_mp_text.Label, + disabled = null + }); + } + } + } + } + + // Check Custom Material Properties with texture implementation + foreach (var cmp in ShaderGenerator2.CurrentConfig.CustomMaterialProperties) + { + var imp_mp_ct = cmp.implementation as Imp_MaterialProperty_Texture; + if (imp_mp_ct != null) + { + if (checkFunction(imp_mp_ct)) + { + list.Add(new AvailableValue() + { + value = valueFunction(imp_mp_ct), + label = imp_mp_ct.Label, + disabled = imp_mp_ct.IsCustomMaterialPropertyReferenced() ? null : "(unused Custom Material Property)" + }); + } + } + } + + return list; + } + + #endregion + + internal override string PrintProperty(string indent) + { + var prop = base.PrintProperty(indent) + string.Format("{3}{0} (\"{1}\", 2D) = \"{2}\" {{}}", PropertyName, Label, DefaultValue, UseTilingOffset && !UseCustomTilingOffsetVariable() ? "" : "[NoScaleOffset] "); + if (UseScrolling && !UseCustomScrollingVariable()) + prop += string.Format("\n{0}[TCP2UVScrolling] {1}_SC (\"{2} UV Scrolling\", Vector) = (1,1,0,0)", indent, PropertyName, Label); + if (RandomOffset) + prop += string.Format("\n{0}{1}_OffsetSpeed (\"{2} UV Offset Speed\", Float) = 120", indent, PropertyName, Label); + if (MipProperty) + prop += string.Format("\n{0}{1}_Mip (\"{2} Mip Level\", Range(0,10)) = 0", indent, PropertyName, Label); + return prop; + } + internal override string PrintVariableDeclare(string indent) + { + var result = string.Format("sampler2D {0};\n", PropertyName); + if (UseTilingOffset && !UseCustomTilingOffsetVariable()) + result += string.Format("{0}float4 {1}_ST;\n", indent, PropertyName); + if (ScaleByTexelSize) + result += string.Format("{0}float4 {1}_TexelSize;\n", indent, PropertyName); + if (UseScrolling && !UseCustomScrollingVariable()) + result += string.Format("{0}float4 {1}_SC;\n", indent, PropertyName); + if (RandomOffset) + result += string.Format("{0}float {1}_OffsetSpeed;\n", indent, PropertyName); + if (MipProperty) + result += string.Format("{0}fixed {1}_Mip;\n", indent, PropertyName); + return result.TrimEnd('\n'); + } + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) + { + var tilingOffsetVariable = UseCustomTilingOffsetVariable() ? TilingOffsetVariable : GetDefaultTilingOffsetVariable(); + var tilingMod = ScaleByTexelSize ? string.Format(" * {0}_TexelSize.xy", PropertyName) : ""; + if (UseScreenSpaceUV) + { + tilingMod += ScaleByTexelSize ? " * _ScreenParams.xy" : " * _ScreenParams.zw"; + } + tilingMod += (UseTilingOffset && (!GlobalTilingOffset || UseScreenSpaceUV || UseWorldPosUV)) ? string.Format(" * {0}.xy", tilingOffsetVariable) : ""; + var offsetMod = (UseTilingOffset && (!GlobalTilingOffset || UseScreenSpaceUV || UseWorldPosUV)) ? string.Format(" + {0}.zw", tilingOffsetVariable) : ""; + var scrollingVariable = UseCustomScrollingVariable() ? ScrollingVariable : GetDefaultScrollingVariable(); + var scrollingMod = (UseScrolling && !GlobalScrolling) ? string.Format(" + {1}(_Time.yy * {0}.xy)", scrollingVariable, NoTile ? "" : "frac") : ""; + var randomOffsetMod = (RandomOffset && !GlobalRandomOffset) ? string.Format(" + hash22(floor(_Time.xx * {0}_OffsetSpeed.xx) / {0}_OffsetSpeed.xx)", PropertyName) : ""; + + // uv coordinates + string coords = null; + if (!string.IsNullOrEmpty(arguments)) + { + var uv = TryGetArgument("uv", arguments); + if (uv != null) + { + coords = uv; + } + } + if (coords == null) + { + coords = GetUV(inputSource, outputSource, ProgramType.Fragment); + } + + // function + var function = NoTile ? "tex2D_noTile" : "tex2D"; + + // channels + var hideChannels = TryGetArgument("hide_channels", arguments); + var channels = string.IsNullOrEmpty(hideChannels) ? "." + Channels.ToLowerInvariant() : ""; + + return string.Format("{0}({1}, {2}{3}{4}{5}{6}){7}", function, PropertyName, coords, tilingMod, scrollingMod, offsetMod, randomOffsetMod, channels); + } + internal override string PrintVariableVertex(string inputSource, string outputSource, string arguments) + { + var tilingOffsetVariable = UseCustomTilingOffsetVariable() ? TilingOffsetVariable : GetDefaultTilingOffsetVariable(); + var tilingMod = ScaleByTexelSize ? string.Format(" * {0}_TexelSize.xy", PropertyName) : ""; + if (UseScreenSpaceUV) + { + tilingMod += ScaleByTexelSize ? " * _ScreenParams.xy" : " * _ScreenParams.zw"; + } + tilingMod += (UseTilingOffset && (!GlobalTilingOffset || UseScreenSpaceUV || UseWorldPosUV)) ? string.Format(" * {0}.xy", tilingOffsetVariable) : ""; + var offsetMod = (UseTilingOffset && (!GlobalTilingOffset || UseScreenSpaceUV || UseWorldPosUV)) ? string.Format(" + {0}.zw", tilingOffsetVariable) : ""; + var scrollingVariable = UseCustomScrollingVariable() ? ScrollingVariable : GetDefaultScrollingVariable(); + var scrollingMod = (UseScrolling && !GlobalScrolling) ? string.Format(" + {1}(_Time.yy * {0}.xy)", scrollingVariable, NoTile ? "" : "frac") : ""; + var randomOffsetMod = (RandomOffset && !GlobalRandomOffset) ? string.Format(" + hash22(floor(_Time.xx * {0}_OffsetSpeed.xx) / {0}_OffsetSpeed.xx)", PropertyName) : ""; + var coords = GetUV(inputSource, outputSource, ProgramType.Vertex); + var hideChannels = TryGetArgument("hide_channels", arguments); + var channels = string.IsNullOrEmpty(hideChannels) ? "." + Channels.ToLowerInvariant() : ""; + return string.Format("tex2Dlod({0}, float4({1}{2}{3}{4}{5}, 0, {6})){7}", PropertyName, coords, tilingMod, scrollingMod, offsetMod, randomOffsetMod, GetMipValue(), channels); + } + + internal override void NewLineGUI(bool usedByCustomCode) + { + base.NewLineGUI(usedByCustomCode); + + BeginHorizontal(); + { + var index = Array.IndexOf(SGUILayout.Constants.DefaultTextureValues, DefaultValue); + var newIndex = index; + if (newIndex < 0) newIndex = 0; + + bool highlighted = !IsDefaultImplementation ? DefaultValue != SGUILayout.Constants.DefaultTextureValues[0] : DefaultValue != GetDefaultImplementation().DefaultValue; + SGUILayout.InlineLabel("Default Value", highlighted); + newIndex = SGUILayout.Popup(newIndex, SGUILayout.Constants.DefaultTextureValues); + + if (newIndex != index) + DefaultValue = SGUILayout.Constants.DefaultTextureValues[newIndex]; + } + EndHorizontal(); + + if (!IsCustomMaterialProperty) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? Channels != DefaultChannels : Channels != GetDefaultImplementation().Channels; + SGUILayout.InlineLabel("Swizzle", highlighted); + + if (usedByCustomCode) + { + using (new EditorGUI.DisabledScope(true)) + { + GUILayout.Label(TCP2_GUI.TempContent("Defined in Custom Code"), SGUILayout.Styles.ShurikenValue, GUILayout.Height(16), GUILayout.ExpandWidth(false)); + } + } + else + { + if (ChannelsCount == 1) + Channels = SGUILayout.RGBASelector(Channels); + else + Channels = SGUILayout.RGBASwizzle(Channels, ChannelsCount); + } + } + EndHorizontal(); + } + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? UvChannel > 0 : UvChannel != GetDefaultImplementation().UvChannel; + bool uvExpanded = SGUILayout.Foldout(uvExpandedCache, "UV", highlighted); + if (uvExpanded != uvExpandedCache) + { + if (uvExpanded) + { + ParentShaderProperty.implementationsExpandedStates.Add(this.guid.GetHashCode()); + } + else + { + ParentShaderProperty.implementationsExpandedStates.Remove(this.guid.GetHashCode()); + } + _uvExpandedCache = null; + } + + if (IsUvLocked) + { + using (new EditorGUI.DisabledScope(true)) + { + SGUILayout.Popup(0, SGUILayout.Constants.LockedUvChannelOptions); + } + } + else + { + UvChannel = SGUILayout.Popup(UvChannel, program == ProgramType.Vertex ? SGUILayout.Constants.UvChannelOptionsVertex : SGUILayout.Constants.UvChannelOptions); + if (GUI.changed) + { + UseScreenSpaceUV = Array.IndexOf(SGUILayout.Constants.UvChannelOptions, SGUILayout.Constants.screenSpaceUVLabel) == UvChannel && !IsUvLocked; + UseWorldPosUV = Array.IndexOf(SGUILayout.Constants.UvChannelOptions, SGUILayout.Constants.worldPosUVLabel) == UvChannel && !IsUvLocked; + } + } + + if (UseWorldPosUV) + { + var gc = TCP2_GUI.TempContent("."); + var rect = GUILayoutUtility.GetRect(gc, EditorStyles.label, GUILayout.ExpandWidth(false)); + rect.y -= 2; + GUI.Label(rect, gc); + WorldPosUVChannels = SGUILayout.GenericSwizzle(WorldPosUVChannels, 2, "XYZ", 30, showAvailableChannels: false); + } + } + EndHorizontal(); + + if (uvExpandedCache) + { + //SGUILayout.Indent += 10; + + bool showScreenSpaceUVOptions = UseScreenSpaceUV; + if (GlobalOptions.data.ShowDisabledFeatures || showScreenSpaceUVOptions) + { + using (new EditorGUI.DisabledGroupScope(!showScreenSpaceUVOptions)) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? ScreenSpaceUVVertex : ScreenSpaceUVVertex != GetDefaultImplementation().ScreenSpaceUVVertex; + SGUILayout.InlineLabel("└─ Vertex SSUV", "Calculate the screen space UV in the vertex shader, faster but can appear distorted", highlighted); + ScreenSpaceUVVertex = SGUILayout.Toggle(ScreenSpaceUVVertex); + } + EndHorizontal(); + + using (new EditorGUI.DisabledGroupScope(ScreenSpaceUVVertex)) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? ScreenSpaceUVObjectOffset : ScreenSpaceUVObjectOffset != GetDefaultImplementation().ScreenSpaceUVObjectOffset; + SGUILayout.InlineLabel("└─ Obj Offset SSUV", "Align the UV with the object's pivot, so that the texture doesn't appear fixed on the screen (remove the 'shower door' effect)", highlighted); + ScreenSpaceUVObjectOffset = SGUILayout.Toggle(ScreenSpaceUVObjectOffset); + } + EndHorizontal(); + } + } + } + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? UseTilingOffset : UseTilingOffset != GetDefaultImplementation().UseTilingOffset; + SGUILayout.InlineLabel("Tiling/Offset", highlighted); + UseTilingOffset = SGUILayout.Toggle(UseTilingOffset); + } + EndHorizontal(); + + bool showTilingOptions = UseTilingOffset && !UseScreenSpaceUV && !UseWorldPosUV; + if ((GlobalOptions.data.ShowDisabledFeatures || showTilingOptions) && !IsUvLocked) + { + using (new EditorGUI.DisabledGroupScope(!showTilingOptions)) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? GlobalTilingOffset : GlobalTilingOffset != GetDefaultImplementation().GlobalTilingOffset; + SGUILayout.InlineLabel("└─ Global", "Makes the tiling/offset values global to the selected UV coordinates: all textures using the same UV coordinates will inherit the tiling/offset values defined for this texture.\nIt also means that they will be calculated in the vertex shader (faster but uses one interpolator).\n\nDoes not apply to screen space UV coordinates.", highlighted); + GlobalTilingOffset = SGUILayout.Toggle(GlobalTilingOffset); + } + EndHorizontal(); + } + } + + showTilingOptions = UseTilingOffset && !(!UseScreenSpaceUV && !UseWorldPosUV && GlobalTilingOffset); + if ((GlobalOptions.data.ShowDisabledFeatures || showTilingOptions)) + { + using (new EditorGUI.DisabledGroupScope(!showTilingOptions)) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? UseCustomTilingOffsetVariable() : TilingOffsetVariable != GetDefaultImplementation().TilingOffsetVariable; + SGUILayout.InlineLabel("└─ Variable", "Defines the tiling/offset uniform variable.\nBy default, a new property will be created for this texture, however you can use another texture's tiling/offset variable so that this texture will be linked with it. You would typically do that if you have a normal map coupled with an albedo map, for example.", highlighted); + var tilingOffsetVar = UseCustomTilingOffsetVariable() ? TilingOffsetVariable : GetDefaultTilingOffsetVariable(); + if (SGUILayout.ButtonPopup(tilingOffsetVar)) + { + var menu = new GenericMenu(); + string label = string.Format("{0}: {1}", ParentShaderProperty.Name, GetDefaultTilingOffsetVariable()); // note: has non-breaking space character + + if (ParentShaderProperty.Name == "_CustomMaterialPropertyDummy") // TODO get rid of the dummy shader property for custom material properties? + { + label = GetDefaultTilingOffsetVariable(); + } + + menu.AddItem(new GUIContent(label), !UseCustomTilingOffsetVariable(), () => + { + TilingOffsetVariable = ""; + invalidTilingOffsetVariable = false; + }); + + // fetch available tiling/offset values and add them to the menu + var itemList = new List(); + var availableValues = FetchValidTilingOffsetValues(); + foreach(var availableValue in availableValues) + { + if (availableValue.label == this.Label) + { + continue; + } + + if (string.IsNullOrEmpty(availableValue.disabled)) + { + itemList.Add(new MenuItem() + { + guiContent = new GUIContent(string.Format("{0}: {1}", availableValue.label, availableValue.value)), // note: has non-breaking space character + on = this.TilingOffsetVariable == availableValue.value, + menuFunction = () => + { + TilingOffsetVariable = availableValue.value; + invalidTilingOffsetVariable = false; + } + }); + } + else + { + itemList.Add(new MenuItem() + { + guiContent = new GUIContent(string.Format("{0}: {1} {2}", availableValue.label, availableValue.value, availableValue.disabled)), // note: has non-breaking space character + on = this.TilingOffsetVariable == availableValue.value, + disabled = true + }); + } + } + + if (itemList.Count > 0) + { + menu.AddSeparator(""); + foreach (var item in itemList) + { + if (item.disabled) + { + menu.AddDisabledItem(item.guiContent); + } + else + { + menu.AddItem(item.guiContent, item.on, item.menuFunction); + } + } + } + + menu.ShowAsContext(); + } + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? ScaleByTexelSize : ScaleByTexelSize != GetDefaultImplementation().ScaleByTexelSize; + SGUILayout.InlineLabel("└─ Scale by Texel Size", "Will scale the UV by the texture's texel size. Usually useful to get pixel-perfect screen space UV mapping on the screen.", highlighted); + ScaleByTexelSize = SGUILayout.Toggle(ScaleByTexelSize); + } + EndHorizontal(); + } + } + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? UseScrolling || RandomOffset : (UseScrolling != GetDefaultImplementation().UseScrolling || RandomOffset != GetDefaultImplementation().RandomOffset); + SGUILayout.InlineLabel("UV Animation", highlighted); + int choice = UseScrolling ? 1 : (RandomOffset ? 2 : 0); + int new_choice = SGUILayout.Popup(choice, SGUILayout.Constants.UvAnimationOptions); + if (new_choice != choice) + { + UseScrolling = false; + RandomOffset = false; + + switch (new_choice) + { + case 1: UseScrolling = true; break; + case 2: RandomOffset = true; break; + } + } + } + EndHorizontal(); + + bool showScrollingOptions = (UseScrolling || RandomOffset) && !UseScreenSpaceUV && !UseWorldPosUV; + if ((GlobalOptions.data.ShowDisabledFeatures || showScrollingOptions) && !IsUvLocked) + { + using (new EditorGUI.DisabledGroupScope(!showScrollingOptions)) + { + if (UseScrolling) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? GlobalScrolling : GlobalScrolling != GetDefaultImplementation().GlobalScrolling; + SGUILayout.InlineLabel("└─ Global", "Makes the scrolling global to the selected UV coordinates: all textures using the same UV coordinates will inherit the scrolling animation and values defined for this texture.\nIt also means that they will be calculated in the vertex shader (faster but uses one interpolator).", highlighted); + GlobalScrolling = SGUILayout.Toggle(GlobalScrolling); + GlobalRandomOffset = GlobalScrolling; + } + EndHorizontal(); + + bool showScrollingVariable = UseScrolling && !(!UseScreenSpaceUV && !UseWorldPosUV && GlobalScrolling); + if ((GlobalOptions.data.ShowDisabledFeatures || showScrollingVariable)) + { + using (new EditorGUI.DisabledGroupScope(!showScrollingVariable)) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? UseCustomScrollingVariable() : ScrollingVariable != GetDefaultImplementation().ScrollingVariable; + SGUILayout.InlineLabel("└─ Variable", "Defines the scrolling uniform variable.\nBy default, a new property will be created for this texture, however you can use another texture's scrolling variable so that this texture will be linked with it.", highlighted); + var scrollingVar = UseCustomScrollingVariable() ? ScrollingVariable : GetDefaultScrollingVariable(); + if (SGUILayout.ButtonPopup(scrollingVar)) + { + var menu = new GenericMenu(); + string label = string.Format("{0}: {1}", ParentShaderProperty.Name, GetDefaultScrollingVariable()); + if (ParentShaderProperty.Name == "_CustomMaterialPropertyDummy") // TODO get rid of the dummy shader property for custom material properties + { + label = GetDefaultScrollingVariable(); + } + + menu.AddItem(new GUIContent(label), !UseCustomScrollingVariable(), () => + { + ScrollingVariable = ""; + invalidScrollingVariable = false; + }); + + // fetch available scrolling values and add them to the menu + var itemList = new List(); + var availableValues = FetchValidScrollingValues(); + foreach (var availableValue in availableValues) + { + if (availableValue.label == this.Label) + { + continue; + } + + if (string.IsNullOrEmpty(availableValue.disabled)) + { + itemList.Add(new MenuItem() + { + guiContent = new GUIContent(string.Format("{0}: {1}", availableValue.label, availableValue.value)), // note: has non-breaking space character + on = this.ScrollingVariable == availableValue.value, + menuFunction = () => + { + ScrollingVariable = availableValue.value; + invalidScrollingVariable = false; + } + }); + } + else + { + itemList.Add(new MenuItem() + { + guiContent = new GUIContent(string.Format("{0}: {1} {2}", availableValue.label, availableValue.value, availableValue.disabled)), // note: has non-breaking space character + on = this.ScrollingVariable == availableValue.value, + disabled = true + }); + } + } + + if (itemList.Count > 0) + { + menu.AddSeparator(""); + foreach (var item in itemList) + { + if (item.disabled) + { + menu.AddDisabledItem(item.guiContent); + } + else + { + menu.AddItem(item.guiContent, item.on, item.menuFunction); + } + } + } + + menu.ShowAsContext(); + } + } + EndHorizontal(); + } + } + } + else if (RandomOffset) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? GlobalRandomOffset : GlobalRandomOffset != GetDefaultImplementation().GlobalRandomOffset; + SGUILayout.InlineLabel("└─ Global", "Makes the random offset global to the selected UV coordinates: all textures using the same UV coordinates will inherit the random offset animation and values defined for this texture.\nIt also means that they will be calculated in the vertex shader (faster but uses one interpolator).", highlighted); + GlobalRandomOffset = SGUILayout.Toggle(GlobalRandomOffset); + GlobalScrolling = GlobalRandomOffset; + } + EndHorizontal(); + } + } + } + + using (new EditorGUI.DisabledGroupScope(program != ProgramType.Fragment && !IsCustomMaterialProperty)) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? NoTile : NoTile != GetDefaultImplementation().NoTile; + SGUILayout.InlineLabel("No Tile", "Use a special algorithm to prevent tile repetition", highlighted); + NoTile = SGUILayout.Toggle(NoTile); + } + EndHorizontal(); + } + + if (NoTile && UseScrolling && GlobalScrolling) + { + TCP2_GUI.HelpBoxLayout("'Global Scrolling' and 'No Tile' don't work properly together: expect to see textures popping in their animation.", MessageType.Warning); + } + + if (MipLevel >= 0 || IsCustomMaterialProperty) + { + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? MipLevel > 0 : MipLevel != GetDefaultImplementation().MipLevel; + SGUILayout.InlineLabel("Vertex Sampling Mip Level", highlighted); + using (new EditorGUI.DisabledScope(MipProperty)) + MipLevel = SGUILayout.IntField(MipLevel, 0, 10); + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? MipProperty : MipProperty != GetDefaultImplementation().MipProperty; + SGUILayout.InlineLabel("└─ Material Property", "Create a material property to control the mip level for sampling this texture in the vertex shader", highlighted); + MipProperty = SGUILayout.Toggle(MipProperty); + } + EndHorizontal(); + } + + //SGUILayout.Indent -= 10; + } // if ( uvExpanded ) + + if (UseTilingOffset && invalidTilingOffsetVariable) + { + BeginHorizontal(); + { + TCP2_GUI.HelpBoxLayout("The UV Tiling/Offset Variable is invalid.\nMaybe the original source has been removed or can't be used anymore?", MessageType.Error); + } + EndHorizontal(); + } + + if (UseScrolling && invalidScrollingVariable) + { + BeginHorizontal(); + { + TCP2_GUI.HelpBoxLayout("The UV Scrolling Variable is invalid.\nMaybe the original source has been removed or can't be used anymore?", MessageType.Error); + } + EndHorizontal(); + } + } + } + + [Serialization.SerializeAs("imp_constant")] + public class Imp_ConstantValue : Implementation + { + public static VariableType VariableCompatibility { get { return VariableTypeAll | VariableType.fixed_function_float; } } + public static string MenuLabel { get { return "Constant Value"; } } + internal override string GUILabel() { return MenuLabel; } + + [Serialization.SerializeAs("type"), ExcludeFromCopy] VariableType type; + [Serialization.SerializeAs("fprc")] FloatPrecision floatPrec; + + [Serialization.SerializeAs("fv")] public float FloatValue = 1.0f; + [Serialization.SerializeAs("f2v")] public Vector2 Float2Value = Vector2.one; + [Serialization.SerializeAs("f3v")] public Vector3 Float3Value = Vector3.one; + [Serialization.SerializeAs("f4v")] public Vector4 Float4Value = Vector4.one; + [Serialization.SerializeAs("cv")] public Color ColorValue = Color.white; + + public Imp_ConstantValue(ShaderProperty shaderProperty) : base(shaderProperty) + { + type = shaderProperty.Type; + floatPrec = FloatPrecision.@float; + } + + internal override string PrintVariableFixedFunction() + { + return FloatValue.ToString(); + } + + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) + { + switch (type) + { + case VariableType.@float: return FloatValue.ToString("#.0###############", CultureInfo.InvariantCulture); + case VariableType.float2: return string.Format(CultureInfo.InvariantCulture, "{0}2({1},{2})", floatPrec, Float2Value.x, Float2Value.y); + case VariableType.float3: return string.Format(CultureInfo.InvariantCulture, "{0}3({1},{2},{3})", floatPrec, Float3Value.x, Float3Value.y, Float3Value.z); + case VariableType.float4: return string.Format(CultureInfo.InvariantCulture, "{0}4({1},{2},{3},{4})", floatPrec, Float4Value.x, Float4Value.y, Float4Value.z, Float4Value.w); + case VariableType.color: return string.Format(CultureInfo.InvariantCulture, "{0}3({1},{2},{3})", floatPrec, ColorValue.r, ColorValue.g, ColorValue.b); + case VariableType.color_rgba: return string.Format(CultureInfo.InvariantCulture, "{0}4({1},{2},{3},{4})", floatPrec, ColorValue.r, ColorValue.g, ColorValue.b, ColorValue.a); + } + + return null; + } + + internal override void NewLineGUI(bool usedByCustomCode) + { + BeginHorizontal(); + ShaderGenerator2.ContextualHelpBox("Uses a constant value in the shader.\nIf your shader property will keep the same value, this will be faster than using a Material Property."); + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = false; + switch(type) + { + case VariableType.@float: + case VariableType.fixed_function_float: + highlighted = !IsDefaultImplementation ? FloatValue != 1.0f : FloatValue != GetDefaultImplementation().FloatValue; + break; + + case VariableType.float2: + highlighted = !IsDefaultImplementation ? FloatValue != 1.0f : FloatValue != GetDefaultImplementation().FloatValue; + break; + case VariableType.float3: + highlighted = !IsDefaultImplementation ? Float2Value != Vector2.one : Float2Value != GetDefaultImplementation().Float2Value; + break; + case VariableType.float4: + highlighted = !IsDefaultImplementation ? Float3Value != Vector3.one : Float3Value != GetDefaultImplementation().Float3Value; + break; + case VariableType.color: + case VariableType.color_rgba: + highlighted = !IsDefaultImplementation ? ColorValue != Color.white : ColorValue != GetDefaultImplementation().ColorValue; + break; + } + + SGUILayout.InlineLabel("Value", highlighted); + + switch (type) + { + case VariableType.@float: + case VariableType.fixed_function_float: + FloatValue = SGUILayout.FloatField(FloatValue); + break; + case VariableType.float2: + Float2Value = SGUILayout.Vector2Field(Float2Value); + break; + case VariableType.float3: + Float3Value = SGUILayout.Vector3Field(Float3Value); + break; + case VariableType.float4: + Float4Value = SGUILayout.Vector4Field(Float4Value); + break; + case VariableType.color: + ColorValue = SGUILayout.ColorField(ColorValue, false, floatPrec != FloatPrecision.@fixed); + break; + case VariableType.color_rgba: + ColorValue = SGUILayout.ColorField(ColorValue, true, floatPrec != FloatPrecision.@fixed); + break; + } + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? floatPrec != default(FloatPrecision) : floatPrec != GetDefaultImplementation().floatPrec; + SGUILayout.InlineLabel("Precision", highlighted); + floatPrec = (FloatPrecision)SGUILayout.EnumPopup(floatPrec); + } + EndHorizontal(); + } + } + + [Serialization.SerializeAs("imp_vcolors")] + public class Imp_VertexColor : Implementation + { + public static VariableType VariableCompatibility { get { return VariableTypeAll; } } + public static string MenuLabel { get { return "Vertex Color"; } } + internal override string GUILabel() { return MenuLabel; } + internal override OptionFeatures[] NeededFeatures() { return new[] { OptionFeatures.VertexColors }; } + + [Serialization.SerializeAs("cc")] public int ChannelsCount = 3; + [Serialization.SerializeAs("chan")] public string Channels = "RGB"; + string DefaultChannels = "RGB"; + + public Imp_VertexColor(ShaderProperty shaderProperty) : base(shaderProperty) + { + InitChannelsCount(); + InitChannelsSwizzle(); + } + + void InitChannelsCount() + { + switch (ParentShaderProperty.Type) + { + case VariableType.@float: ChannelsCount = 1; break; + case VariableType.float2: ChannelsCount = 2; break; + case VariableType.color: + case VariableType.float3: ChannelsCount = 3; break; + case VariableType.color_rgba: + case VariableType.float4: ChannelsCount = 4; break; + } + } + + void InitChannelsSwizzle() + { + switch (ParentShaderProperty.Type) + { + case VariableType.@float: Channels = "R"; break; + case VariableType.float2: Channels = "RG"; break; + case VariableType.color: + case VariableType.float3: Channels = "RGB"; break; + case VariableType.color_rgba: + case VariableType.float4: Channels = "RGBA"; break; + } + DefaultChannels = Channels; + } + + public override void OnPasted() + { + InitChannelsCount(); + } + + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) + { + var hideChannels = TryGetArgument("hide_channels", arguments); + var channels = string.IsNullOrEmpty(hideChannels) ? "." + Channels.ToLowerInvariant() : ""; + return string.Format("{0}.vertexColor{1}", inputSource, channels); + } + + internal override void NewLineGUI(bool usedByCustomCode) + { + BeginHorizontal(); + ShaderGenerator2.ContextualHelpBox("Fetch the mesh's vertex colors."); + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? Channels != DefaultChannels : Channels != GetDefaultImplementation().Channels; + SGUILayout.InlineLabel("Swizzle", highlighted); + + if (usedByCustomCode) + { + using (new EditorGUI.DisabledScope(true)) + { + GUILayout.Label(TCP2_GUI.TempContent("Defined in Custom Code"), SGUILayout.Styles.ShurikenValue, GUILayout.Height(16), GUILayout.ExpandWidth(false)); + } + } + else + { + if (ChannelsCount == 1) + Channels = SGUILayout.RGBASelector(Channels); + else + Channels = SGUILayout.RGBASwizzle(Channels, ChannelsCount); + } + } + EndHorizontal(); + } + } + + [Serialization.SerializeAs("imp_texcoord")] + public class Imp_VertexTexcoord : Implementation + { + public static VariableType VariableCompatibility { get { return VariableTypeAll; } } + public static string MenuLabel { get { return "Vertex UV"; } } + internal override string GUILabel() { return MenuLabel; } + + [Serialization.SerializeAs("tex")] public int TexcoordChannel = 0; + [Serialization.SerializeAs("cc")] public int ChannelsCount = 3; + [Serialization.SerializeAs("chan")] public string Channels = "XYZ"; + string DefaultChannels = "XYZ"; + + public Imp_VertexTexcoord(ShaderProperty shaderProperty) : base(shaderProperty) + { + InitChannelsCount(); + InitChannelsSwizzle(); + } + + void InitChannelsCount() + { + switch (ParentShaderProperty.Type) + { + case VariableType.@float: ChannelsCount = 1; break; + case VariableType.float2: ChannelsCount = 2; break; + case VariableType.color: + case VariableType.float3: ChannelsCount = 3; break; + case VariableType.color_rgba: + case VariableType.float4: ChannelsCount = 4; break; + } + } + + void InitChannelsSwizzle() + { + switch (ParentShaderProperty.Type) + { + case VariableType.@float: Channels = "X"; break; + case VariableType.float2: Channels = "XY"; break; + case VariableType.color: + case VariableType.float3: Channels = "XYZ"; break; + case VariableType.color_rgba: + case VariableType.float4: Channels = "XYZW"; break; + } + DefaultChannels = Channels; + } + + public override void OnPasted() + { + InitChannelsCount(); + } + + internal override string PrintVariableFragment(string inputSource, string outputSource, string arguments) + { + var hideChannels = TryGetArgument("hide_channels", arguments); + var channels = string.IsNullOrEmpty(hideChannels) ? "." + Channels.ToLowerInvariant() : ""; + return string.Format("{0}.texcoord{1}{2}", inputSource, TexcoordChannel, channels); + } + + internal override void NewLineGUI(bool usedByCustomCode) + { + BeginHorizontal(); + ShaderGenerator2.ContextualHelpBox("Fetch the mesh's specified UV coordinates."); + EndHorizontal(); + + BeginHorizontal(); + { + EditorGUI.BeginChangeCheck(); + bool highlighted = !IsDefaultImplementation ? TexcoordChannel > 0 : TexcoordChannel != GetDefaultImplementation().TexcoordChannel; + SGUILayout.InlineLabel("UV Channel", highlighted); + char newTecoordChannel = SGUILayout.GenericSelector("0123", (char)(TexcoordChannel + '0')); + if (EditorGUI.EndChangeCheck()) + { + TexcoordChannel = newTecoordChannel - '0'; + } + } + EndHorizontal(); + + BeginHorizontal(); + { + bool highlighted = !IsDefaultImplementation ? Channels != DefaultChannels : Channels != GetDefaultImplementation().Channels; + SGUILayout.InlineLabel("Swizzle", highlighted); + + if (usedByCustomCode) + { + using (new EditorGUI.DisabledScope(true)) + { + GUILayout.Label(TCP2_GUI.TempContent("Defined in Custom Code"), SGUILayout.Styles.ShurikenValue, GUILayout.Height(16), GUILayout.ExpandWidth(false)); + } + } + else + { + if (ChannelsCount == 1) + Channels = SGUILayout.XYZWSelector(Channels); + else + Channels = SGUILayout.XYZWSwizzle(Channels, ChannelsCount); + } + } + EndHorizontal(); + } + } + + // Generic Implementation that is generated inside the Templates. + // Originally made to add support for NDL, NDV implementations. + [Serialization.SerializeAs("imp_generic")] + public class Imp_GenericFromTemplate : Implementation + { + /// + /// Represents a Generic Implementation model defined from a template + /// + public struct GenericImplementation + { + public bool valid; // replacement for null checks + public string identifier; + public bool available; + public int pass; + public string MenuLabel; + public string HelpMessage; + public VariableType Compatibility; + public string VariableName; + public string ChannelsOptions; + public string NeededFeatures; + public string Options; + public List compatibleShaderProperties; + public bool WorksWithCustomCode; + + public Imp_GenericFromTemplate CreateImplementation(ShaderProperty shaderProperty) + { + var imp = new Imp_GenericFromTemplate(shaderProperty); + + // copy properties + imp.ChannelsOptions = this.ChannelsOptions; + imp.MenuLabel = this.MenuLabel; + imp.HelpMessage = this.HelpMessage; + imp.Compatibility = this.Compatibility; + imp.VariableName = this.VariableName; + imp.NeededFeaturesStr = this.NeededFeatures; + imp.WorksWithCustomCode = this.WorksWithCustomCode; + imp.OptionsString = this.Options; + imp.ParseOptions(); + + // identification based on available Generic Implementations + imp.sourceIdentifier = this.identifier; + imp.sourceIsAvailable = true; + imp.Register(); + + imp.DeduceChannelsSettings(shaderProperty); + + return imp; + } + } + + // List of currently available generic implementations parsed from the current template + public static List AvailableGenericImplementations; + + public static void InitList() + { + AvailableGenericImplementations = new List(); + } + + public static void EnableFromLine(string line, int pass, string program) + { + // format example: #ENABLE_IMPL: float ndl, "Special/N·L (diffuse lighting)", all + string lineWithoutHeader = line.Substring(line.IndexOf(':')+1).Trim(); + string[] data = Serialization.SplitExcludingBlocks(lineWithoutHeader, ',', true); + + string id = data[0] + pass + program; + + // enable existing + var existing = AvailableGenericImplementations.Find(x => x.identifier == id); + if (existing.valid) + { + existing.available = true; + return; + } + + // create and enable new + + // - first data is "type name" + int space = data[0].IndexOf(' '); + string type = data[0].Substring(0, space); + string name = data[0].Substring(space+1); + + string label = "No Label"; + string compatibility = "all"; + string help = null; + string neededFeatures = ""; + string options = ""; + bool customCodeCompatible = false; + + // - remaining data is "key = value" pairs + for (int i = 1; i < data.Length; i++) + { + var subdata = data[i].Split('='); + var subdata1 = subdata[1].Trim(' ', '"'); + switch (subdata[0].Trim()) + { + case "lbl": label = subdata1; break; + case "compat": compatibility = subdata1; break; + case "help": help = subdata1; break; + case "toggles": neededFeatures = subdata1; break; + case "options": options = subdata1; break; + case "custom_code_compatible": customCodeCompatible = bool.Parse(subdata1); break; + } + } + + var imp = new GenericImplementation() + { + valid = true, + identifier = data[0] + pass + program, + available = true, + pass = pass, + MenuLabel = label, + HelpMessage = help, + Compatibility = (compatibility == "all") ? VariableTypeAll : (VariableType)Enum.Parse(typeof(VariableType), compatibility), + VariableName = name, + ChannelsOptions = GetChannelsOption(type), + NeededFeatures = neededFeatures, + Options = options, + compatibleShaderProperties = new List(), + WorksWithCustomCode = customCodeCompatible + + }; + AvailableGenericImplementations.Add(imp); + } + + static string GetChannelsOption(string type) + { + switch (type) + { + case "float": return "X"; + case "float2": return "XY"; + case "float3": return "XYZ"; + case "float4": return "XYZW"; + case "color": return "RGB"; + case "color_rgba": return "RGBA"; + } + return null; + } + + public static void DisableFromLine(string line, int pass, string program) + { + bool found = false; + var id = line.Substring(line.IndexOf(':')+1).Trim() + pass + program; + + for (int i = 0; i < AvailableGenericImplementations.Count; i++) + { + var imp = AvailableGenericImplementations[i]; + + if (imp.identifier == id) + { + imp.available = false; + AvailableGenericImplementations[i] = imp; + found = true; + } + } + + if (!found) + { + Debug.LogWarning(ShaderGenerator2.ErrorMsg("Can't disable Generic Implementation with this identifier: " + id)); + } + } + + public static void DisableAll() + { + for (int i = 0; i < AvailableGenericImplementations.Count; i++) + { + var imp = AvailableGenericImplementations[i]; + imp.available = false; + AvailableGenericImplementations[i] = imp; + } + } + + public delegate void OnGenericImplementationsChanged(); + static public OnGenericImplementationsChanged onGenericImplementationsChanged; + + /// + /// Triggers a warning if some generic implementations weren't disabled in the template, + /// and sends event that the available generic implementations may have changed + /// + public static void ListCompleted() + { + if (onGenericImplementationsChanged != null) + { + onGenericImplementationsChanged(); + } + + // check not disabled in the template + string notDisabled = ""; + foreach (var imp in AvailableGenericImplementations) + { + if (imp.available) + { + notDisabled += imp + ", "; + } + } + if (notDisabled.Length > 0) + { + notDisabled = notDisabled.Substring(0, notDisabled.Length - 2); + Debug.LogWarning(ShaderGenerator2.ErrorMsg("Some Generic Implementations were not properly disabled in the template: " + notDisabled)); + } + } + + /// + /// Adds the Shader Property as compatible with all currently available Generic Implementations + /// + public static void AddCompatibleShaderProperty(ShaderProperty shaderProperty) + { + foreach (var imp in AvailableGenericImplementations) + { + if (!imp.available) + { + continue; + } + + if ((imp.Compatibility & shaderProperty.Type) == shaderProperty.Type) + { + imp.compatibleShaderProperties.Add(shaderProperty); + } + } + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + public VariableType VariableCompatibility { get { return Compatibility; } } + internal override string GUILabel() { return MenuLabel; } + + [Serialization.SerializeAs("cc")] public int ChannelsCount = 1; + [Serialization.SerializeAs("chan")] public string Channels = "X"; + [Serialization.SerializeAs("source_id")] public string sourceIdentifier; + [Serialization.SerializeAs("needed_features")] public string NeededFeaturesStr = ""; + [Serialization.SerializeAs("custom_code_compatible")] public bool WorksWithCustomCode = false; + public string OptionsString = ""; + [Serialization.SerializeAs("options_v")] public Dictionary OptionsEnabled = new Dictionary(); + + string DefaultChannels = "X"; + + static Dictionary> AllGenericImplementations = new Dictionary>(); + + List