Complete UrpLitContext

This commit is contained in:
Masataka SUMI 2024-07-31 00:36:17 +09:00
parent dc6f3605a2
commit bb68702c0c
3 changed files with 144 additions and 16 deletions

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@ -0,0 +1,10 @@
namespace UniGLTF
{
public enum UrpLitBlendMode
{
Alpha = 0,
Premultiply = 1,
Additive = 2,
Multiply = 3,
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 307c409e09f74fed8caaaedfdf794ef9
timeCreated: 1722351228

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@ -1,8 +1,20 @@
using UnityEngine;
using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace UniGLTF
{
/// <summary>
/// "Universal Render Pipeline/Lit" シェーダーのプロパティを操作するためのクラス
///
/// glTF との読み書きに必要な機能だけ実装する
///
/// 非対応項目
/// - Detail Texture
/// - Specular Highlights Toggle
/// - Environment Reflections Toggle
/// - Sorting Priority
/// </summary>
public sealed class UrpLitContext
{
private readonly Material _mat;
@ -10,6 +22,7 @@ namespace UniGLTF
private static readonly int WorkflowMode = Shader.PropertyToID("_WorkflowMode");
private static readonly int Surface = Shader.PropertyToID("_Surface");
private static readonly int AlphaClip = Shader.PropertyToID("_AlphaClip");
private static readonly int Blend = Shader.PropertyToID("_Blend");
private static readonly int Cull = Shader.PropertyToID("_Cull");
private static readonly int BaseColorProp = Shader.PropertyToID("_BaseColor");
private static readonly int BaseMap = Shader.PropertyToID("_BaseMap");
@ -19,7 +32,7 @@ namespace UniGLTF
private static readonly int ParallaxMap = Shader.PropertyToID("_ParallaxMap");
private static readonly int CutoffProp = Shader.PropertyToID("_Cutoff");
private static readonly int SmoothnessProp = Shader.PropertyToID("_Smoothness");
private static readonly int SmoothnessTextureChannel = Shader.PropertyToID("_SmoothnessTextureChannel");
private static readonly int SmoothnessTextureChannelProp = Shader.PropertyToID("_SmoothnessTextureChannel");
private static readonly int MetallicProp = Shader.PropertyToID("_Metallic");
private static readonly int MetallicGlossMapProp = Shader.PropertyToID("_MetallicGlossMap");
private static readonly int SpecColorProp = Shader.PropertyToID("_SpecColor");
@ -27,6 +40,9 @@ namespace UniGLTF
private static readonly int BumpScaleProp = Shader.PropertyToID("_BumpScale");
private static readonly int BumpMapProp = Shader.PropertyToID("_BumpMap");
private static readonly int EmissionEnabled = Shader.PropertyToID("_EmissionEnabled");
private static readonly int ZWrite = Shader.PropertyToID("_ZWrite");
private static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend");
private static readonly int DstBlend = Shader.PropertyToID("_DstBlend");
private static readonly string SpecularSetupKeyword = "_SPECULAR_SETUP";
private static readonly string MetallicSpecGlossMapKeyword = "_METALLICSPECGLOSSMAP";
@ -36,6 +52,11 @@ namespace UniGLTF
private static readonly string EmissionKeyword = "_EMISSION";
private static readonly string OcclusionMapKeyword = "_OCCLUSIONMAP";
private static readonly string ParallaxMapKeyword = "_PARALLAXMAP";
private static readonly string AlphaTestOnKeyword = "_ALPHATEST_ON";
private static readonly string AlphaPremultiplyOnKeyword = "_ALPHAPREMULTIPLY_ON";
private static readonly string AlphaModulateOnKeyword = "_ALPHAMODULATE_ON";
private static readonly int OcclusionStrengthProp = Shader.PropertyToID("_OcclusionStrength");
private static readonly int ParallaxProp = Shader.PropertyToID("_Parallax");
public UrpLitContext(Material material)
{
@ -48,12 +69,7 @@ namespace UniGLTF
set
{
_mat.SetFloat(WorkflowMode, (float)value);
var isSpecularSetup = value == UrpLitWorkflowType.Specular;
_mat.SetKeyword(SpecularSetupKeyword, isSpecularSetup);
var glossMapName = isSpecularSetup ? SpecGlossMapProp : MetallicGlossMapProp;
var hasGlossMap = _mat.GetTexture(glossMapName) != null;
_mat.SetKeyword(MetallicSpecGlossMapKeyword, hasGlossMap);
ValidateShaderKeywords();
}
}
@ -63,20 +79,38 @@ namespace UniGLTF
set
{
_mat.SetFloat(Surface, (float)value);
_mat.SetKeyword(SurfaceTypeTransparentKeyword, value != UrpLitSurfaceType.Opaque);
ValidateShaderKeywords();
}
}
public bool AlphaClipping
public UrpLitBlendMode BlendMode
{
get => (UrpLitBlendMode)_mat.GetFloat(Blend);
set
{
_mat.SetFloat(Blend, (float)value);
ValidateShaderKeywords();
}
}
public bool IsAlphaClipEnabled
{
get => _mat.GetFloat(AlphaClip) >= 0.5f;
set => _mat.SetFloat(AlphaClip, value ? 1.0f : 0.0f);
set
{
_mat.SetFloat(AlphaClip, value ? 1.0f : 0.0f);
ValidateShaderKeywords();
}
}
public CullMode CullMode
{
get => (CullMode)_mat.GetFloat(Cull);
set => _mat.SetFloat(Cull, (float)value);
set
{
_mat.SetFloat(Cull, (float)value);
_mat.doubleSidedGI = value != CullMode.Back;
}
}
public Color BaseColorSrgb
@ -88,16 +122,19 @@ namespace UniGLTF
public Texture BaseTexture
{
get => _mat.GetTexture(BaseMap);
set => _mat.SetTexture(BaseMap, value);
}
public Vector2 BaseTextureOffset
{
get => _mat.GetTextureOffset(BaseMap);
set => _mat.SetTextureOffset(BaseMap, value);
}
public Vector2 BaseTextureScale
{
get => _mat.GetTextureScale(BaseMap);
set => _mat.SetTextureScale(BaseMap, value);
}
public float Cutoff
@ -112,15 +149,14 @@ namespace UniGLTF
set => _mat.SetFloat(SmoothnessProp, value);
}
public UrpLitSmoothnessMapChannel SmoothnessMapChannel
public UrpLitSmoothnessMapChannel SmoothnessTextureChannel
{
// NOTE: Float Prop 以外に条件があるので、Keyword から読み取った方が確実
get => _mat.IsKeywordEnabled(SmoothnessTextureAlbedoChannelAKeyword) ? UrpLitSmoothnessMapChannel.AlbedoAlpha : UrpLitSmoothnessMapChannel.SpecularMetallicAlpha;
set
{
_mat.SetFloat(SmoothnessTextureChannel, (float)value);
var isOpaque = SurfaceType == UrpLitSurfaceType.Opaque;
_mat.SetKeyword(SmoothnessTextureAlbedoChannelAKeyword, isOpaque && value == UrpLitSmoothnessMapChannel.AlbedoAlpha);
_mat.SetFloat(SmoothnessTextureChannelProp, (float)value);
ValidateShaderKeywords();
}
}
@ -188,6 +224,12 @@ namespace UniGLTF
get => _mat.GetTexture(EmissionMap);
}
public float OcclusionStrength
{
get => _mat.GetFloat(OcclusionStrengthProp);
set => _mat.SetFloat(OcclusionStrengthProp, value);
}
public Texture OcclusionTexture
{
get => _mat.GetTexture(OcclusionMap);
@ -198,6 +240,12 @@ namespace UniGLTF
}
}
public float Parallax
{
get => _mat.GetFloat(ParallaxProp);
set => _mat.SetFloat(ParallaxProp, value);
}
public Texture ParallaxTexture
{
get => _mat.GetTexture(ParallaxMap);
@ -207,5 +255,72 @@ namespace UniGLTF
_mat.SetKeyword(ParallaxMapKeyword, value != null);
}
}
/// <summary>
/// 複数のプロパティに関連して設定されるキーワードを更新する。
/// </summary>
public void ValidateShaderKeywords()
{
// Workflow
var workflowType = (UrpLitWorkflowType)_mat.GetFloat(WorkflowMode);
var isSpecularSetup = workflowType == UrpLitWorkflowType.Specular;
_mat.SetKeyword(SpecularSetupKeyword, isSpecularSetup);
// GlossMap
var glossMapName = isSpecularSetup ? SpecGlossMapProp : MetallicGlossMapProp;
var hasGlossMap = _mat.GetTexture(glossMapName) != null;
_mat.SetKeyword(MetallicSpecGlossMapKeyword, hasGlossMap);
// Surface Type
var surfaceType = (UrpLitSurfaceType)_mat.GetFloat(Surface);
_mat.SetKeyword(SurfaceTypeTransparentKeyword, surfaceType != UrpLitSurfaceType.Opaque);
// Render Settings
var alphaClip = _mat.GetFloat(AlphaClip) >= 0.5f;
var blendMode = (UrpLitBlendMode)_mat.GetFloat(Blend);
var zWrite = surfaceType == UrpLitSurfaceType.Opaque;
_mat.SetKeyword(AlphaTestOnKeyword, alphaClip);
_mat.SetKeyword(AlphaPremultiplyOnKeyword, blendMode == UrpLitBlendMode.Premultiply);
_mat.SetKeyword(AlphaModulateOnKeyword, blendMode == UrpLitBlendMode.Additive);
_mat.SetFloat(ZWrite, zWrite ? 1.0f : 0.0f);
_mat.SetShaderPassEnabled("DepthOnly", zWrite);
_mat.SetFloat(SrcBlend, (surfaceType, blendMode) switch
{
(UrpLitSurfaceType.Opaque, _) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Alpha) => (float)UnityEngine.Rendering.BlendMode.SrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Premultiply) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Additive) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Multiply) => (float)UnityEngine.Rendering.BlendMode.DstColor,
_ => (float)UnityEngine.Rendering.BlendMode.One,
});
_mat.SetFloat(DstBlend, (surfaceType, blendMode) switch
{
(UrpLitSurfaceType.Opaque, _) => (float)UnityEngine.Rendering.BlendMode.Zero,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Alpha) => (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Premultiply) => (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Additive) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Multiply) => (float)UnityEngine.Rendering.BlendMode.Zero,
_ => (float) UnityEngine.Rendering.BlendMode.Zero,
});
_mat.SetOverrideTag("RenderType", (surfaceType, alphaClip) switch
{
(UrpLitSurfaceType.Opaque, false) => "Opaque",
(UrpLitSurfaceType.Opaque, true) => "TransparentCutout",
(UrpLitSurfaceType.Transparent, _) => "Transparent",
_ => "Opaque",
});
_mat.renderQueue = (surfaceType, alphaClip) switch
{
(UrpLitSurfaceType.Opaque, false) => (int)RenderQueue.Geometry,
(UrpLitSurfaceType.Opaque, true) => (int)RenderQueue.AlphaTest,
(UrpLitSurfaceType.Transparent, _) => (int)RenderQueue.Transparent,
_ => _mat.shader.renderQueue,
};
// SmoothnessTextureChannel
var isOpaque = surfaceType == UrpLitSurfaceType.Opaque;
var smoothnessMapChannel = (UrpLitSmoothnessMapChannel)_mat.GetFloat(SmoothnessTextureChannelProp);
_mat.SetKeyword(SmoothnessTextureAlbedoChannelAKeyword, isOpaque && smoothnessMapChannel == UrpLitSmoothnessMapChannel.AlbedoAlpha);
}
}
}