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Cielonos/Assets/Shaders/PandaVFX/Editor/PandavfxGUI.VertexOffset.cs
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// -----------------------------------------------------------------------
// This file is part of PandaShader VFXGUI.
//
// (c) sunhainan (2022/11/28 14:46:19)
//
// For the full copyright and license information, please view the LICENSE
// file that was distributed with this source code.
// -----------------------------------------------------------------------
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Yoka.MGame.PandaShader
{
public partial class PandavfxGUI
{
//VTO
private MaterialProperty Vto_Scale = null;
private MaterialProperty Vto_Tex = null;
private MaterialProperty Vto_Uspeed = null;
private MaterialProperty Vto_Vspeed = null;
private MaterialProperty VTOAR = null;
private MaterialProperty VTOC = null;
private MaterialProperty VTOCV = null;
//private MaterialProperty VTOTexExp = null;
private MaterialProperty VTORemap = null;
private MaterialProperty VTOFactorC1 = null;
private MaterialProperty VTOFactorC2Vec4 = null;
private CUSTOMDATA VTOFactorC2Enum = CUSTOMDATA.NONE;
MaterialProperty VTORotate = null;
void OnGUIVertexOffset(Material material)
{
//VTO下拉菜单
if (Vto_Tex.textureValue != null)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
_VTO_Foldout = Foldout(_VTO_Foldout, "顶点动画(VertexOffset)");
if (_VTO_Foldout)
{
EditorGUI.indentLevel++;
GUIVertexOffset(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndVertical();
}
else
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
_VTO_Foldout = Foldout2(_VTO_Foldout, "顶点动画(VertexOffset)");
if (_VTO_Foldout)
{
EditorGUI.indentLevel++;
GUIVertexOffset(material);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndVertical();
}
}
//VTO内容
void GUIVertexOffset(Material material)
{
m_MaterialEditor.TexturePropertySingleLine(new GUIContent("顶点偏移贴图"), Vto_Tex);
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label("*用来制作顶点动画,这里我们这里只能根据法线方向进行顶点移动,如果需要改变移动方向,可以去修改模型的法线朝向", style);
EditorGUILayout.EndVertical();
}
if (Vto_Tex.textureValue != null)
{
material.EnableKeyword("_VTO_TEX");
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
_VTOxx = Foldouts(_VTOxx, "贴图设置(点击打开)");
if (_VTOxx)
{
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
m_MaterialEditor.ShaderProperty(VTOC, "UVClamp");
m_MaterialEditor.ShaderProperty(VTOCV, "");
EditorGUILayout.EndHorizontal();
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label("*两个复选框分别表示贴图U方向Clamp和V方向Clamp可以勾选其中一个也可以两个方向都勾选", style);
EditorGUILayout.EndVertical();
}
m_MaterialEditor.ShaderProperty(VTOAR, "使用R通道");
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label("*勾选后Red通道成为偏移通道不勾选Alpha通道为偏移通道没有透明通道的黑白图可以勾选此选项有透明通道不要勾选", style);
EditorGUILayout.EndVertical();
}
m_MaterialEditor.ShaderProperty(VTORotate, "贴图旋转");
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label("*贴图旋转,处理贴图朝向,省去复制贴图改变朝向", style);
EditorGUILayout.EndVertical();
}
m_MaterialEditor.ShaderProperty(VTORemap, "Remap");
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label("*把贴图数据从0to1转换到0.5to-0.5", style);
EditorGUILayout.EndVertical();
}
EditorGUI.indentLevel--;
}
EditorGUILayout.EndVertical();
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label("*展开后可以对贴图属性做一些设置包含uvclamp通道选择旋转贴图数据power处理", style);
EditorGUILayout.EndVertical();
}
m_MaterialEditor.TextureScaleOffsetProperty(Vto_Tex);
EditorGUILayout.EndVertical();
GUILayout.Space(5);
}
else
{
material.DisableKeyword("_VTO_TEX");
}
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label(
"*用来制作顶点动画的遮罩,防止破面,比如球形的上下两个位置非常容易破面,这里我们只需要添加一个上下有一个渐变小黑条的遮罩图,就能让圆球上下两个位置不进行顶点偏移,从而防止破面", style);
EditorGUILayout.EndVertical();
}
if (Vto_Tex.textureValue != null)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("自定义强度");
if (material.GetFloat("_VTOFactorCustom") == 0)
{
if (GUILayout.Button("已关闭", shortButtonStyle))
{
material.SetFloat("_VTOFactorCustom", 1);
}
}
else
{
if (GUILayout.Button("已开启", shortButtonStyle))
{
material.SetFloat("_VTOFactorCustom", 0);
}
}
EditorGUILayout.EndHorizontal();
if (material.GetFloat("_VTOFactorCustom") == 1)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
m_MaterialEditor.ShaderProperty(VTOFactorC1, "数据");
DrawCustomDataEnum(ref VTOFactorC2Vec4, ref VTOFactorC2Enum, "通道");
EditorGUILayout.EndVertical();
}
EditorGUILayout.EndVertical();
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label(
"*开启自定义数据控制模型膨胀程度可以制作爆炸之类的效果开启自定义数据时请先添加custom1.xyzw,再添加custom2.xyzw默认custom2.w控制膨胀程度开启自定义数据后膨胀程度将会失效并隐藏",
style);
EditorGUILayout.EndVertical();
}
GUILayout.Space(5);
if (material.GetFloat("_VTOFactorCustom") == 0)
{
m_MaterialEditor.ShaderProperty(Vto_Scale, "顶点偏移程度");
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label("*膨胀程度,开启自定义数据后,膨胀程度将会失效,并隐藏", style);
EditorGUILayout.EndVertical();
}
GUILayout.Space(5);
}
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(" UV与主帖图一致");
EditorGUILayout.EndVertical();
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
m_MaterialEditor.ShaderProperty(Vto_Uspeed, "U流动");
m_MaterialEditor.ShaderProperty(Vto_Vspeed, "V流动");
EditorGUILayout.EndVertical();
if (_tips == true)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
style.fontSize = 10;
style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
GUILayout.Label("*顶点偏移图的UV流动速度", style);
EditorGUILayout.EndVertical();
}
}
if (Vto_Tex.textureValue == null)
{
material.SetFloat("_VTOFactor", 0);
}
GUILayout.Space(5);
}
void FindPropertiesVertexOffset(MaterialProperty[] props)
{
//VTO
Vto_Tex = FindProperty("_VTOTex", props);
Vto_Scale = FindProperty("_VTOFactor", props);
Vto_Uspeed = FindProperty("_VTOTex_Uspeed", props);
Vto_Vspeed = FindProperty("_VTOTex_Vspeed", props);
VTOAR = FindProperty("_VTOAR", props);
VTOC = FindProperty("_VTOC", props);
VTOCV = FindProperty("_VTOCV", props);
VTORemap = FindProperty("_VTORemap", props);
//VTOTexExp = ShaderGUI.FindProperty("_VTOTexExp", props);
VTOFactorC1 = FindProperty("_VTOFactorC1", props);
VTOFactorC2Vec4 = FindProperty("_VTOFactorC2Vec4", props);
VTOFactorC2Enum = ConvertCustomDataEnum(VTOFactorC2Vec4);
VTORotate = FindProperty("_VTOR", props);
}
}
}