Files
Cielonos/Assets/OtherPlugins/GraphicsCat/Modules/Common/Misc/RuntimeMaterialController.cs
SoulliesOfficial d15957c719 更新
2025-12-17 04:19:38 -05:00

236 lines
7.9 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace GraphicsCat
{
public class RuntimeMaterialController : MonoBehaviour, IMGUIDockable
{
[System.Serializable]
public class ControlledProperty
{
public string propertyName;
}
public List<ControlledProperty> controlledProperties = new List<ControlledProperty>();
private readonly Dictionary<string, List<Material>> _materialsByProperty = new ();
private readonly Dictionary<string, ShaderPropertyType> _shaderPropertyTypes = new ();
private bool _initialized;
public void OnDockGUI()
{
if (_materialsByProperty.Count == 0)
return;
foreach (var kv in _materialsByProperty)
{
string prop = kv.Key;
List<Material> mats = kv.Value;
if (mats == null || mats.Count == 0)
continue;
ShaderPropertyType type = _shaderPropertyTypes[prop];
Material refMat = mats[0];
GUILayout.Space(6);
GUILayout.Label(prop, EditorLike.boldLabel);
switch (type)
{
case ShaderPropertyType.Float:
case ShaderPropertyType.Range:
DrawFloatOrSlider(prop, mats, refMat, type);
break;
case ShaderPropertyType.Vector:
DrawVector(prop, mats, refMat);
break;
case ShaderPropertyType.Color:
DrawColor(prop, mats, refMat);
break;
case ShaderPropertyType.Texture:
GUILayout.Label("Texture control not supported at runtime.");
break;
}
}
}
private void Start()
{
IMGUIDock.topRight.DockGUI(this);
RefreshMaterials();
_initialized = true;
}
private void OnValidate()
{
if (Application.isPlaying && _initialized)
RefreshMaterials();
}
private void RefreshMaterials()
{
_materialsByProperty.Clear();
_shaderPropertyTypes.Clear();
Renderer[] renderers = GameObjectUtils.FindObjectsByType<Renderer>();
HashSet<Material> allMats = new HashSet<Material>();
foreach (var r in renderers)
{
foreach (var mat in r.sharedMaterials)
{
if (mat != null)
allMats.Add(mat);
}
}
foreach (var cp in controlledProperties)
{
string propName = cp.propertyName;
List<Material> matsWithProp = new List<Material>();
ShaderPropertyType? detectedType = null;
foreach (var mat in allMats)
{
Shader shader = mat.shader;
if (shader == null)
continue;
if (!ShaderHasProperty(shader, propName))
continue;
matsWithProp.Add(mat);
if (!detectedType.HasValue)
{
detectedType = GetShaderPropertyType(shader, propName);
}
}
if (matsWithProp.Count > 0)
{
_materialsByProperty[propName] = matsWithProp;
_shaderPropertyTypes[propName] = detectedType ?? ShaderPropertyType.Float;
}
}
Debug.Log($"[RuntimeMaterialController] Found {_materialsByProperty.Count} valid controlled properties.");
}
private static bool ShaderHasProperty(Shader shader, string propertyName)
{
int count = shader.GetPropertyCount();
for (int i = 0; i < count; i++)
{
if (shader.GetPropertyName(i) == propertyName)
return true;
}
return false;
}
private static ShaderPropertyType GetShaderPropertyType(Shader shader, string propertyName)
{
int count = shader.GetPropertyCount();
for (int i = 0; i < count; i++)
{
if (shader.GetPropertyName(i) == propertyName)
return shader.GetPropertyType(i);
}
return ShaderPropertyType.Float;
}
private void DrawFloatOrSlider(string name, List<Material> mats, Material refMat, ShaderPropertyType type)
{
float value = refMat.GetFloat(name);
float newValue;
if (type == ShaderPropertyType.Range)
{
var propIndex = refMat.shader.FindPropertyIndex(name);
Vector2 minMax = refMat.shader.GetPropertyRangeLimits(propIndex);
newValue = GUILayout.HorizontalSlider(value, minMax.x, minMax.y);
GUILayout.Label(newValue.ToString("0.##"));
}
else
{
GUILayout.BeginHorizontal();
GUILayout.Label("Value", GUILayout.Width(60));
string str = GUILayout.TextField(value.ToString("0.###"), GUILayout.Width(80));
GUILayout.EndHorizontal();
newValue = float.TryParse(str, out float f) ? f : value;
}
if (!Mathf.Approximately(newValue, value))
{
foreach (var m in mats)
{
if (m && m.shader && ShaderHasProperty(m.shader, name))
m.SetFloat(name, newValue);
}
}
}
private void DrawVector(string name, List<Material> mats, Material refMat)
{
Vector4 v = refMat.GetVector(name);
float x = FloatFieldRow("X", v.x);
float y = FloatFieldRow("Y", v.y);
float z = FloatFieldRow("Z", v.z);
Vector4 newV = new Vector4(x, y, z, v.w);
if (newV != v)
{
foreach (var m in mats)
{
if (m && m.shader && ShaderHasProperty(m.shader, name))
m.SetVector(name, newV);
}
}
}
private void DrawColor(string name, List<Material> mats, Material refMat)
{
Color c = refMat.GetColor(name);
float r = SliderRow("R", c.r);
float g = SliderRow("G", c.g);
float b = SliderRow("B", c.b);
float a = SliderRow("A", c.a);
Color newC = new Color(r, g, b, a);
if (newC != c)
{
foreach (var m in mats)
{
if (m && m.shader && ShaderHasProperty(m.shader, name))
m.SetColor(name, newC);
}
}
}
private static float FloatFieldRow(string label, float value)
{
GUILayout.BeginHorizontal();
GUILayout.Label(label, GUILayout.Width(20));
string str = GUILayout.TextField(value.ToString("0.###"), GUILayout.Width(60));
GUILayout.EndHorizontal();
return float.TryParse(str, out float f) ? f : value;
}
private static float SliderRow(string label, float value)
{
GUILayout.BeginHorizontal();
GUILayout.Label(label, GUILayout.Width(20));
float newValue = GUILayout.HorizontalSlider(value, 0f, 1f);
GUILayout.Label(newValue.ToString("0.##"), GUILayout.Width(40));
GUILayout.EndHorizontal();
return newValue;
}
private static class EditorLike
{
public static readonly GUIStyle boldLabel = new GUIStyle(GUI.skin.label) { fontStyle = FontStyle.Bold };
}
}
}