Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death gameplay systems and supporting vault docs/screenshots. Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive filesystems (Linux CI, case-sensitive macOS), not just locally where core.ignorecase=true masks the gap. Each .meta moved with its asset so GUID references are preserved. All ~1000 binaries tracked via LFS. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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There are several ways of how to install the TTS samples:
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Unity:
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Go to Unity -> Window -> Package Manager -> Select the The Toon Shader package. There under "Samples" you should be able to install the examples :)
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||||
assetBundleVariant:
|
||||
+206
@@ -0,0 +1,206 @@
|
||||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEditor.PackageManager;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ShaderCrew.TheToonShader
|
||||
{
|
||||
[InitializeOnLoad]
|
||||
public static class TheToonShaderPackageInitializer
|
||||
{
|
||||
//private const string CurrentPackageVersion = "1.3.1";
|
||||
private const string VersionKey = "IsTheToonShaderPackageInitialized";
|
||||
|
||||
static TheToonShaderPackageInitializer()
|
||||
{
|
||||
EditorApplication.delayCall += RunInitialization;
|
||||
Events.registeredPackages += OnPackagesRegistered;
|
||||
}
|
||||
|
||||
private static void RunInitialization()
|
||||
{
|
||||
string storedVersion = EditorPrefs.GetString(VersionKey + Application.productName, "");
|
||||
if (storedVersion != TheToonShaderConstants.THETOONSHADER_VERSION_3D)
|
||||
{
|
||||
#if !__SHADERCREW_DEV_ENV__
|
||||
EditorPrefs.SetString(VersionKey + Application.productName, TheToonShaderConstants.THETOONSHADER_VERSION_3D);
|
||||
DoTildeShaderFolderAdjustments();
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
private static void OnPackagesRegistered(PackageRegistrationEventArgs args)
|
||||
{
|
||||
//if(args.added != null)
|
||||
//{
|
||||
// foreach (UnityEditor.PackageManager.PackageInfo item in args.added)
|
||||
// {
|
||||
// Debug.Log(item.name);
|
||||
// }
|
||||
//}
|
||||
if (args.added != null && args.added.Any(pkg => pkg.name == "com.shadercrew.the-toon-shader.3d") ||
|
||||
args.changedFrom != null && args.changedFrom.Any(pkg => pkg.name == "com.shadercrew.the-toon-shader.3d") ||
|
||||
args.added != null && args.added.Any(pkg => pkg.name == "com.shadercrew.seethroughshader.3d") ||
|
||||
args.removed != null && args.removed.Any(pkg => pkg.name == "com.shadercrew.seethroughshader.3d"))
|
||||
{
|
||||
#if !__SHADERCREW_DEV_ENV__
|
||||
DoTildeShaderFolderAdjustments();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
private static void DoTildeShaderFolderAdjustments()
|
||||
{
|
||||
|
||||
string shaderPackageFolder = "Packages/com.shadercrew.the-toon-shader.3d/";
|
||||
|
||||
string nativeShaderFolderURP = shaderPackageFolder + "Scripts/Shaders/Native/URP";
|
||||
string nativeShaderFolderURPTilde = nativeShaderFolderURP + "~";
|
||||
|
||||
|
||||
#if USING_URP
|
||||
RenameFolder(nativeShaderFolderURPTilde, nativeShaderFolderURP);
|
||||
|
||||
string nativeShaderFolderURP2020 = nativeShaderFolderURP + "/2020";
|
||||
string nativeShaderFolderURP2020Tilde = nativeShaderFolderURP2020 + "~";
|
||||
|
||||
string nativeShaderFolderURP2021 = nativeShaderFolderURP + "/2021";
|
||||
string nativeShaderFolderURP2021Tilde = nativeShaderFolderURP2021 + "~";
|
||||
|
||||
string nativeShaderFolderURP2022 = nativeShaderFolderURP + "/2022";
|
||||
string nativeShaderFolderURP2022Tilde = nativeShaderFolderURP2022 + "~";
|
||||
|
||||
string nativeShaderFolderURPUnity6 = nativeShaderFolderURP + "/Unity6";
|
||||
string nativeShaderFolderURPUnity6Tilde = nativeShaderFolderURPUnity6 + "~";
|
||||
|
||||
string nativeShaderFolderURPUnity6_3 = nativeShaderFolderURP + "/Unity6_3";
|
||||
string nativeShaderFolderURPUnity6_3Tilde = nativeShaderFolderURPUnity6_3 + "~";
|
||||
|
||||
|
||||
#if UNITY_2020_1_OR_NEWER && !UNITY_2021_1_OR_NEWER
|
||||
RenameFolder(nativeShaderFolderURP2020Tilde, nativeShaderFolderURP2020);
|
||||
#else
|
||||
RenameFolder(nativeShaderFolderURP2020, nativeShaderFolderURP2020Tilde);
|
||||
#endif
|
||||
|
||||
#if UNITY_2021_1_OR_NEWER && !UNITY_2022_1_OR_NEWER
|
||||
RenameFolder(nativeShaderFolderURP2021Tilde, nativeShaderFolderURP2021);
|
||||
#else
|
||||
RenameFolder(nativeShaderFolderURP2021, nativeShaderFolderURP2021Tilde);
|
||||
#endif
|
||||
|
||||
#if UNITY_2022_1_OR_NEWER && !UNITY_2023_1_OR_NEWER
|
||||
RenameFolder(nativeShaderFolderURP2022Tilde, nativeShaderFolderURP2022);
|
||||
#else
|
||||
RenameFolder(nativeShaderFolderURP2022, nativeShaderFolderURP2022Tilde);
|
||||
#endif
|
||||
|
||||
#if UNITY_2023_1_OR_NEWER && !UNITY_6000_3_OR_NEWER
|
||||
RenameFolder(nativeShaderFolderURPUnity6Tilde, nativeShaderFolderURPUnity6);
|
||||
#else
|
||||
RenameFolder(nativeShaderFolderURPUnity6, nativeShaderFolderURPUnity6Tilde);
|
||||
#endif
|
||||
|
||||
#if UNITY_6000_3_OR_NEWER
|
||||
RenameFolder(nativeShaderFolderURPUnity6_3Tilde, nativeShaderFolderURPUnity6_3);
|
||||
#else
|
||||
RenameFolder(nativeShaderFolderURPUnity6_3, nativeShaderFolderURPUnity6_3Tilde);
|
||||
#endif
|
||||
|
||||
#else
|
||||
RenameFolder(nativeShaderFolderURP, nativeShaderFolderURPTilde);
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
string stsShaderFolder = shaderPackageFolder + "Scripts/Shaders/STS";
|
||||
string stsShaderFolderTilde = stsShaderFolder + "~";
|
||||
|
||||
string stsShaderFolderURP = shaderPackageFolder + "Scripts/Shaders/STS/URP";
|
||||
string stsShaderFolderURPTilde = stsShaderFolderURP + "~";
|
||||
|
||||
#if USING_SEE_THROUGH_SHADER
|
||||
RenameFolder(stsShaderFolderTilde, stsShaderFolder);
|
||||
|
||||
|
||||
#if USING_URP
|
||||
RenameFolder(stsShaderFolderURPTilde, stsShaderFolderURP);
|
||||
|
||||
string stsShaderFolderURP2020 = stsShaderFolderURP + "/2020";
|
||||
string stsShaderFolderURP2020Tilde = stsShaderFolderURP2020 + "~";
|
||||
|
||||
string stsShaderFolderURP2021 = stsShaderFolderURP + "/2021";
|
||||
string stsShaderFolderURP2021Tilde = stsShaderFolderURP2021 + "~";
|
||||
|
||||
string stsShaderFolderURP2022 = stsShaderFolderURP + "/2022";
|
||||
string stsShaderFolderURP2022Tilde = stsShaderFolderURP2022 + "~";
|
||||
|
||||
string stsShaderFolderURPUnity6 = stsShaderFolderURP + "/Unity6";
|
||||
string stsShaderFolderURPUnity6Tilde = stsShaderFolderURPUnity6 + "~";
|
||||
|
||||
string stsShaderFolderURPUnity6_3 = stsShaderFolderURP + "/Unity6_3";
|
||||
string stsShaderFolderURPUnity6_3Tilde = stsShaderFolderURPUnity6_3 + "~";
|
||||
|
||||
|
||||
#if UNITY_2020_1_OR_NEWER && !UNITY_2021_1_OR_NEWER
|
||||
RenameFolder(stsShaderFolderURP2020Tilde, stsShaderFolderURP2020);
|
||||
#else
|
||||
RenameFolder(stsShaderFolderURP2020, stsShaderFolderURP2020Tilde);
|
||||
#endif
|
||||
|
||||
#if UNITY_2021_1_OR_NEWER && !UNITY_2022_1_OR_NEWER
|
||||
RenameFolder(stsShaderFolderURP2021Tilde, stsShaderFolderURP2021);
|
||||
#else
|
||||
RenameFolder(stsShaderFolderURP2021, stsShaderFolderURP2021Tilde);
|
||||
#endif
|
||||
|
||||
#if UNITY_2022_1_OR_NEWER && !UNITY_2023_1_OR_NEWER
|
||||
RenameFolder(stsShaderFolderURP2022Tilde, stsShaderFolderURP2022);
|
||||
#else
|
||||
RenameFolder(stsShaderFolderURP2022, stsShaderFolderURP2022Tilde);
|
||||
#endif
|
||||
|
||||
#if UNITY_2023_1_OR_NEWER && !UNITY_6000_3_OR_NEWER
|
||||
RenameFolder(stsShaderFolderURPUnity6Tilde, stsShaderFolderURPUnity6);
|
||||
#else
|
||||
RenameFolder(stsShaderFolderURPUnity6, stsShaderFolderURPUnity6Tilde);
|
||||
#endif
|
||||
|
||||
#if UNITY_6000_3_OR_NEWER
|
||||
RenameFolder(stsShaderFolderURPUnity6_3Tilde, stsShaderFolderURPUnity6_3);
|
||||
#else
|
||||
RenameFolder(stsShaderFolderURPUnity6_3, stsShaderFolderURPUnity6_3Tilde);
|
||||
#endif
|
||||
|
||||
#else
|
||||
RenameFolder(stsShaderFolderURP, stsShaderFolderURPTilde);
|
||||
#endif
|
||||
#else
|
||||
RenameFolder(stsShaderFolder, stsShaderFolderTilde);
|
||||
#endif
|
||||
}
|
||||
|
||||
private static void RenameFolder(string oldName, string newName)
|
||||
{
|
||||
if (Directory.Exists(oldName))
|
||||
{
|
||||
Directory.Move(oldName, newName);
|
||||
string meta = oldName + ".meta";
|
||||
if (File.Exists(meta))
|
||||
{
|
||||
File.Delete(meta);
|
||||
}
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
+18
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: caeee248b68067048b371329da21af54
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 269238
|
||||
packageName: The Toon Shader
|
||||
packageVersion: 1.4.2
|
||||
assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Common/TheToonShaderPackageInitializer.cs
|
||||
uploadId: 919972
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0be7bf4dc430a2c4398d08c83fadaca0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+2491
File diff suppressed because it is too large
Load Diff
+18
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a4d89afa711b8c40a4a9841631ac7df
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 269238
|
||||
packageName: The Toon Shader
|
||||
packageVersion: 1.4.2
|
||||
assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Components/ReplaceOrSynchronizeToonSettingsEditor.cs
|
||||
uploadId: 919972
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8dcd426c88cc85548a60832beca1a83e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,399 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using static ShaderCrew.TheToonShader.ShaderUtils;
|
||||
|
||||
namespace ShaderCrew.TheToonShader
|
||||
{
|
||||
[CustomEditor(typeof(RPHelper))]
|
||||
public class RPHelperEditor : Editor
|
||||
{
|
||||
|
||||
bool m_FirstTimeApply = true;
|
||||
|
||||
bool LinkLabel(GUIContent label)
|
||||
{
|
||||
GUIStyle m_LinkStyle = new GUIStyle(EditorStyles.label);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
//m_LinkStyle.contentOffset = new Vector2(15, 0);
|
||||
m_LinkStyle.alignment = TextAnchor.MiddleCenter;
|
||||
m_LinkStyle.fontStyle = FontStyle.Bold;
|
||||
m_LinkStyle.fontSize = 15;
|
||||
|
||||
return GUILayout.Button(label, m_LinkStyle);
|
||||
}
|
||||
|
||||
Material[] mats;
|
||||
UnityVersionRenderPipelineShaderInfo unityVersionRenderPipelineShader;
|
||||
|
||||
Dictionary<string, string> UnityToSTSShaderNameMapping;
|
||||
|
||||
Dictionary<string, Shader> UnityToSTSShaderMapping;
|
||||
|
||||
GUIStyle stepHeaderStyle;
|
||||
GUIStyle centerLabelStyle;
|
||||
GUIStyle textAreaStyle;
|
||||
GUIStyle m_LinkStyle;
|
||||
GUIStyle headerStyle;
|
||||
GUIStyle grayHeaderStyle;
|
||||
GUIStyle bigTextStyle;
|
||||
GUIStyle bigErrorStyle;
|
||||
GUIStyle textAreaBoldStyle;
|
||||
GUIStyle step2TextStyle;
|
||||
|
||||
string richColor;
|
||||
|
||||
Color buttonColor;
|
||||
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
|
||||
|
||||
if (m_FirstTimeApply)
|
||||
{
|
||||
m_FirstTimeApply = false;
|
||||
DoSetup();
|
||||
m_FirstTimeApply = false;
|
||||
}
|
||||
|
||||
if (UnityToSTSShaderNameMapping == null) {
|
||||
UnityToSTSShaderNameMapping = getUnityToTTSShaderMapping();
|
||||
}
|
||||
|
||||
if (UnityToSTSShaderMapping == null)
|
||||
{
|
||||
UnityToSTSShaderMapping = new Dictionary<string, Shader>();
|
||||
}
|
||||
foreach (string key in UnityToSTSShaderNameMapping.Keys.ToList())
|
||||
{
|
||||
Shader shader = Shader.Find(UnityToSTSShaderNameMapping[key]);
|
||||
UnityToSTSShaderMapping[key] = shader ?? Shader.Find(UnityToSTSShaderNameMapping[TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY]);
|
||||
}
|
||||
|
||||
serializedObject.Update();
|
||||
EditorUtils.usualStart("Render Pipeline Setup Helper");
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
|
||||
GUILayout.Label("Welcome to the 'The Toon Shader' Demo!", headerStyle);
|
||||
EditorUtils.DrawUILineGray(2, 0);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
GUILayout.TextArea("When you import the package for the first time, " +
|
||||
"it is set up for the 'Built-in' Render Pipeline. To ensure that it works with URP" + //" or HDRP, depending on which Render Pipeline you chose," +
|
||||
" we have to do some minor changes to the materials, i.e. assign the correct shader! " +
|
||||
"\nHere we will walk you through the needed steps. So let's get started! :) ", textAreaStyle);
|
||||
EditorGUILayout.Space(10);
|
||||
EditorUtils.DrawUILineGray(2, 0);
|
||||
unityVersionRenderPipelineShader = getUnityVersionAndRenderPipelineCorrectedShaderString();
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
|
||||
GUILayout.Label("RenderPipeline currently in use ", grayHeaderStyle);
|
||||
GUILayout.Label(unityVersionRenderPipelineShader.renderPipeline, bigTextStyle);
|
||||
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
|
||||
bool isCorrectShaderUsed = true;
|
||||
mats = Resources.LoadAll("TTSReferenceMaterials", typeof(Material)).Cast<Material>().ToArray();
|
||||
|
||||
List<Material> matListNotCorrectShader = new List<Material>();
|
||||
if (mats != null)
|
||||
{
|
||||
foreach (Material mat in mats)
|
||||
{
|
||||
//if (mat.shader.name != unityVersionRenderPipelineShader.versionAndRPCorrectedShader)
|
||||
if (!UnityToSTSShaderNameMapping.Values.Contains(mat.shader.name))
|
||||
{
|
||||
isCorrectShaderUsed = false;
|
||||
matListNotCorrectShader.Add(mat);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Reference mats are empty. Please check if all your materials are inside resources/TTSReferenceMaterials");
|
||||
isCorrectShaderUsed = false;
|
||||
}
|
||||
|
||||
GUILayout.Label("Reference Materials Shader", grayHeaderStyle);
|
||||
if (isCorrectShaderUsed)
|
||||
{
|
||||
GUILayout.Label(unityVersionRenderPipelineShader.shaderFolder, bigTextStyle);
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Label("One or more of your reference materials have the wrong shader assigned! \n Action is required!", bigErrorStyle);
|
||||
GUILayout.Label("Materials with incorrect shaders: ", bigErrorStyle);
|
||||
foreach (Material item in matListNotCorrectShader)
|
||||
{
|
||||
GUILayout.Label(item.name + " with shader: \n" + item.shader.name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
if (!isCorrectShaderUsed)
|
||||
{
|
||||
if ((unityVersionRenderPipelineShader.renderPipeline == "Built-in RP"))
|
||||
{
|
||||
autoAssignShader(mats, unityVersionRenderPipelineShader);
|
||||
}
|
||||
else if ((unityVersionRenderPipelineShader.renderPipeline == "URP"))
|
||||
{
|
||||
displayStepsForURPandHDRP(true);
|
||||
|
||||
}
|
||||
else if ((unityVersionRenderPipelineShader.renderPipeline == "HDRP"))
|
||||
{
|
||||
displayStepsForURPandHDRP(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Label("Everything should work fine! No changes needed!", stepHeaderStyle);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
//base.DrawDefaultInspector();
|
||||
EditorUtils.usualEnd();
|
||||
//EditorStyles.label.normal.textColor = oriCol;
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
void DoSetup()
|
||||
{
|
||||
m_LinkStyle = new GUIStyle(EditorStyles.label);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
headerStyle = new GUIStyle();
|
||||
headerStyle.alignment = TextAnchor.MiddleCenter;
|
||||
headerStyle.fontStyle = FontStyle.Bold;
|
||||
headerStyle.fontSize = 15;
|
||||
|
||||
grayHeaderStyle = new GUIStyle();
|
||||
grayHeaderStyle.fontSize = 14;
|
||||
grayHeaderStyle.alignment = TextAnchor.MiddleCenter;
|
||||
grayHeaderStyle.wordWrap = true;
|
||||
|
||||
|
||||
bigTextStyle = new GUIStyle();
|
||||
|
||||
bigTextStyle.fontStyle = FontStyle.Bold;
|
||||
bigTextStyle.fontSize = 15;
|
||||
bigTextStyle.alignment = TextAnchor.MiddleCenter;
|
||||
|
||||
bigErrorStyle = new GUIStyle();
|
||||
bigErrorStyle.fontStyle = FontStyle.Bold;
|
||||
bigErrorStyle.fontSize = 13;
|
||||
bigErrorStyle.alignment = TextAnchor.MiddleCenter;
|
||||
bigErrorStyle.wordWrap = true;
|
||||
|
||||
textAreaStyle = new GUIStyle();
|
||||
|
||||
textAreaStyle.padding.left = 20;
|
||||
textAreaStyle.padding.right = 20;
|
||||
//textAreaStyle.fontStyle = FontStyle.Bold;
|
||||
textAreaStyle.wordWrap = true;
|
||||
textAreaStyle.fontSize = 15;
|
||||
textAreaStyle.richText = true;
|
||||
|
||||
textAreaBoldStyle = new GUIStyle();
|
||||
textAreaBoldStyle.normal.textColor = Color.white;
|
||||
textAreaBoldStyle.padding.left = 20;
|
||||
textAreaBoldStyle.padding.right = 20;
|
||||
textAreaBoldStyle.fontStyle = FontStyle.Bold;
|
||||
textAreaBoldStyle.wordWrap = true;
|
||||
textAreaBoldStyle.fontSize = 15;
|
||||
|
||||
stepHeaderStyle = new GUIStyle();
|
||||
stepHeaderStyle.fontStyle = FontStyle.Bold;
|
||||
stepHeaderStyle.alignment = TextAnchor.MiddleCenter;
|
||||
//bigTextStyle2.fontSize = 16;
|
||||
centerLabelStyle = new GUIStyle();
|
||||
centerLabelStyle.normal.textColor = Color.gray;
|
||||
centerLabelStyle.alignment = TextAnchor.MiddleCenter;
|
||||
|
||||
//textColor = Color.white;
|
||||
//oriCol = EditorStyles.label.normal.textColor;
|
||||
|
||||
step2TextStyle = new GUIStyle();
|
||||
|
||||
step2TextStyle.fontSize = 15;
|
||||
step2TextStyle.padding.left = 20;
|
||||
step2TextStyle.padding.right = 20;
|
||||
step2TextStyle.alignment = TextAnchor.MiddleCenter;
|
||||
step2TextStyle.wordWrap = true;
|
||||
|
||||
|
||||
if (EditorGUIUtility.isProSkin)
|
||||
{
|
||||
|
||||
m_LinkStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1);
|
||||
headerStyle.normal.textColor = Color.white;
|
||||
grayHeaderStyle.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1);
|
||||
textAreaStyle.normal.textColor = Color.white;
|
||||
bigErrorStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1);
|
||||
richColor = "silver";
|
||||
stepHeaderStyle.normal.textColor = Color.white;
|
||||
step2TextStyle.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1);
|
||||
bigTextStyle.normal.textColor = Color.white;
|
||||
buttonColor = new Color(0.6f, 0.6f, 0.6f, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_LinkStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1);
|
||||
headerStyle.normal.textColor = Color.black;
|
||||
grayHeaderStyle.normal.textColor = new Color(0.2f, 0.2f, 0.2f, 1);
|
||||
textAreaStyle.normal.textColor = Color.black;
|
||||
bigErrorStyle.normal.textColor = new Color(0.6f, 0.0f, 0.0f, 1);
|
||||
richColor = "#161616";
|
||||
stepHeaderStyle.normal.textColor = Color.black;
|
||||
step2TextStyle.normal.textColor = Color.black;
|
||||
bigTextStyle.normal.textColor = Color.black;
|
||||
buttonColor = new Color(0.8f, 0.8f, 0.8f, 1);
|
||||
}
|
||||
}
|
||||
private void autoAssignShader(Material[] mats, UnityVersionRenderPipelineShaderInfo unityVersionRenderPipelineShader)
|
||||
{
|
||||
GUILayout.Label("Automatically assign the correct shader to your Reference Materials", step2TextStyle);
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
Color originalBackgroundColor = GUI.backgroundColor;
|
||||
GUI.backgroundColor = buttonColor;
|
||||
if (GUILayout.Button("Assign Shader", GUILayout.Width(100), GUILayout.Height(30)))
|
||||
{
|
||||
if (mats != null)
|
||||
{
|
||||
foreach (Material mat in mats)
|
||||
{
|
||||
//if (mat.shader.name != unityVersionRenderPipelineShader.versionAndRPCorrectedShader)
|
||||
if (!UnityToSTSShaderMapping.Values.Contains(mat.shader))
|
||||
{
|
||||
if(mat.GetFloat("_EnableOutline") == 1.0)
|
||||
{
|
||||
mat.shader = UnityToSTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToSTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY];
|
||||
}
|
||||
else
|
||||
{
|
||||
mat.shader = UnityToSTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToSTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_KEY];
|
||||
}
|
||||
|
||||
//if((unityVersionRenderPipelineShader.renderPipeline == "URP"))
|
||||
//{
|
||||
// mat.SetColor("_BaseColor", mat.GetColor("_Color"));
|
||||
//}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Reference mats are empty. Can NOT do auto assign!");
|
||||
}
|
||||
}
|
||||
GUI.backgroundColor = originalBackgroundColor;
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
|
||||
private void displayStepsForURPandHDRP(bool isURP)
|
||||
{
|
||||
|
||||
string step1Text;
|
||||
string link;
|
||||
string commonNote = "\n\nIMPORTANT: <color=" + richColor + "> In case you added this asset to an existing project, please select all the materials inside </color>" +
|
||||
|
||||
"\n\nAssets/Samples/The Toon Shader/1.X.X/The Toon Shader Examples/Materials/" +
|
||||
"\n\nAssets/Samples/The Toon Shader/1.X.X/The Toon Shader Examples/Models/TempleForToon/" +
|
||||
"\n\n<color=" + richColor + "> and use </color> ";
|
||||
if (isURP)
|
||||
{
|
||||
step1Text = "<color=" + richColor + ">First you need to convert all standard shaders to Lit shaders using the tool provided by unity. For this go to </color> " +
|
||||
"<b>Edit > Render Pipeline > Universal Render Pipeline</b> <color=" + richColor + ">and then select</color> <b>Upgrade Project Materials to URP Materials</b>." +
|
||||
commonNote +
|
||||
"<b>Upgrade Selected Materials to URP Materials</b> <color=" + richColor + ">instead!</color>";
|
||||
|
||||
|
||||
#if UNITY_6000_3_OR_NEWER
|
||||
step1Text += "\n\n<color=" + richColor + ">In Unity 6.3, you need to use </color> <b>Window > Rendering > Render Pipeline Converter</b> <color=" + richColor + ">, since</color> " +
|
||||
"<b>Edit > Rendering > Materials > Convert Selected Built-in Materials to URP</b> <color=" + richColor + ">appears to be missing, despite being mentioned in the documentation.</color> ";
|
||||
#elif UNITY_6000_0_OR_NEWER
|
||||
step1Text += "\n\n<color=" + richColor + ">In newer Versions (Unity 6) the converter is located under</color> <b>Edit > Rendering > Materials > Convert Selected Built-in Materials to URP</b>";
|
||||
|
||||
#endif
|
||||
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
link = "https://docs.unity3d.com/6000.3/Documentation/Manual/upgrade-material.html";
|
||||
#else
|
||||
link = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.7/manual/upgrading-your-shaders.html";
|
||||
#endif
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//step1Text = "<color=" + richColor + ">First you need to convert all standard shaders to Lit shaders using the tool provided by unity. For this go to </color> " +
|
||||
//"<b>Edit > Render Pipeline > High Definition RP</b> <color=" + richColor + ">and then select</color> <b>Upgrade Project Materials to High Definition Materials</b>" +
|
||||
// commonNote + "<b>Upgrade Selected Materials to High Definition Materials</b> <color=" + richColor + ">instead!</color>";
|
||||
//link = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.7/manual/Upgrading-To-HDRP.html";
|
||||
step1Text = "unsupported";
|
||||
link = "unsupported";
|
||||
}
|
||||
Rect rect = EditorGUILayout.BeginVertical();
|
||||
rect.width -= 20;
|
||||
rect.x += 10;
|
||||
//GUI.Box(rect, GUIContent.none);
|
||||
|
||||
if (EditorGUIUtility.isProSkin)
|
||||
{
|
||||
GUI.Box(rect, GUIContent.none);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorUtils.DrawBox(rect, new Color(0.8f, 0.8f, 0.8f, 1));
|
||||
}
|
||||
GUILayout.Label("STEP 1:", stepHeaderStyle);
|
||||
EditorGUILayout.Space(5);
|
||||
GUILayout.TextArea(step1Text, textAreaStyle);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
GUILayout.Label("Link to Unity Documentation:", stepHeaderStyle);
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (LinkLabel(new GUIContent("Unity Documentation")))
|
||||
{
|
||||
Application.OpenURL(link);
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
GUILayout.Label("Please finish step 1 before you do step 2!", centerLabelStyle);
|
||||
EditorGUILayout.Space(15);
|
||||
EditorUtils.DrawUILineCenter(new Color(0.2f, 0.2f, 0.2f, 1));
|
||||
|
||||
EditorGUILayout.Space(15);
|
||||
GUILayout.Label("STEP 2:", stepHeaderStyle);
|
||||
EditorGUILayout.Space(5);
|
||||
autoAssignShader(mats, unityVersionRenderPipelineShader);
|
||||
EditorGUILayout.Space(15);
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.Space(100);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2cf0780bcea1df74ebf3c684a4ed27e3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 269238
|
||||
packageName: The Toon Shader
|
||||
packageVersion: 1.4.2
|
||||
assetPath: Packages/com.shadercrew.the-toon-shader.3d/Scripts/Editor/Demo/RPHelperEditor.cs
|
||||
uploadId: 919972
|
||||
+449
@@ -0,0 +1,449 @@
|
||||
#if USING_SEE_THROUGH_SHADER
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using static ShaderCrew.TheToonShader.ShaderUtils;
|
||||
using static ShaderCrew.SeeThroughShader.GeneralUtils;
|
||||
using ShaderCrew.SeeThroughShader;
|
||||
|
||||
namespace ShaderCrew.TheToonShader
|
||||
{
|
||||
[CustomEditor(typeof(RPHelperToonSTS))]
|
||||
public class RPHelperToonSTSEditor : Editor
|
||||
{
|
||||
|
||||
bool m_FirstTimeApply = true;
|
||||
|
||||
bool LinkLabel(GUIContent label)
|
||||
{
|
||||
GUIStyle m_LinkStyle = new GUIStyle(EditorStyles.label);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
//m_LinkStyle.contentOffset = new Vector2(15, 0);
|
||||
m_LinkStyle.alignment = TextAnchor.MiddleCenter;
|
||||
|
||||
m_LinkStyle.fontStyle = FontStyle.Bold;
|
||||
m_LinkStyle.fontSize = 15;
|
||||
|
||||
return GUILayout.Button(label, m_LinkStyle);
|
||||
}
|
||||
|
||||
Material[] mats;
|
||||
TheToonShader.ShaderUtils.UnityVersionRenderPipelineShaderInfo unityVersionRenderPipelineShader;
|
||||
|
||||
Dictionary<string, string> UnityToSTSShaderNameMapping;
|
||||
Dictionary<string, string> UnityToTTSShaderNameMapping;
|
||||
|
||||
Dictionary<string, Shader> UnityToSTSShaderMapping;
|
||||
Dictionary<string, Shader> UnityToTTSShaderMapping;
|
||||
|
||||
GUIStyle stepHeaderStyle;
|
||||
GUIStyle centerLabelStyle;
|
||||
GUIStyle textAreaStyle;
|
||||
GUIStyle m_LinkStyle;
|
||||
GUIStyle headerStyle;
|
||||
GUIStyle grayHeaderStyle;
|
||||
GUIStyle bigTextStyle;
|
||||
GUIStyle bigErrorStyle;
|
||||
GUIStyle textAreaBoldStyle;
|
||||
GUIStyle step2TextStyle;
|
||||
|
||||
string richColor;
|
||||
|
||||
Color buttonColor;
|
||||
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
|
||||
|
||||
if (m_FirstTimeApply)
|
||||
{
|
||||
m_FirstTimeApply = false;
|
||||
DoSetup();
|
||||
m_FirstTimeApply = false;
|
||||
}
|
||||
|
||||
if (UnityToSTSShaderNameMapping == null)
|
||||
{
|
||||
UnityToSTSShaderNameMapping = ShaderCrew.SeeThroughShader.GeneralUtils.getUnityToSTSShaderMapping();
|
||||
}
|
||||
|
||||
if (UnityToTTSShaderNameMapping == null)
|
||||
{
|
||||
UnityToTTSShaderNameMapping = getUnityToTTSShaderMapping();
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (UnityToSTSShaderMapping == null)
|
||||
{
|
||||
UnityToSTSShaderMapping = new Dictionary<string, Shader>();
|
||||
}
|
||||
foreach (string key in UnityToSTSShaderNameMapping.Keys.ToList())
|
||||
{
|
||||
Shader shader = Shader.Find(UnityToSTSShaderNameMapping[key]);
|
||||
UnityToSTSShaderMapping[key] = shader ?? Shader.Find(UnityToSTSShaderNameMapping[SeeThroughShaderConstants.STS_SHADER_DEFAULT_KEY]);
|
||||
}
|
||||
|
||||
|
||||
if (UnityToTTSShaderMapping == null)
|
||||
{
|
||||
UnityToTTSShaderMapping = new Dictionary<string, Shader>();
|
||||
}
|
||||
foreach (string key in UnityToTTSShaderNameMapping.Keys.ToList())
|
||||
{
|
||||
Shader shader = Shader.Find(UnityToTTSShaderNameMapping[key]);
|
||||
UnityToTTSShaderMapping[key] = shader ?? Shader.Find(UnityToTTSShaderNameMapping[TheToonShaderConstants.TTS_SHADER_DEFAULT_KEY]);
|
||||
}
|
||||
|
||||
serializedObject.Update();
|
||||
EditorUtils.usualStart("Render Pipeline Setup Helper");
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
|
||||
GUILayout.Label("Welcome to the 'The Toon Shader' x 'See-through Shader' Demo!", headerStyle);
|
||||
EditorUtils.DrawUILineGray(2, 0);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
GUILayout.TextArea("When you import the package for the first time, " +
|
||||
"it is set up for the 'Built-in' Render Pipeline. To ensure that it works with URP" + //" or HDRP, depending on which Render Pipeline you chose," +
|
||||
" we have to do some minor changes to the materials, i.e. assign the correct shader! " +
|
||||
"\nHere we will walk you through the needed steps. So let's get started! :) ", textAreaStyle);
|
||||
EditorGUILayout.Space(10);
|
||||
EditorUtils.DrawUILineGray(2, 0);
|
||||
unityVersionRenderPipelineShader = ShaderUtils.getUnityVersionAndRenderPipelineCorrectedShaderString();
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
|
||||
GUILayout.Label("RenderPipeline currently in use ", grayHeaderStyle);
|
||||
GUILayout.Label(unityVersionRenderPipelineShader.renderPipeline, bigTextStyle);
|
||||
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
|
||||
bool isCorrectShaderUsed = true;
|
||||
mats = Resources.LoadAll("TTSxSTSMaterials", typeof(Material)).Cast<Material>().ToArray();
|
||||
|
||||
List<Material> matListNotCorrectShader = new List<Material>();
|
||||
if (mats != null)
|
||||
{
|
||||
foreach (Material mat in mats)
|
||||
{
|
||||
if(mat.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY))
|
||||
{
|
||||
|
||||
if (!UnityToTTSShaderNameMapping.Values.Contains(mat.shader.name))
|
||||
{
|
||||
isCorrectShaderUsed = false;
|
||||
matListNotCorrectShader.Add(mat);
|
||||
}
|
||||
//if (mat.HasProperty(SeeThroughShader.SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY))
|
||||
//{
|
||||
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
|
||||
//}
|
||||
}
|
||||
else if (mat.HasProperty(SeeThroughShader.SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY))
|
||||
{
|
||||
if (!UnityToSTSShaderNameMapping.Values.Contains(mat.shader.name))
|
||||
{
|
||||
isCorrectShaderUsed = false;
|
||||
matListNotCorrectShader.Add(mat);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Reference mats are empty. Please check if all your materials are inside samples Resources/TTSxSTSMaterials");
|
||||
isCorrectShaderUsed = false;
|
||||
}
|
||||
|
||||
GUILayout.Label("Reference Materials Shader", grayHeaderStyle);
|
||||
if (isCorrectShaderUsed)
|
||||
{
|
||||
GUILayout.Label(unityVersionRenderPipelineShader.shaderFolder, bigTextStyle);
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Label("One or more of your reference materials have the wrong shader assigned! \n Action is required!", bigErrorStyle);
|
||||
GUILayout.Label("Materials with incorrect shaders: ", bigErrorStyle);
|
||||
foreach (Material item in matListNotCorrectShader)
|
||||
{
|
||||
GUILayout.Label(item.name + " with shader: \n" + item.shader.name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
if (!isCorrectShaderUsed)
|
||||
{
|
||||
if ((unityVersionRenderPipelineShader.renderPipeline == "Built-in RP"))
|
||||
{
|
||||
autoAssignShader(mats, unityVersionRenderPipelineShader);
|
||||
}
|
||||
else if ((unityVersionRenderPipelineShader.renderPipeline == "URP"))
|
||||
{
|
||||
displayStepsForURPandHDRP(true);
|
||||
|
||||
}
|
||||
else if ((unityVersionRenderPipelineShader.renderPipeline == "HDRP"))
|
||||
{
|
||||
displayStepsForURPandHDRP(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Label("Everything should work fine! No changes needed!", stepHeaderStyle);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
//base.DrawDefaultInspector();
|
||||
EditorUtils.usualEnd();
|
||||
//EditorStyles.label.normal.textColor = oriCol;
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
void DoSetup()
|
||||
{
|
||||
m_LinkStyle = new GUIStyle(EditorStyles.label);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
headerStyle = new GUIStyle();
|
||||
headerStyle.alignment = TextAnchor.MiddleCenter;
|
||||
headerStyle.fontStyle = FontStyle.Bold;
|
||||
headerStyle.fontSize = 15;
|
||||
|
||||
grayHeaderStyle = new GUIStyle();
|
||||
grayHeaderStyle.fontSize = 14;
|
||||
grayHeaderStyle.alignment = TextAnchor.MiddleCenter;
|
||||
grayHeaderStyle.wordWrap = true;
|
||||
|
||||
|
||||
bigTextStyle = new GUIStyle();
|
||||
|
||||
bigTextStyle.fontStyle = FontStyle.Bold;
|
||||
bigTextStyle.fontSize = 15;
|
||||
bigTextStyle.alignment = TextAnchor.MiddleCenter;
|
||||
|
||||
bigErrorStyle = new GUIStyle();
|
||||
bigErrorStyle.fontStyle = FontStyle.Bold;
|
||||
bigErrorStyle.fontSize = 13;
|
||||
bigErrorStyle.alignment = TextAnchor.MiddleCenter;
|
||||
bigErrorStyle.wordWrap = true;
|
||||
|
||||
textAreaStyle = new GUIStyle();
|
||||
|
||||
textAreaStyle.padding.left = 20;
|
||||
textAreaStyle.padding.right = 20;
|
||||
//textAreaStyle.fontStyle = FontStyle.Bold;
|
||||
textAreaStyle.wordWrap = true;
|
||||
textAreaStyle.fontSize = 15;
|
||||
textAreaStyle.richText = true;
|
||||
|
||||
textAreaBoldStyle = new GUIStyle();
|
||||
textAreaBoldStyle.normal.textColor = Color.white;
|
||||
textAreaBoldStyle.padding.left = 20;
|
||||
textAreaBoldStyle.padding.right = 20;
|
||||
textAreaBoldStyle.fontStyle = FontStyle.Bold;
|
||||
textAreaBoldStyle.wordWrap = true;
|
||||
textAreaBoldStyle.fontSize = 15;
|
||||
|
||||
stepHeaderStyle = new GUIStyle();
|
||||
stepHeaderStyle.fontStyle = FontStyle.Bold;
|
||||
stepHeaderStyle.alignment = TextAnchor.MiddleCenter;
|
||||
//bigTextStyle2.fontSize = 16;
|
||||
centerLabelStyle = new GUIStyle();
|
||||
centerLabelStyle.normal.textColor = Color.gray;
|
||||
centerLabelStyle.alignment = TextAnchor.MiddleCenter;
|
||||
|
||||
//textColor = Color.white;
|
||||
//oriCol = EditorStyles.label.normal.textColor;
|
||||
|
||||
step2TextStyle = new GUIStyle();
|
||||
|
||||
step2TextStyle.fontSize = 15;
|
||||
step2TextStyle.padding.left = 20;
|
||||
step2TextStyle.padding.right = 20;
|
||||
step2TextStyle.alignment = TextAnchor.MiddleCenter;
|
||||
step2TextStyle.wordWrap = true;
|
||||
|
||||
|
||||
if (EditorGUIUtility.isProSkin)
|
||||
{
|
||||
|
||||
m_LinkStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1);
|
||||
headerStyle.normal.textColor = Color.white;
|
||||
grayHeaderStyle.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1);
|
||||
textAreaStyle.normal.textColor = Color.white;
|
||||
bigErrorStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1);
|
||||
richColor = "silver";
|
||||
stepHeaderStyle.normal.textColor = Color.white;
|
||||
step2TextStyle.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1);
|
||||
bigTextStyle.normal.textColor = Color.white;
|
||||
buttonColor = new Color(0.6f, 0.6f, 0.6f, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_LinkStyle.normal.textColor = new Color(1f, 0.3f, 0.3f, 1);
|
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headerStyle.normal.textColor = Color.black;
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grayHeaderStyle.normal.textColor = new Color(0.2f, 0.2f, 0.2f, 1);
|
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textAreaStyle.normal.textColor = Color.black;
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bigErrorStyle.normal.textColor = new Color(0.6f, 0.0f, 0.0f, 1);
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richColor = "#161616";
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stepHeaderStyle.normal.textColor = Color.black;
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step2TextStyle.normal.textColor = Color.black;
|
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bigTextStyle.normal.textColor = Color.black;
|
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buttonColor = new Color(0.8f, 0.8f, 0.8f, 1);
|
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}
|
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}
|
||||
private void autoAssignShader(Material[] mats, TheToonShader.ShaderUtils.UnityVersionRenderPipelineShaderInfo unityVersionRenderPipelineShader)
|
||||
{
|
||||
GUILayout.Label("Automatically assign the correct shader to your Reference Materials", step2TextStyle);
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
Color originalBackgroundColor = GUI.backgroundColor;
|
||||
GUI.backgroundColor = buttonColor;
|
||||
if (GUILayout.Button("Assign Shader", GUILayout.Width(100), GUILayout.Height(30)))
|
||||
{
|
||||
if (mats != null)
|
||||
{
|
||||
foreach (Material mat in mats)
|
||||
{
|
||||
|
||||
|
||||
if (mat.HasProperty(TheToonShaderConstants.THETOONSHADER_IDENTIFIER_PROPERTY))
|
||||
{
|
||||
if (!UnityToTTSShaderMapping.Values.Contains(mat.shader))
|
||||
{
|
||||
if (mat.HasProperty(SeeThroughShader.SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY))
|
||||
{
|
||||
if (mat.GetFloat("_EnableOutline") == 1.0)
|
||||
{
|
||||
mat.shader = UnityToTTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToTTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STS_WITH_OUTLINE_KEY];
|
||||
}
|
||||
else
|
||||
{
|
||||
mat.shader = UnityToTTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToTTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STS_KEY];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if (mat.GetFloat("_EnableOutline") == 1.0)
|
||||
{
|
||||
mat.shader = UnityToTTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToTTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_WITH_OUTLINE_KEY];
|
||||
}
|
||||
else
|
||||
{
|
||||
mat.shader = UnityToTTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToTTSShaderMapping[TheToonShaderConstants.TTS_SHADER_STANDARD_KEY];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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else if (mat.HasProperty(SeeThroughShader.SeeThroughShaderConstants.STS_SHADER_IDENTIFIER_PROPERTY))
|
||||
{
|
||||
if (!UnityToSTSShaderNameMapping.Values.Contains(mat.shader.name))
|
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{
|
||||
//if (mat.shader.name != unityVersionRenderPipelineShader.versionAndRPCorrectedShader)
|
||||
if (!UnityToSTSShaderMapping.Values.Contains(mat.shader))
|
||||
{
|
||||
mat.shader = UnityToSTSShaderMapping.TryGetValue(mat.shader.name, out Shader value) ? value : UnityToSTSShaderMapping[SeeThroughShaderConstants.STS_SHADER_DEFAULT_KEY];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
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else
|
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{
|
||||
Debug.LogError("Reference mats are empty. Can NOT do auto assign!");
|
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}
|
||||
}
|
||||
GUI.backgroundColor = originalBackgroundColor;
|
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GUILayout.FlexibleSpace();
|
||||
GUILayout.EndHorizontal();
|
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}
|
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|
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|
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private void displayStepsForURPandHDRP(bool isURP)
|
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{
|
||||
|
||||
//string step1Text;
|
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//string link;
|
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//string commonNote = "\n\nIMPORTANT: <color=" + richColor + "> In case you added this asset to an existing project, please select all the materials inside </color>" +
|
||||
|
||||
// "\n\nAssets/Samples/The Toon Shader/1.X.X/The Toon Shader Examples/Materials/" +
|
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// "\n\nAssets/Samples/The Toon Shader/1.X.X/The Toon Shader Examples/Models/TempleForToon/" +
|
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// "\n\n<color=" + richColor + "> and use </color> ";
|
||||
//if (isURP)
|
||||
//{
|
||||
// step1Text = "<color=" + richColor + ">First you need to convert all standard shaders to Lit shaders using the tool provided by unity. For this go to </color> " +
|
||||
// "<b>Edit > Render Pipeline > Universal Render Pipeline</b> <color=" + richColor + ">and then select</color> <b>Upgrade Project Materials to URP Materials</b>." +
|
||||
// commonNote +
|
||||
// "<b>Upgrade Selected Materials to URP Materials</b> <color=" + richColor + ">instead!</color>";
|
||||
// link = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.7/manual/upgrading-your-shaders.html";
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// step1Text = "<color=" + richColor + ">First you need to convert all standard shaders to Lit shaders using the tool provided by unity. For this go to </color> " +
|
||||
// "<b>Edit > Render Pipeline > High Definition RP</b> <color=" + richColor + ">and then select</color> <b>Upgrade Project Materials to High Definition Materials</b>" +
|
||||
// commonNote + "<b>Upgrade Selected Materials to High Definition Materials</b> <color=" + richColor + ">instead!</color>";
|
||||
// link = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.7/manual/Upgrading-To-HDRP.html";
|
||||
//}
|
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Rect rect = EditorGUILayout.BeginVertical();
|
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rect.width -= 20;
|
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rect.x += 10;
|
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////GUI.Box(rect, GUIContent.none);
|
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|
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//if (EditorGUIUtility.isProSkin)
|
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//{
|
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// GUI.Box(rect, GUIContent.none);
|
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//}
|
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//else
|
||||
//{
|
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// EditorUtils.DrawBox(rect, new Color(0.8f, 0.8f, 0.8f, 1));
|
||||
//}
|
||||
//GUILayout.Label("STEP 1:", stepHeaderStyle);
|
||||
//EditorGUILayout.Space(5);
|
||||
//GUILayout.TextArea(step1Text, textAreaStyle);
|
||||
//if (LinkLabel(new GUIContent("Unity Documentation")))
|
||||
//{
|
||||
// Application.OpenURL(link);
|
||||
//}
|
||||
////GUILayout.FlexibleSpace();
|
||||
|
||||
//EditorGUILayout.Space(5);
|
||||
//GUILayout.Label("Please finish step 1 before you do step 2!", centerLabelStyle);
|
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//EditorGUILayout.Space(15);
|
||||
//EditorUtils.DrawUILineCenter(new Color(0.2f, 0.2f, 0.2f, 1));
|
||||
|
||||
EditorGUILayout.Space(15);
|
||||
//GUILayout.Label("STEP 1:", stepHeaderStyle);
|
||||
EditorGUILayout.Space(5);
|
||||
autoAssignShader(mats, unityVersionRenderPipelineShader);
|
||||
EditorGUILayout.Space(15);
|
||||
EditorGUILayout.EndVertical();
|
||||
//EditorGUILayout.Space(100);
|
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}
|
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|
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}
|
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}
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Reference in New Issue
Block a user