TurnBasedStrategyCourse/Library/PackageCache/com.unity.probuilder@5.1.0/Runtime/Core/BuiltinMaterials.cs

314 lines
11 KiB
C#

using System;
using UnityEngine.Rendering;
using System.Reflection;
namespace UnityEngine.ProBuilder
{
/// <summary>
/// Provides access to the built-in materials that ProBuilder uses. In the Editor, see
/// <see cref="UnityEditor.ProBuilder.EditorMaterialUtility"/> for access to the full array of materials
/// and shaders.
/// </summary>
public static class BuiltinMaterials
{
static bool s_IsInitialized;
/// <summary>
/// Represents the shader used to highlight <see cref="Face" /> selections.
/// </summary>
public const string faceShader = "Hidden/ProBuilder/FaceHighlight";
/// <summary>
/// Represents the shader used to highlight <see cref="Edge" /> selections.
/// </summary>
/// <remarks>
/// If the graphics device does not support geometry shaders, this shader doesn't compile.
/// In that case, use <see cref="wireShader"/>.
/// </remarks>
public const string lineShader = "Hidden/ProBuilder/LineBillboard";
/// <summary>
/// Represents a line shader for use with `CreateEdgeBillboardMesh` when geometry
/// shaders are not available. Use <see cref="lineShader"/> where possible.
/// </summary>
public const string lineShaderMetal = "Hidden/ProBuilder/LineBillboardMetal";
/// <summary>
/// Represents the shader used to draw camera facing billboards from a single vertex.
/// </summary>
/// <remarks>
/// If the graphics device does not support geometry shaders, this shader doesn't compile.
/// In that case, use <see cref="dotShader"/>.
/// </remarks>
public const string pointShader = "Hidden/ProBuilder/PointBillboard";
/// <summary>
/// Represents the fallback shader used to draw lines when the graphics device
/// does not support geometry shaders.
/// </summary>
/// <seealso cref="lineShader"/>
public const string wireShader = "Hidden/ProBuilder/FaceHighlight";
/// <summary>
/// Represents a fallback shader used to draw billboards when the graphics
/// device does not support geometry shaders.
/// </summary>
/// <seealso cref="pointShader"/>
public const string dotShader = "Hidden/ProBuilder/VertexShader";
internal static readonly Color previewColor = new Color(.5f, .9f, 1f, .56f);
static Shader s_SelectionPickerShader;
static bool s_GeometryShadersSupported;
static Material s_DefaultMaterial;
static Material s_FacePickerMaterial;
static Material s_VertexPickerMaterial;
static Material s_EdgePickerMaterial;
static Material s_UnityDefaultDiffuse;
static Material s_UnlitVertexColorMaterial;
static Material s_ShapePreviewMaterial;
static string k_EdgePickerMaterial = "Materials/EdgePicker";
static string k_FacePickerMaterial = "Materials/FacePicker";
static string k_VertexPickerMaterial = "Materials/VertexPicker";
static string k_EdgePickerShader = "Hidden/ProBuilder/EdgePicker";
static string k_FacePickerShader = "Hidden/ProBuilder/FacePicker";
static string k_VertexPickerShader = "Hidden/ProBuilder/VertexPicker";
static void Init()
{
if (s_IsInitialized)
return;
s_IsInitialized = true;
var geo = Shader.Find(lineShader);
s_GeometryShadersSupported = geo != null && geo.isSupported;
s_DefaultMaterial = GetDefaultMaterial();
// SelectionPicker shader
s_SelectionPickerShader = (Shader)Shader.Find("Hidden/ProBuilder/SelectionPicker");
if ((s_FacePickerMaterial = Resources.Load<Material>(k_FacePickerMaterial)) == null)
{
Log.Error("FacePicker material not loaded... please re-install ProBuilder to fix this error.");
s_FacePickerMaterial = new Material(Shader.Find(k_FacePickerShader));
}
if ((s_VertexPickerMaterial = Resources.Load<Material>(k_VertexPickerMaterial)) == null)
{
Log.Error("VertexPicker material not loaded... please re-install ProBuilder to fix this error.");
s_VertexPickerMaterial = new Material(Shader.Find(k_VertexPickerShader));
}
if ((s_EdgePickerMaterial = Resources.Load<Material>(k_EdgePickerMaterial)) == null)
{
Log.Error("EdgePicker material not loaded... please re-install ProBuilder to fix this error.");
s_EdgePickerMaterial = new Material(Shader.Find(k_EdgePickerShader));
}
s_UnlitVertexColorMaterial = (Material)Resources.Load("Materials/UnlitVertexColor", typeof(Material));
s_ShapePreviewMaterial = new Material(s_DefaultMaterial.shader);
s_ShapePreviewMaterial.hideFlags = HideFlags.HideAndDontSave;
if (s_ShapePreviewMaterial.HasProperty("_MainTex"))
s_ShapePreviewMaterial.mainTexture = (Texture2D)Resources.Load("Textures/GridBox_Default");
if (s_ShapePreviewMaterial.HasProperty("_Color"))
s_ShapePreviewMaterial.SetColor("_Color", previewColor);
}
/// <summary>
/// Tests whether the current graphics device supports geometry shaders.
/// </summary>
/// <returns>True if the current graphics device supports geometry shaders, and false if it does not.</returns>
public static bool geometryShadersSupported
{
get
{
Init();
return s_GeometryShadersSupported;
}
}
/// <summary>
/// Represents the default ProBuilder material.
/// </summary>
/// <remarks>
/// When using the Scriptable Render Pipeline this returns the default material for that pipeline.
/// </remarks>
public static Material defaultMaterial
{
get
{
Init();
return s_DefaultMaterial;
}
}
/// <summary>
/// Represents the shader used in selection picking functions.
/// </summary>
internal static Shader selectionPickerShader
{
get
{
Init();
return s_SelectionPickerShader;
}
}
/// <summary>
/// Represents the material used for face picking functions.
/// </summary>
internal static Material facePickerMaterial
{
get
{
Init();
return s_FacePickerMaterial;
}
}
/// <summary>
/// Represents the material used for vertex picking functions.
/// </summary>
internal static Material vertexPickerMaterial
{
get
{
Init();
return s_VertexPickerMaterial;
}
}
/// <summary>
/// Represents the material used for edge picking functions.
/// </summary>
internal static Material edgePickerMaterial
{
get
{
Init();
return s_EdgePickerMaterial;
}
}
/// <summary>
/// Represents the material used for the ProBuilder <see cref="Entity_Trigger">Trigger</see>
/// entity type material.
/// </summary>
internal static Material triggerMaterial
{
get
{
Init();
return (Material)Resources.Load("Materials/Trigger", typeof(Material));
}
}
/// <summary>
/// Represents the material used for the ProBuilder <see cref="Entity_Trigger">Collider</see>
/// entity type material.
/// </summary>
internal static Material colliderMaterial
{
get
{
Init();
return (Material)Resources.Load("Materials/Collider", typeof(Material));
}
}
/// <summary>
/// Represents the ProBuilder "NoDraw" material. Faces with this material
/// are hidden when the game is played.
/// </summary>
[Obsolete("NoDraw is no longer supported.")]
internal static Material noDrawMaterial
{
get
{
Init();
return (Material)Resources.Load("Materials/NoDraw", typeof(Material));
}
}
/// <summary>
/// Represents the default Unity diffuse material.
/// </summary>
internal static Material GetLegacyDiffuse()
{
Init();
if (s_UnityDefaultDiffuse == null)
{
var mi = typeof(Material).GetMethod("GetDefaultMaterial",
BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);
if (mi != null)
s_UnityDefaultDiffuse = mi.Invoke(null, null) as Material;
if (s_UnityDefaultDiffuse == null)
{
var go = GameObject.CreatePrimitive(PrimitiveType.Cube);
s_UnityDefaultDiffuse = go.GetComponent<MeshRenderer>().sharedMaterial;
Object.DestroyImmediate(go);
}
}
return s_UnityDefaultDiffuse;
}
internal static Material GetDefaultMaterial()
{
Material material = null;
if (GraphicsSettings.renderPipelineAsset != null)
{
#if UNITY_2019_1_OR_NEWER
material = GraphicsSettings.renderPipelineAsset.defaultMaterial;
#else
material = GraphicsSettings.renderPipelineAsset.GetDefaultMaterial();
#endif
}
if (material == null)
{
material = (Material) Resources.Load("Materials/ProBuilderDefault", typeof(Material));
if (material == null || !material.shader.isSupported)
material = GetLegacyDiffuse();
}
return material;
}
/// <summary>
/// Represents an unlit vertex color material.
/// </summary>
internal static Material unlitVertexColor
{
get
{
Init();
return s_UnlitVertexColorMaterial;
}
}
internal static Material ShapePreviewMaterial
{
get
{
Init();
return s_ShapePreviewMaterial;
}
}
}
}