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Task/1131 remove additional settings (unity3d-jp#121)
* - removed "● Additional Settings" - renamed "Settings for PointLights in ForwardAdd Pass" to "Point Light Settings" * * Replaced term, `High Color` to `High Light`.
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com.unity.toonshader/CHANGELOG.md

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
11
# Changelog
2-
## [0.7.0-preview] - 2022-03-07
2+
## [0.7.0-preview] - 2022-03-08
33
### Updated:
44
* Shader version properties in all the render pipeline shaders.
55
* Updated installation.md.
@@ -11,14 +11,16 @@
1111
* Replaced `【DX11 Phong Tessellation Settings】` to `Legacy Pipeline: Phong Tessellation Settings` as it works on Mac.
1212
* Replaced term, `Technique` to `Mode`.
1313
* Replaced term, `Contribution` to `Effectiveness`.
14-
* The titles of the items in the Inspector window, which were not always consistent, such as "Setup" and "Settings," are now consistent with "Settings.* Renamed Shader GUI class and mede them integrated before integrate all the render pipeline shaders. All the render pipeline shaders use one Custom Editor class.
14+
* Replaced term, `High Color` to `High Light`.
15+
* Replaced "Settings for PointLights in ForwardAdd Pass" to "Point Light Settings".
16+
* Removed Game Recommendation window and changed the default values of shader variables.* The titles of the items in the Inspector window, which were not always consistent, such as "Setup" and "Settings," are now consistent with "Settings.* Renamed Shader GUI class and mede them integrated before integrate all the render pipeline shaders. All the render pipeline shaders use one Custom Editor class.
1517
* Removed 【】in the Inspector window.
1618
### Added:
1719
* Legacy: Graphics Test 2022.2.
1820
* Uninversal RP: Graphics Test 2022.2.
1921
* HDRP: Graphics Test 2022.2.
2022
### Removed:
21-
* Removed Game Recommendation window and changed the default values of shader variables.
23+
* removed "● Additional Settings" in the Inspector.
2224
* Removed Simple UI.
2325
* Removed Japanese and English manual link buttons.
2426
### Fixed:

com.unity.toonshader/Editor/ToonGUI-RenderingPerChannel.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -46,7 +46,7 @@ public enum _ChannelEnum
4646
internal void RenderingPerChennelsSettingHDRP(Material material)
4747
{
4848

49-
_PerChanelShaderSettings_Foldout = Foldout(_PerChanelShaderSettings_Foldout, "Mask Rendering Settings");
49+
_PerChanelShaderSettings_Foldout = Foldout(_PerChanelShaderSettings_Foldout, "Mask Rendering Settings");
5050
if (!_PerChanelShaderSettings_Foldout)
5151
{
5252
return;

com.unity.toonshader/Editor/UTS3GUI.cs

Lines changed: 36 additions & 28 deletions
Original file line numberDiff line numberDiff line change
@@ -969,16 +969,16 @@ private static class Styles
969969
public static GUIContent baseColorText = new GUIContent("Base Map", "Base Color : Texture(sRGB) × Color(RGB) Default:White");
970970
public static GUIContent firstShadeColorText = new GUIContent("1st Shading Map", "1st ShadeColor : Texture(sRGB) × Color(RGB) Default:White");
971971
public static GUIContent secondShadeColorText = new GUIContent("2nd Shading Map", "2nd ShadeColor : Texture(sRGB) × Color(RGB) Default:White");
972-
public static GUIContent normalMapText = new GUIContent("NormalMap", "NormalMap : Texture(bump)");
973-
public static GUIContent highColorText = new GUIContent("HighColor", "High Color : Texture(sRGB) × Color(RGB) Default:Black");
974-
public static GUIContent highColorMaskText = new GUIContent("HighColor Mask", "HighColor Mask : Texture(linear)");
975-
public static GUIContent rimLightMaskText = new GUIContent("RimLight Mask", "RimLight Mask : Texture(linear)");
972+
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map : Texture(bump)");
973+
public static GUIContent highColorText = new GUIContent("High Light", "High Light : Texture(sRGB) × Color(RGB) Default:Black");
974+
public static GUIContent highColorMaskText = new GUIContent("High Light Mask", "High Light Mask : Texture(linear)");
975+
public static GUIContent rimLightMaskText = new GUIContent("Rim Light Mask", "RimLight Mask : Texture(linear)");
976976
public static GUIContent matCapSamplerText = new GUIContent("MatCap Sampler", "MatCap Sampler : Texture(sRGB) × Color(RGB) Default:White");
977977
public static GUIContent matCapMaskText = new GUIContent("MatCap Mask", "MatCap Mask : Texture(linear)");
978-
public static GUIContent angelRingText = new GUIContent("AngelRing", "AngelRing : Texture(sRGB) × Color(RGB) Default:Black");
979-
public static GUIContent emissiveTexText = new GUIContent("Emissive", "Emissive : Texture(sRGB)× EmissiveMask(alpha) × Color(HDR) Default:Black");
978+
public static GUIContent angelRingText = new GUIContent("Angel Ring", "AngelRing : Texture(sRGB) × Color(RGB) Default:Black");
979+
public static GUIContent emissiveTexText = new GUIContent("Emissive Map", "Emission : Texture(sRGB)× EmissiveMask(alpha) × Color(HDR) Default:Black");
980980
public static GUIContent shadingGradeMapText = new GUIContent("Shading Grade Map", "Specify shadow-prone areas in UV coordinates. Shading Grade Map : Texture(linear)");
981-
public static GUIContent firstPositionMapText = new GUIContent("Specify the position of fixed shadows that fall in 1st shade color areas in UV coordinates. 1st Position Map : Texture(linear)");
981+
public static GUIContent firstPositionMapText = new GUIContent("1st Shade Position Map", "Specify the position of fixed shadows that fall in 1st shade color areas in UV coordinates. 1st Position Map : Texture(linear)");
982982
public static GUIContent secondPositionMapText = new GUIContent("2nd Shade Position Map", "Specify the position of fixed shadows that fall in 2nd shade color areas in UV coordinates. 2nd Position Map : Texture(linear)");
983983
public static GUIContent outlineSamplerText = new GUIContent("Outline Sampler", "Outline Sampler : Texture(linear)");
984984
public static GUIContent outlineTexText = new GUIContent("Outline tex", "Outline Tex : Texture(sRGB) Default:White");
@@ -1147,7 +1147,7 @@ public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] pro
11471147

11481148
EditorGUILayout.Space();
11491149

1150-
_HighColor_Foldout = Foldout(_HighColor_Foldout, "High Color Settings");
1150+
_HighColor_Foldout = Foldout(_HighColor_Foldout, "High Light Settings");
11511151
if (_HighColor_Foldout)
11521152
{
11531153
EditorGUI.indentLevel++;
@@ -1861,7 +1861,7 @@ void GUI_BasicThreeColors(Material material)
18611861
EditorGUILayout.EndHorizontal();
18621862
#else
18631863
GUI_Toggle(material, "3 Basic Colors", ShaderPropIs_NormalMapToBase, MaterialGetInt(material, ShaderPropIs_NormalMapToBase) != 0);
1864-
GUI_Toggle(material, "High Color", ShaderPropNormalMapToHighColor, MaterialGetInt(material, ShaderPropNormalMapToHighColor) != 0);
1864+
GUI_Toggle(material, "High Light", ShaderPropNormalMapToHighColor, MaterialGetInt(material, ShaderPropNormalMapToHighColor) != 0);
18651865
GUI_Toggle(material, "Rim Light", ShaderPropIsNormalMapToRimLight, MaterialGetInt(material, ShaderPropIsNormalMapToRimLight) != 0);
18661866

18671867
#endif
@@ -1909,13 +1909,21 @@ void GUI_StepAndFeather(Material material)
19091909

19101910
if (material.HasProperty("_StepOffset"))//Items not in Mobile & Light Mode.
19111911
{
1912+
#if false
19121913
//Line();
19131914
//EditorGUILayout.Space();
19141915
_AdditionalLookdevs_Foldout = FoldoutSubMenu(_AdditionalLookdevs_Foldout, "● Additional Settings");
19151916
if (_AdditionalLookdevs_Foldout)
19161917
{
19171918
GUI_AdditionalLookdevs(material);
19181919
}
1920+
#else
1921+
_AdditionalLookdevs_Foldout = FoldoutSubMenu(_AdditionalLookdevs_Foldout, "Point Light Settings");
1922+
if (_AdditionalLookdevs_Foldout)
1923+
{
1924+
GUI_AdditionalLookdevs(material);
1925+
}
1926+
#endif
19191927
}
19201928
}
19211929
}
@@ -1950,7 +1958,7 @@ void GUI_SystemShadows(Material material)
19501958
EditorGUI.BeginDisabledGroup(!isEnabled);
19511959
{
19521960
EditorGUI.indentLevel++;
1953-
m_MaterialEditor.RangeProperty(tweak_SystemShadowsLevel, "System Shadows Level");
1961+
m_MaterialEditor.RangeProperty(tweak_SystemShadowsLevel, "System Shadow Level");
19541962
GUI_SetRTHS(material);
19551963
EditorGUI.indentLevel--;
19561964
EditorGUILayout.Space();
@@ -1966,10 +1974,10 @@ void GUI_BasicLookdevs(Material material)
19661974
if (material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.DoubleShadeWithFeather) //DWF
19671975
{
19681976
GUILayout.Label("Mode: Double Shade With Feather", EditorStyles.boldLabel);
1969-
m_MaterialEditor.RangeProperty(baseColor_Step, "BaseColor Step");
1977+
m_MaterialEditor.RangeProperty(baseColor_Step, "Base Color Step");
19701978
m_MaterialEditor.RangeProperty(baseShade_Feather, "Base/Shade Feather");
1971-
m_MaterialEditor.RangeProperty(shadeColor_Step, "ShadeColor Step");
1972-
m_MaterialEditor.RangeProperty(first2nd_Shades_Feather, "1st/2nd_Shades Feather");
1979+
m_MaterialEditor.RangeProperty(shadeColor_Step, "Shade Color Step");
1980+
m_MaterialEditor.RangeProperty(first2nd_Shades_Feather, "1st/2nd Shade Feather");
19731981
//Sharing variables with ShadingGradeMap method.
19741982

19751983
material.SetFloat(ShaderProp1st_ShadeColor_Step, material.GetFloat(ShaderPropBaseColor_Step));
@@ -1980,10 +1988,10 @@ void GUI_BasicLookdevs(Material material)
19801988
else if (material.GetInt(ShaderPropUtsTechniqe) == (int)_UTS_Technique.ShadingGradeMap)
19811989
{ //SGM
19821990
GUILayout.Label("Mode: Shading Grade Map", EditorStyles.boldLabel);
1983-
m_MaterialEditor.RangeProperty(first_ShadeColor_Step, "1st ShaderColor Step");
1984-
m_MaterialEditor.RangeProperty(first_ShadeColor_Feather, "1st ShadeColor Feather");
1985-
m_MaterialEditor.RangeProperty(second_ShadeColor_Step, "2nd ShadeColor Step");
1986-
m_MaterialEditor.RangeProperty(second_ShadeColor_Feather, "2nd ShadeColor Feather");
1991+
m_MaterialEditor.RangeProperty(first_ShadeColor_Step, "1st Shade Color Step");
1992+
m_MaterialEditor.RangeProperty(first_ShadeColor_Feather, "1st Shade Color Feather");
1993+
m_MaterialEditor.RangeProperty(second_ShadeColor_Step, "2nd Shade Color Step");
1994+
m_MaterialEditor.RangeProperty(second_ShadeColor_Feather, "2nd Shade Color Feather");
19871995
//Share variables with DoubleWithFeather method.
19881996
material.SetFloat(ShaderPropBaseColor_Step, material.GetFloat(ShaderProp1st_ShadeColor_Step));
19891997
material.SetFloat(ShaderPropBaseShade_Feather, material.GetFloat(ShaderProp1st_ShadeColor_Feather));
@@ -2001,9 +2009,9 @@ void GUI_BasicLookdevs(Material material)
20012009

20022010
void GUI_AdditionalLookdevs(Material material)
20032011
{
2004-
GUILayout.Label(" Settings for PointLights in ForwardAdd Pass");
2012+
// GUILayout.Label(" Point Light Settings");
20052013
EditorGUI.indentLevel++;
2006-
m_MaterialEditor.RangeProperty(stepOffset, "Step Offset for PointLights");
2014+
m_MaterialEditor.RangeProperty(stepOffset, "Step Offset");
20072015
#if USE_TOGGLE_BUTTONS
20082016

20092017
EditorGUILayout.BeginHorizontal();
@@ -2025,7 +2033,7 @@ void GUI_AdditionalLookdevs(Material material)
20252033
}
20262034
EditorGUILayout.EndHorizontal();
20272035
#else
2028-
GUI_Toggle(material, "PointLights Hi-Cut Filter", ShaderPropIsFilterHiCutPointLightColor, MaterialGetInt(material, ShaderPropIsFilterHiCutPointLightColor) != 0);
2036+
GUI_Toggle(material, "Point Light Hi-Cut Filter", ShaderPropIsFilterHiCutPointLightColor, MaterialGetInt(material, ShaderPropIsFilterHiCutPointLightColor) != 0);
20292037
#endif
20302038
EditorGUI.indentLevel--;
20312039
EditorGUILayout.Space();
@@ -2035,7 +2043,7 @@ void GUI_AdditionalLookdevs(Material material)
20352043
void GUI_HighColor(Material material)
20362044
{
20372045
m_MaterialEditor.TexturePropertySingleLine(Styles.highColorText, highColor_Tex, highColor);
2038-
m_MaterialEditor.RangeProperty(highColor_Power, "HighColor Power");
2046+
m_MaterialEditor.RangeProperty(highColor_Power, "High Light Power");
20392047

20402048
if (!_SimpleUI)
20412049
{
@@ -2157,11 +2165,11 @@ void GUI_HighColor(Material material)
21572165
EditorGUI.indentLevel--;
21582166
}
21592167
#else
2160-
var ret = GUI_Toggle(material, "Shadow Mask on High Color", ShaderPropIs_UseTweakHighColorOnShadow, MaterialGetInt(material, ShaderPropIs_UseTweakHighColorOnShadow) != 0);
2168+
var ret = GUI_Toggle(material, "Shadow Mask on High Lights", ShaderPropIs_UseTweakHighColorOnShadow, MaterialGetInt(material, ShaderPropIs_UseTweakHighColorOnShadow) != 0);
21612169
EditorGUI.BeginDisabledGroup(!ret);
21622170
{
21632171
EditorGUI.indentLevel++;
2164-
m_MaterialEditor.RangeProperty(tweakHighColorOnShadow, "High Color Power on Shadow");
2172+
m_MaterialEditor.RangeProperty(tweakHighColorOnShadow, "High Light Power on Shadows");
21652173
EditorGUI.indentLevel--;
21662174
}
21672175
EditorGUI.EndDisabledGroup();
@@ -2175,10 +2183,10 @@ void GUI_HighColor(Material material)
21752183
//Line();
21762184
//EditorGUILayout.Space();
21772185

2178-
GUILayout.Label(" High Color Mask", EditorStyles.boldLabel);
2186+
GUILayout.Label(" High Light Mask", EditorStyles.boldLabel);
21792187
EditorGUI.indentLevel++;
21802188
m_MaterialEditor.TexturePropertySingleLine(Styles.highColorMaskText, set_HighColorMask);
2181-
m_MaterialEditor.RangeProperty(tweak_HighColorMaskLevel, "High Color Mask Level");
2189+
m_MaterialEditor.RangeProperty(tweak_HighColorMaskLevel, "High Lgiht Mask Level");
21822190
EditorGUI.indentLevel--;
21832191

21842192
EditorGUILayout.Space();
@@ -3806,7 +3814,7 @@ internal void GUI_GameRecommendation(Material material, EditorWindow window)
38063814
m_MaterialEditor.RangeProperty(unlit_Intensity, "Unlit Intensity");
38073815
RestoreGUIColor();
38083816
EditorGUILayout.BeginHorizontal();
3809-
EditorGUILayout.PrefixLabel("SceneLights Hi-Cut Filter");
3817+
EditorGUILayout.PrefixLabel("Scene Light Hi-Cut Filter");
38103818
//GUILayout.Space(60);
38113819
if (material.GetFloat(ShaderPropIs_Filter_LightColor) == 0)
38123820
{
@@ -4039,7 +4047,7 @@ void GUI_LightColorContribution(Material material)
40394047
GUI_Toggle(material, "Base Color", ShaderPropIsLightColor_Base, MaterialGetInt(material, ShaderPropIsLightColor_Base)!= 0);
40404048
GUI_Toggle(material, "1st Shading Color", ShaderPropIs_LightColor_1st_Shade, MaterialGetInt(material, ShaderPropIs_LightColor_1st_Shade) != 0);
40414049
GUI_Toggle(material, "2nd Shading Color", ShaderPropIs_LightColor_2nd_Shade, MaterialGetInt(material, ShaderPropIs_LightColor_2nd_Shade) != 0);
4042-
GUI_Toggle(material, "High Color", ShaderPropIs_LightColor_HighColor, MaterialGetInt(material, ShaderPropIs_LightColor_HighColor) != 0);
4050+
GUI_Toggle(material, "High Light", ShaderPropIs_LightColor_HighColor, MaterialGetInt(material, ShaderPropIs_LightColor_HighColor) != 0);
40434051
GUI_Toggle(material, "Rim Light", ShaderPropIs_LightColor_RimLight, MaterialGetInt(material, ShaderPropIs_LightColor_RimLight) != 0);
40444052
GUI_Toggle(material, "Ap_RimLight", ShaderPropIs_LightColor_Ap_RimLight, MaterialGetInt(material, ShaderPropIs_LightColor_Ap_RimLight) != 0);
40454053
GUI_Toggle(material, "MatCap", ShaderPropIs_LightColor_MatCap, MaterialGetInt(material, ShaderPropIs_LightColor_MatCap) != 0);
@@ -4128,7 +4136,7 @@ void GUI_AdditionalLightingSettings(Material material)
41284136
#else
41294137
EditorGUI.BeginChangeCheck();
41304138
var prop = ShaderPropIs_Filter_LightColor;
4131-
var label = "SceneLights Hi-Cut Filter";
4139+
var label = "Scene Light Hi-Cut Filter";
41324140
var value = MaterialGetInt(material, prop);
41334141
var ret = EditorGUILayout.Toggle(label, value != 0);
41344142
if (EditorGUI.EndChangeCheck())

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