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## BRDF
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案例中使用了迪士尼模型。
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## 混合模式
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`SrcBlend`为`One`,`DetBlend`为`OneMinusSrc`
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## Shader GUI
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在`Shader`{}内添加`CustomEditor“ CustomShaderGUI”`。之后添加脚本:
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```c#
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class CustomShaderGUI : ShaderGUI {
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MaterialEditor editor;
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Object[] materials;
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MaterialProperty[] properties;
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public override void OnGUI (
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MaterialEditor materialEditor, MaterialProperty[] properties
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) {
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base.OnGUI(materialEditor, properties);
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editor = materialEditor;
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materials = materialEditor.targets;
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this.properties = properties;
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}
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}
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```
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之后实现
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```c#
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bool HasProperty (string name) =>
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FindProperty(name, properties, false) != null;
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void SetProperty (string name, string keyword, bool value) {
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if (SetProperty(name, value ? 1f : 0f)) {
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SetKeyword(keyword, value);
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}
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}
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bool SetProperty (string name, float value) {
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MaterialProperty property = FindProperty(name, properties, false);
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if (property != null) {
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property.floatValue = value;
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return true;
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}
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return false;
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}
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void SetKeyword (string keyword, bool enabled) {
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if (enabled) {
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foreach (Material m in materials) {
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m.EnableKeyword(keyword);
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}
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}
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else {
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foreach (Material m in materials) {
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m.DisableKeyword(keyword);
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}
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}
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}
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```
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就可以添加若干自定义Shader属性的`Set`函数了。添加按钮逻辑如下:
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```c#
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bool PresetButton (string name) {
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if (GUILayout.Button(name)) {
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editor.RegisterPropertyChangeUndo(name);
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return true;
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}
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return false;
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}
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```
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