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A Material Property Drawer for the [Gradient] attribute which lets you edit gradients and adds them to the shader as textures. More information here: https://twitter.com/totallyRonja/status/1368704187580682240
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
public class MaterialGradientDrawer : MaterialPropertyDrawer {
private int resolution;
public MaterialGradientDrawer() {
resolution = 256;
}
public MaterialGradientDrawer(float res) {
resolution = (int)res;
}
private static bool IsPropertyTypeSuitable(MaterialProperty prop) {
return prop.type == MaterialProperty.PropType.Texture;
}
public string TextureName(MaterialProperty prop) => $"{prop.name}Tex";
public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor) {
if (!IsPropertyTypeSuitable(prop)) {
EditorGUI.HelpBox(position, $"[Gradient] used on non-texture property \"{prop.name}\"", MessageType.Error);
return;
}
if (!AssetDatabase.Contains(prop.targets.FirstOrDefault())) {
EditorGUI.HelpBox(position, $"Material \"{prop.targets.FirstOrDefault()?.name}\" is not an Asset!",
MessageType.Error);
return;
}
var textureName = TextureName(prop);
Gradient currentGradient = null;
if (prop.targets.Length == 1) {
var target = (Material) prop.targets[0];
var path = AssetDatabase.GetAssetPath(target);
var textureAsset = GetTextureAsset(path, textureName);
if (textureAsset != null)
currentGradient = Decode(prop, textureAsset.name);
if (currentGradient == null)
currentGradient = new Gradient(){};
EditorGUI.showMixedValue = false;
} else {
EditorGUI.showMixedValue = true;
}
using (var changeScope = new EditorGUI.ChangeCheckScope()) {
currentGradient = EditorGUILayout.GradientField(label, currentGradient);
if (changeScope.changed) {
string encodedGradient = Encode(currentGradient);
string fullAssetName = textureName + encodedGradient;
foreach (Object target in prop.targets) {
if (!AssetDatabase.Contains(target)) //failsafe for non-asset materials - should never trigger
continue;
var path = AssetDatabase.GetAssetPath(target);
var textureAsset = GetTexture(path, textureName);
Undo.RecordObject(textureAsset, "Change Material Gradient");
textureAsset.name = fullAssetName;
BakeGradient(currentGradient, textureAsset);
EditorUtility.SetDirty(textureAsset);
//we need ImportAsset for changes to show up, but also it costs 100ms per tick and I dont wanna pay that ^^
//AssetDatabase.ImportAsset(path);
var material = (Material) target;
material.SetTexture(prop.name, textureAsset);
}
}
}
EditorGUI.showMixedValue = false;
}
private Texture2D GetTexture(string path, string name) {
var textureAsset = GetTextureAsset(path, name);
if (textureAsset == null) {
textureAsset = CreateTexture(path, name);
}
if (textureAsset.width != resolution) {
textureAsset.Resize(resolution, 1);
}
return textureAsset;
}
private Texture2D CreateTexture(string path, string name = "unnamed texture") {
//I'm actually unsure about the "no mipchain" thing, mipmapping could also be neat?
var textureAsset = new Texture2D(resolution, 1, TextureFormat.ARGB32, false);
textureAsset.wrapMode = TextureWrapMode.Clamp;
textureAsset.name = name;
AssetDatabase.AddObjectToAsset(textureAsset, path);
AssetDatabase.ImportAsset(path);
return textureAsset;
}
private string Encode(Gradient gradient) {
if (gradient == null)
return null;
return JsonUtility.ToJson(new GradientRepresentation(gradient));
}
private Gradient Decode(MaterialProperty prop, string name) {
string json = name.Substring(TextureName(prop).Length);
try {
return JsonUtility.FromJson<GradientRepresentation>(json).ToGradient();
} catch (Exception) {
return null;
}
}
private Texture2D GetTextureAsset(string path, string name) {
return AssetDatabase.LoadAllAssetsAtPath(path).FirstOrDefault(asset => asset.name.StartsWith(name)) as Texture2D;
}
private void BakeGradient(Gradient gradient, Texture2D texture) {
if (gradient == null)
return;
for (int x = 0; x < texture.width; x++) {
var color = gradient.Evaluate((float) x / (texture.width - 1));
for (int y = 0; y < texture.height; y++) {
texture.SetPixel(x, y, color);
}
}
texture.Apply();
}
[MenuItem("Assets/Remove All Subassets")]
static void RemoveAllSubassets() {
foreach (Object asset in Selection.GetFiltered<Object>(SelectionMode.Assets)) {
var path = AssetDatabase.GetAssetPath(asset);
foreach (Object subAsset in AssetDatabase.LoadAllAssetRepresentationsAtPath(path)) {
Object.DestroyImmediate(subAsset, true);
}
AssetDatabase.ImportAsset(path);
}
}
class GradientRepresentation {
public GradientMode mode;
public ColorKey[] colorKeys;
public AlphaKey[] alphaKeys;
public GradientRepresentation() { }
public GradientRepresentation(Gradient source) {
FromGradient(source);
}
public void FromGradient(Gradient source) {
mode = source.mode;
colorKeys = source.colorKeys.Select(key => new ColorKey(key)).ToArray();
alphaKeys = source.alphaKeys.Select(key => new AlphaKey(key)).ToArray();
}
public void ToGradient(Gradient gradient) {
gradient.mode = mode;
gradient.colorKeys = colorKeys.Select(key => key.ToGradientKey()).ToArray();
gradient.alphaKeys = alphaKeys.Select(key => key.ToGradientKey()).ToArray();
}
public Gradient ToGradient() {
var gradient = new Gradient();
ToGradient(gradient);
return gradient;
}
[Serializable]
public struct ColorKey {
public Color color;
public float time;
public ColorKey(GradientColorKey source) {
color = default;
time = default;
FromGradientKey(source);
}
public void FromGradientKey(GradientColorKey source) {
color = source.color;
time = source.time;
}
public GradientColorKey ToGradientKey() {
GradientColorKey key;
key.color = color;
key.time = time;
return key;
}
}
[Serializable]
public struct AlphaKey {
public float alpha;
public float time;
public AlphaKey(GradientAlphaKey source) {
alpha = default;
time = default;
FromGradientKey(source);
}
public void FromGradientKey(GradientAlphaKey source) {
alpha = source.alpha;
time = source.time;
}
public GradientAlphaKey ToGradientKey() {
GradientAlphaKey key;
key.alpha = alpha;
key.time = time;
return key;
}
}
}
}
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