FiE-Game/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs

150 lines
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C#
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2023-07-24 21:52:50 +02:00
using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(DepthOfFieldDeprecated))]
class DepthOfFieldDeprecatedEditor : Editor
{
SerializedObject serObj;
SerializedProperty simpleTweakMode;
SerializedProperty focalPoint;
SerializedProperty smoothness;
SerializedProperty focalSize;
SerializedProperty focalZDistance;
SerializedProperty focalStartCurve;
SerializedProperty focalEndCurve;
SerializedProperty visualizeCoc;
SerializedProperty resolution;
SerializedProperty quality;
SerializedProperty objectFocus;
SerializedProperty bokeh;
SerializedProperty bokehScale;
SerializedProperty bokehIntensity;
SerializedProperty bokehThresholdLuminance;
SerializedProperty bokehThresholdContrast;
SerializedProperty bokehDownsample;
SerializedProperty bokehTexture;
SerializedProperty bokehDestination;
SerializedProperty bluriness;
SerializedProperty maxBlurSpread;
SerializedProperty foregroundBlurExtrude;
void OnEnable () {
serObj = new SerializedObject (target);
simpleTweakMode = serObj.FindProperty ("simpleTweakMode");
// simple tweak mode
focalPoint = serObj.FindProperty ("focalPoint");
smoothness = serObj.FindProperty ("smoothness");
// complex tweak mode
focalZDistance = serObj.FindProperty ("focalZDistance");
focalStartCurve = serObj.FindProperty ("focalZStartCurve");
focalEndCurve = serObj.FindProperty ("focalZEndCurve");
focalSize = serObj.FindProperty ("focalSize");
visualizeCoc = serObj.FindProperty ("visualize");
objectFocus = serObj.FindProperty ("objectFocus");
resolution = serObj.FindProperty ("resolution");
quality = serObj.FindProperty ("quality");
bokehThresholdContrast = serObj.FindProperty ("bokehThresholdContrast");
bokehThresholdLuminance = serObj.FindProperty ("bokehThresholdLuminance");
bokeh = serObj.FindProperty ("bokeh");
bokehScale = serObj.FindProperty ("bokehScale");
bokehIntensity = serObj.FindProperty ("bokehIntensity");
bokehDownsample = serObj.FindProperty ("bokehDownsample");
bokehTexture = serObj.FindProperty ("bokehTexture");
bokehDestination = serObj.FindProperty ("bokehDestination");
bluriness = serObj.FindProperty ("bluriness");
maxBlurSpread = serObj.FindProperty ("maxBlurSpread");
foregroundBlurExtrude = serObj.FindProperty ("foregroundBlurExtrude");
}
public override void OnInspectorGUI () {
serObj.Update ();
GameObject go = (target as DepthOfFieldDeprecated).gameObject;
if (!go)
return;
if (!go.GetComponent<Camera>())
return;
if (simpleTweakMode.boolValue)
GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel);
else
GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalZDistance.floatValue, EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution"));
EditorGUILayout.PropertyField (quality, new GUIContent("Quality"));
EditorGUILayout.PropertyField (simpleTweakMode, new GUIContent("Simple tweak"));
EditorGUILayout.PropertyField (visualizeCoc, new GUIContent("Visualize focus"));
EditorGUILayout.PropertyField (bokeh, new GUIContent("Enable bokeh"));
EditorGUILayout.Separator ();
GUILayout.Label ("Focal Settings", EditorStyles.boldLabel);
if (simpleTweakMode.boolValue) {
focalPoint.floatValue = EditorGUILayout.Slider ("Focal distance", focalPoint.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
EditorGUILayout.PropertyField (smoothness, new GUIContent("Smoothness"));
focalSize.floatValue = EditorGUILayout.Slider ("Focal size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
}
else {
focalZDistance.floatValue = EditorGUILayout.Slider ("Distance", focalZDistance.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
focalSize.floatValue = EditorGUILayout.Slider ("Size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
focalStartCurve.floatValue = EditorGUILayout.Slider ("Start curve", focalStartCurve.floatValue, 0.05f, 20.0f);
focalEndCurve.floatValue = EditorGUILayout.Slider ("End curve", focalEndCurve.floatValue, 0.05f, 20.0f);
}
EditorGUILayout.Separator ();
GUILayout.Label ("Blur (Fore- and Background)", EditorStyles.boldLabel);
EditorGUILayout.PropertyField (bluriness, new GUIContent("Blurriness"));
EditorGUILayout.PropertyField (maxBlurSpread, new GUIContent("Blur spread"));
if (quality.enumValueIndex > 0) {
EditorGUILayout.PropertyField (foregroundBlurExtrude, new GUIContent("Foreground size"));
}
EditorGUILayout.Separator ();
if (bokeh.boolValue) {
EditorGUILayout.Separator ();
GUILayout.Label ("Bokeh Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField (bokehDestination, new GUIContent("Destination"));
bokehIntensity.floatValue = EditorGUILayout.Slider ("Intensity", bokehIntensity.floatValue, 0.0f, 1.0f);
bokehThresholdLuminance.floatValue = EditorGUILayout.Slider ("Min luminance", bokehThresholdLuminance.floatValue, 0.0f, 0.99f);
bokehThresholdContrast.floatValue = EditorGUILayout.Slider ("Min contrast", bokehThresholdContrast.floatValue, 0.0f, 0.25f);
bokehDownsample.intValue = EditorGUILayout.IntSlider ("Downsample", bokehDownsample.intValue, 1, 3);
bokehScale.floatValue = EditorGUILayout.Slider ("Size scale", bokehScale.floatValue, 0.0f, 20.0f);
EditorGUILayout.PropertyField (bokehTexture , new GUIContent("Texture mask"));
}
serObj.ApplyModifiedProperties();
}
}
}