mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
105 lines
4.3 KiB
C#
105 lines
4.3 KiB
C#
using System;
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using UnityEditor;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[CustomEditor (typeof(SunShafts))]
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class SunShaftsEditor : Editor
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{
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SerializedObject serObj;
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SerializedProperty sunTransform;
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SerializedProperty radialBlurIterations;
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SerializedProperty sunColor;
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SerializedProperty sunThreshold;
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SerializedProperty sunShaftBlurRadius;
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SerializedProperty sunShaftIntensity;
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SerializedProperty useDepthTexture;
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SerializedProperty resolution;
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SerializedProperty screenBlendMode;
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SerializedProperty maxRadius;
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void OnEnable () {
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serObj = new SerializedObject (target);
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screenBlendMode = serObj.FindProperty("screenBlendMode");
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sunTransform = serObj.FindProperty("sunTransform");
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sunColor = serObj.FindProperty("sunColor");
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sunThreshold = serObj.FindProperty("sunThreshold");
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sunShaftBlurRadius = serObj.FindProperty("sunShaftBlurRadius");
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radialBlurIterations = serObj.FindProperty("radialBlurIterations");
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sunShaftIntensity = serObj.FindProperty("sunShaftIntensity");
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resolution = serObj.FindProperty("resolution");
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maxRadius = serObj.FindProperty("maxRadius");
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useDepthTexture = serObj.FindProperty("useDepthTexture");
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}
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public override void OnInspectorGUI () {
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serObj.Update ();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PropertyField (useDepthTexture, new GUIContent ("Rely on Z Buffer?"));
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if ((target as SunShafts).GetComponent<Camera>())
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GUILayout.Label("Current camera mode: "+ (target as SunShafts).GetComponent<Camera>().depthTextureMode, EditorStyles.miniBoldLabel);
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EditorGUILayout.EndHorizontal();
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// depth buffer need
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/*
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bool newVal = useDepthTexture.boolValue;
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if (newVal != oldVal) {
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if (newVal)
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(target as SunShafts).camera.depthTextureMode |= DepthTextureMode.Depth;
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else
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(target as SunShafts).camera.depthTextureMode &= ~DepthTextureMode.Depth;
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}
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*/
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EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution"));
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EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode"));
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EditorGUILayout.Separator ();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PropertyField (sunTransform, new GUIContent("Shafts caster", "Chose a transform that acts as a root point for the produced sun shafts"));
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if ((target as SunShafts).sunTransform && (target as SunShafts).GetComponent<Camera>()) {
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if (GUILayout.Button("Center on " + (target as SunShafts).GetComponent<Camera>().name)) {
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if (EditorUtility.DisplayDialog ("Move sun shafts source?", "The SunShafts caster named "+ (target as SunShafts).sunTransform.name +"\n will be centered along "+(target as SunShafts).GetComponent<Camera>().name+". Are you sure? ", "Please do", "Don't")) {
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Ray ray = (target as SunShafts).GetComponent<Camera>().ViewportPointToRay(new Vector3(0.5f,0.5f,0));
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(target as SunShafts).sunTransform.position = ray.origin + ray.direction * 500.0f;
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(target as SunShafts).sunTransform.LookAt ((target as SunShafts).transform);
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}
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}
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Separator ();
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EditorGUILayout.PropertyField (sunThreshold, new GUIContent ("Threshold color"));
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EditorGUILayout.PropertyField (sunColor, new GUIContent ("Shafts color"));
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maxRadius.floatValue = 1.0f - EditorGUILayout.Slider ("Distance falloff", 1.0f - maxRadius.floatValue, 0.1f, 1.0f);
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EditorGUILayout.Separator ();
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sunShaftBlurRadius.floatValue = EditorGUILayout.Slider ("Blur size", sunShaftBlurRadius.floatValue, 1.0f, 10.0f);
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radialBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", radialBlurIterations.intValue, 1, 3);
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EditorGUILayout.Separator ();
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EditorGUILayout.PropertyField (sunShaftIntensity, new GUIContent("Intensity"));
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serObj.ApplyModifiedProperties();
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}
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}
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}
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