mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 14:17:59 +01:00
161 lines
6.2 KiB
C#
161 lines
6.2 KiB
C#
using System;
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using UnityEditor;
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using UnityEditor.AnimatedValues;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[CustomEditor(typeof(DepthOfField))]
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class DepthOfFieldEditor : Editor
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{
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SerializedObject serObj;
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SerializedProperty visualizeFocus;
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SerializedProperty focalLength;
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SerializedProperty focalSize;
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SerializedProperty aperture;
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SerializedProperty focalTransform;
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SerializedProperty maxBlurSize;
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SerializedProperty highResolution;
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SerializedProperty blurType;
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SerializedProperty blurSampleCount;
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SerializedProperty nearBlur;
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SerializedProperty foregroundOverlap;
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SerializedProperty dx11BokehThreshold;
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SerializedProperty dx11SpawnHeuristic;
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SerializedProperty dx11BokehTexture;
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SerializedProperty dx11BokehScale;
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SerializedProperty dx11BokehIntensity;
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AnimBool showFocalDistance = new AnimBool();
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AnimBool showDiscBlurSettings = new AnimBool();
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AnimBool showDX11BlurSettings = new AnimBool();
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AnimBool showNearBlurOverlapSize = new AnimBool();
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bool useFocalDistance { get { return focalTransform.objectReferenceValue == null; } }
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bool useDiscBlur { get { return blurType.enumValueIndex < 1; } }
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bool useDX11Blur { get { return blurType.enumValueIndex > 0; } }
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bool useNearBlur { get { return nearBlur.boolValue; } }
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void OnEnable()
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{
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serObj = new SerializedObject(target);
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visualizeFocus = serObj.FindProperty("visualizeFocus");
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focalLength = serObj.FindProperty("focalLength");
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focalSize = serObj.FindProperty("focalSize");
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aperture = serObj.FindProperty("aperture");
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focalTransform = serObj.FindProperty("focalTransform");
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maxBlurSize = serObj.FindProperty("maxBlurSize");
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highResolution = serObj.FindProperty("highResolution");
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blurType = serObj.FindProperty("blurType");
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blurSampleCount = serObj.FindProperty("blurSampleCount");
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nearBlur = serObj.FindProperty("nearBlur");
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foregroundOverlap = serObj.FindProperty("foregroundOverlap");
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dx11BokehThreshold = serObj.FindProperty("dx11BokehThreshold");
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dx11SpawnHeuristic = serObj.FindProperty("dx11SpawnHeuristic");
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dx11BokehTexture = serObj.FindProperty("dx11BokehTexture");
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dx11BokehScale = serObj.FindProperty("dx11BokehScale");
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dx11BokehIntensity = serObj.FindProperty("dx11BokehIntensity");
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InitializedAnimBools();
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}
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void InitializedAnimBools()
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{
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showFocalDistance.valueChanged.AddListener(Repaint);
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showFocalDistance.value = useFocalDistance;
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showDiscBlurSettings.valueChanged.AddListener(Repaint);
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showDiscBlurSettings.value = useDiscBlur;
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showDX11BlurSettings.valueChanged.AddListener(Repaint);
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showDX11BlurSettings.value = useDX11Blur;
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showNearBlurOverlapSize.valueChanged.AddListener(Repaint);
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showNearBlurOverlapSize.value = useNearBlur;
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}
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void UpdateAnimBoolTargets()
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{
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showFocalDistance.target = useFocalDistance;
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showDiscBlurSettings.target = useDiscBlur;
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showDX11BlurSettings.target = useDX11Blur;
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showNearBlurOverlapSize.target = useNearBlur;
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}
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public override void OnInspectorGUI()
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{
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serObj.Update();
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UpdateAnimBoolTargets();
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EditorGUILayout.LabelField("Simulates camera lens defocus", EditorStyles.miniLabel);
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GUILayout.Label("Focal Settings");
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EditorGUILayout.PropertyField(visualizeFocus, new GUIContent(" Visualize"));
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EditorGUILayout.PropertyField(focalTransform, new GUIContent(" Focus on Transform"));
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if (EditorGUILayout.BeginFadeGroup(showFocalDistance.faded))
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{
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EditorGUILayout.PropertyField(focalLength, new GUIContent(" Focal Distance"));
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}
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EditorGUILayout.EndFadeGroup();
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EditorGUILayout.Slider(focalSize, 0.0f, 2.0f, new GUIContent(" Focal Size"));
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EditorGUILayout.Slider(aperture, 0.0f, 1.0f, new GUIContent(" Aperture"));
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EditorGUILayout.Separator();
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EditorGUILayout.PropertyField(blurType, new GUIContent("Defocus Type"));
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if (!(target as DepthOfField).Dx11Support() && blurType.enumValueIndex > 0)
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{
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EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info);
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}
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if (EditorGUILayout.BeginFadeGroup(showDiscBlurSettings.faded))
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{
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EditorGUILayout.PropertyField(blurSampleCount, new GUIContent(" Sample Count"));
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}
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EditorGUILayout.EndFadeGroup();
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EditorGUILayout.Slider(maxBlurSize, 0.1f, 2.0f, new GUIContent(" Max Blur Distance"));
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EditorGUILayout.PropertyField(highResolution, new GUIContent(" High Resolution"));
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EditorGUILayout.Separator();
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EditorGUILayout.PropertyField(nearBlur, new GUIContent("Near Blur"));
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if (EditorGUILayout.BeginFadeGroup(showNearBlurOverlapSize.faded))
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{
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EditorGUILayout.Slider(foregroundOverlap, 0.1f, 2.0f, new GUIContent(" Overlap Size"));
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}
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EditorGUILayout.EndFadeGroup();
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EditorGUILayout.Separator();
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if (EditorGUILayout.BeginFadeGroup(showDX11BlurSettings.faded))
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{
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GUILayout.Label("DX11 Bokeh Settings");
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EditorGUILayout.PropertyField(dx11BokehTexture, new GUIContent(" Bokeh Texture"));
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EditorGUILayout.Slider(dx11BokehScale, 0.0f, 50.0f, new GUIContent(" Bokeh Scale"));
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EditorGUILayout.Slider(dx11BokehIntensity, 0.0f, 100.0f, new GUIContent(" Bokeh Intensity"));
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EditorGUILayout.Slider(dx11BokehThreshold, 0.0f, 1.0f, new GUIContent(" Min Luminance"));
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EditorGUILayout.Slider(dx11SpawnHeuristic, 0.01f, 1.0f, new GUIContent(" Spawn Heuristic"));
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}
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EditorGUILayout.EndFadeGroup();
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serObj.ApplyModifiedProperties();
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}
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}
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}
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