FiE-Game/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs
2023-07-25 00:52:50 +05:00

111 lines
4.6 KiB
C#

using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof( NoiseAndGrain))]
class NoiseAndGrainEditor : Editor
{
SerializedObject serObj;
SerializedProperty intensityMultiplier;
SerializedProperty generalIntensity;
SerializedProperty blackIntensity;
SerializedProperty whiteIntensity;
SerializedProperty midGrey;
SerializedProperty dx11Grain;
SerializedProperty softness;
SerializedProperty monochrome;
SerializedProperty intensities;
SerializedProperty tiling;
SerializedProperty monochromeTiling;
SerializedProperty noiseTexture;
SerializedProperty filterMode;
void OnEnable () {
serObj = new SerializedObject (target);
intensityMultiplier = serObj.FindProperty("intensityMultiplier");
generalIntensity = serObj.FindProperty("generalIntensity");
blackIntensity = serObj.FindProperty("blackIntensity");
whiteIntensity = serObj.FindProperty("whiteIntensity");
midGrey = serObj.FindProperty("midGrey");
dx11Grain = serObj.FindProperty("dx11Grain");
softness = serObj.FindProperty("softness");
monochrome = serObj.FindProperty("monochrome");
intensities = serObj.FindProperty("intensities");
tiling = serObj.FindProperty("tiling");
monochromeTiling = serObj.FindProperty("monochromeTiling");
noiseTexture = serObj.FindProperty("noiseTexture");
filterMode = serObj.FindProperty("filterMode");
}
public override void OnInspectorGUI () {
serObj.Update();
EditorGUILayout.LabelField("Overlays animated noise patterns", EditorStyles.miniLabel);
EditorGUILayout.PropertyField(dx11Grain, new GUIContent("DirectX 11 Grain"));
if (dx11Grain.boolValue && !(target as NoiseAndGrain).Dx11Support()) {
EditorGUILayout.HelpBox("DX11 mode not supported (need DX11 GPU and enable DX11 in PlayerSettings)", MessageType.Info);
}
EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome"));
EditorGUILayout.Separator();
EditorGUILayout.Slider(intensityMultiplier, 0.0f, 10.0f, new GUIContent("Intensity Multiplier"));
EditorGUILayout.Slider(generalIntensity, 0.0f, 1.0f, new GUIContent(" General"));
EditorGUILayout.Slider(blackIntensity, 0.0f, 1.0f, new GUIContent(" Black Boost"));
EditorGUILayout.Slider(whiteIntensity, 0.0f, 1.0f, new GUIContent(" White Boost"));
midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f);
if (monochrome.boolValue == false) {
Color c = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f);
c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c);
intensities.vector3Value = new Vector3(c.r, c.g, c.b);
}
if (!dx11Grain.boolValue) {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Noise Shape");
EditorGUILayout.PropertyField(noiseTexture, new GUIContent(" Texture"));
EditorGUILayout.PropertyField(filterMode, new GUIContent(" Filter"));
}
else {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Noise Shape");
}
softness.floatValue = EditorGUILayout.Slider( new GUIContent(" Softness"),softness.floatValue, 0.0f, 0.99f);
if (!dx11Grain.boolValue) {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Advanced");
if (monochrome.boolValue == false)
{
Vector3 temp = tiling.vector3Value;
temp.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x);
temp.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y);
temp.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z);
tiling.vector3Value = temp;
}
else {
EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling"));
}
}
serObj.ApplyModifiedProperties();
}
}
}