mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 07:47:59 +01:00
105 lines
4.3 KiB
C#
105 lines
4.3 KiB
C#
using System;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
|
|
namespace UnityStandardAssets.ImageEffects
|
|
{
|
|
[CustomEditor (typeof(SunShafts))]
|
|
class SunShaftsEditor : Editor
|
|
{
|
|
SerializedObject serObj;
|
|
|
|
SerializedProperty sunTransform;
|
|
SerializedProperty radialBlurIterations;
|
|
SerializedProperty sunColor;
|
|
SerializedProperty sunThreshold;
|
|
SerializedProperty sunShaftBlurRadius;
|
|
SerializedProperty sunShaftIntensity;
|
|
SerializedProperty useDepthTexture;
|
|
SerializedProperty resolution;
|
|
SerializedProperty screenBlendMode;
|
|
SerializedProperty maxRadius;
|
|
|
|
void OnEnable () {
|
|
serObj = new SerializedObject (target);
|
|
|
|
screenBlendMode = serObj.FindProperty("screenBlendMode");
|
|
|
|
sunTransform = serObj.FindProperty("sunTransform");
|
|
sunColor = serObj.FindProperty("sunColor");
|
|
sunThreshold = serObj.FindProperty("sunThreshold");
|
|
|
|
sunShaftBlurRadius = serObj.FindProperty("sunShaftBlurRadius");
|
|
radialBlurIterations = serObj.FindProperty("radialBlurIterations");
|
|
|
|
sunShaftIntensity = serObj.FindProperty("sunShaftIntensity");
|
|
|
|
resolution = serObj.FindProperty("resolution");
|
|
|
|
maxRadius = serObj.FindProperty("maxRadius");
|
|
|
|
useDepthTexture = serObj.FindProperty("useDepthTexture");
|
|
}
|
|
|
|
|
|
public override void OnInspectorGUI () {
|
|
serObj.Update ();
|
|
|
|
EditorGUILayout.BeginHorizontal();
|
|
|
|
EditorGUILayout.PropertyField (useDepthTexture, new GUIContent ("Rely on Z Buffer?"));
|
|
if ((target as SunShafts).GetComponent<Camera>())
|
|
GUILayout.Label("Current camera mode: "+ (target as SunShafts).GetComponent<Camera>().depthTextureMode, EditorStyles.miniBoldLabel);
|
|
|
|
EditorGUILayout.EndHorizontal();
|
|
|
|
// depth buffer need
|
|
/*
|
|
bool newVal = useDepthTexture.boolValue;
|
|
if (newVal != oldVal) {
|
|
if (newVal)
|
|
(target as SunShafts).camera.depthTextureMode |= DepthTextureMode.Depth;
|
|
else
|
|
(target as SunShafts).camera.depthTextureMode &= ~DepthTextureMode.Depth;
|
|
}
|
|
*/
|
|
|
|
EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution"));
|
|
EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode"));
|
|
|
|
EditorGUILayout.Separator ();
|
|
|
|
EditorGUILayout.BeginHorizontal();
|
|
|
|
EditorGUILayout.PropertyField (sunTransform, new GUIContent("Shafts caster", "Chose a transform that acts as a root point for the produced sun shafts"));
|
|
if ((target as SunShafts).sunTransform && (target as SunShafts).GetComponent<Camera>()) {
|
|
if (GUILayout.Button("Center on " + (target as SunShafts).GetComponent<Camera>().name)) {
|
|
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")) {
|
|
Ray ray = (target as SunShafts).GetComponent<Camera>().ViewportPointToRay(new Vector3(0.5f,0.5f,0));
|
|
(target as SunShafts).sunTransform.position = ray.origin + ray.direction * 500.0f;
|
|
(target as SunShafts).sunTransform.LookAt ((target as SunShafts).transform);
|
|
}
|
|
}
|
|
}
|
|
|
|
EditorGUILayout.EndHorizontal();
|
|
|
|
EditorGUILayout.Separator ();
|
|
|
|
EditorGUILayout.PropertyField (sunThreshold, new GUIContent ("Threshold color"));
|
|
EditorGUILayout.PropertyField (sunColor, new GUIContent ("Shafts color"));
|
|
maxRadius.floatValue = 1.0f - EditorGUILayout.Slider ("Distance falloff", 1.0f - maxRadius.floatValue, 0.1f, 1.0f);
|
|
|
|
EditorGUILayout.Separator ();
|
|
|
|
sunShaftBlurRadius.floatValue = EditorGUILayout.Slider ("Blur size", sunShaftBlurRadius.floatValue, 1.0f, 10.0f);
|
|
radialBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", radialBlurIterations.intValue, 1, 3);
|
|
|
|
EditorGUILayout.Separator ();
|
|
|
|
EditorGUILayout.PropertyField (sunShaftIntensity, new GUIContent("Intensity"));
|
|
|
|
serObj.ApplyModifiedProperties();
|
|
}
|
|
}
|
|
}
|