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46 行
2.1 KiB

using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering.Universal;
namespace WaterSystem
{
[CustomPropertyDrawer(typeof(PlanarReflections.PlanarReflectionSettings))]
public class PlanarSettingsDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
// Rects
Rect resMultiRect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);
Rect offsetRect = new Rect(position.x, resMultiRect.yMax + EditorGUIUtility.standardVerticalSpacing, position.width, EditorGUIUtility.singleLineHeight);
Rect layerMaskRect = new Rect(position.x, offsetRect.yMax + EditorGUIUtility.standardVerticalSpacing, position.width, EditorGUIUtility.singleLineHeight);
Rect shadowRect = new Rect(position.x, layerMaskRect.yMax + EditorGUIUtility.standardVerticalSpacing, position.width * 0.5f, EditorGUIUtility.singleLineHeight);
Rect maxLODRect = new Rect(position.x + position.width * 0.5f, layerMaskRect.yMax + EditorGUIUtility.standardVerticalSpacing, position.width * 0.5f, EditorGUIUtility.singleLineHeight);
var resMulti = property.FindPropertyRelative("m_ResolutionMultiplier");
EditorGUI.PropertyField(resMultiRect, resMulti);
position.y += EditorGUIUtility.singleLineHeight;
var offset = property.FindPropertyRelative("m_ClipPlaneOffset");
EditorGUI.Slider(offsetRect, offset, -0.500f, 0.500f);
var layerMask = property.FindPropertyRelative("m_ReflectLayers");
EditorGUI.PropertyField(layerMaskRect, layerMask);
var shadows = property.FindPropertyRelative("m_Shadows");
EditorGUI.PropertyField(shadowRect, shadows);
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return (EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing) * 4f;
}
}
}