using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { // TODO: handle retina / EditorGUIUtility.pixelsPerPoint [VolumeComponentEditor(typeof(ShadowsMidtonesHighlights))] sealed class ShadowsMidtonesHighlightsEditor : VolumeComponentEditor { SerializedDataParameter m_Shadows; SerializedDataParameter m_Midtones; SerializedDataParameter m_Highlights; SerializedDataParameter m_ShadowsStart; SerializedDataParameter m_ShadowsEnd; SerializedDataParameter m_HighlightsStart; SerializedDataParameter m_HighlightsEnd; readonly TrackballUIDrawer m_TrackballUIDrawer = new TrackballUIDrawer(); // Curve drawing utilities Rect m_CurveRect; Material m_Material; RenderTexture m_CurveTex; public override void OnEnable() { var o = new PropertyFetcher(serializedObject); m_Shadows = Unpack(o.Find(x => x.shadows)); m_Midtones = Unpack(o.Find(x => x.midtones)); m_Highlights = Unpack(o.Find(x => x.highlights)); m_ShadowsStart = Unpack(o.Find(x => x.shadowsStart)); m_ShadowsEnd = Unpack(o.Find(x => x.shadowsEnd)); m_HighlightsStart = Unpack(o.Find(x => x.highlightsStart)); m_HighlightsEnd = Unpack(o.Find(x => x.highlightsEnd)); m_Material = new Material(Shader.Find("Hidden/Universal Render Pipeline/Editor/Shadows Midtones Highlights Curve")); } public override void OnInspectorGUI() { using (new EditorGUILayout.HorizontalScope()) { m_TrackballUIDrawer.OnGUI(m_Shadows.value, m_Shadows.overrideState, EditorGUIUtility.TrTextContent("Shadows"), GetWheelValue); GUILayout.Space(4f); m_TrackballUIDrawer.OnGUI(m_Midtones.value, m_Midtones.overrideState, EditorGUIUtility.TrTextContent("Midtones"), GetWheelValue); GUILayout.Space(4f); m_TrackballUIDrawer.OnGUI(m_Highlights.value, m_Highlights.overrideState, EditorGUIUtility.TrTextContent("Highlights"), GetWheelValue); } EditorGUILayout.Space(); // Reserve GUI space using (new GUILayout.HorizontalScope()) { GUILayout.Space(EditorGUI.indentLevel * 15f); m_CurveRect = GUILayoutUtility.GetRect(128, 80); } if (Event.current.type == EventType.Repaint) { float alpha = GUI.enabled ? 1f : 0.4f; var limits = new Vector4(m_ShadowsStart.value.floatValue, m_ShadowsEnd.value.floatValue, m_HighlightsStart.value.floatValue, m_HighlightsEnd.value.floatValue); m_Material.SetVector("_ShaHiLimits", limits); m_Material.SetVector("_Variants", new Vector4(alpha, Mathf.Max(m_HighlightsEnd.value.floatValue, 1f), 0f, 0f)); CheckCurveRT((int)m_CurveRect.width, (int)m_CurveRect.height); var oldRt = RenderTexture.active; Graphics.Blit(null, m_CurveTex, m_Material, EditorGUIUtility.isProSkin ? 0 : 1); RenderTexture.active = oldRt; GUI.DrawTexture(m_CurveRect, m_CurveTex); Handles.DrawSolidRectangleWithOutline(m_CurveRect, Color.clear, Color.white * 0.4f); } EditorGUILayout.Space(); EditorGUILayout.LabelField("Shadow Limits", EditorStyles.miniLabel); PropertyField(m_ShadowsStart, EditorGUIUtility.TrTextContent("Start")); m_ShadowsStart.value.floatValue = Mathf.Min(m_ShadowsStart.value.floatValue, m_ShadowsEnd.value.floatValue); PropertyField(m_ShadowsEnd, EditorGUIUtility.TrTextContent("End")); m_ShadowsEnd.value.floatValue = Mathf.Max(m_ShadowsStart.value.floatValue, m_ShadowsEnd.value.floatValue); EditorGUILayout.Space(); EditorGUILayout.LabelField("Highlight Limits", EditorStyles.miniLabel); PropertyField(m_HighlightsStart, EditorGUIUtility.TrTextContent("Start")); m_HighlightsStart.value.floatValue = Mathf.Min(m_HighlightsStart.value.floatValue, m_HighlightsEnd.value.floatValue); PropertyField(m_HighlightsEnd, EditorGUIUtility.TrTextContent("End")); m_HighlightsEnd.value.floatValue = Mathf.Max(m_HighlightsStart.value.floatValue, m_HighlightsEnd.value.floatValue); } void CheckCurveRT(int width, int height) { if (m_CurveTex == null || !m_CurveTex.IsCreated() || m_CurveTex.width != width || m_CurveTex.height != height) { CoreUtils.Destroy(m_CurveTex); m_CurveTex = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32); m_CurveTex.hideFlags = HideFlags.HideAndDontSave; } } static Vector3 GetWheelValue(Vector4 v) { float w = v.w * (Mathf.Sign(v.w) < 0f ? 1f : 4f); return new Vector3( Mathf.Max(v.x + w, 0f), Mathf.Max(v.y + w, 0f), Mathf.Max(v.z + w, 0f) ); } } }