我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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1.3 KiB

using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering.HighDefinition;
namespace HDRPSamples
{
[CustomEditorForRenderPipeline(typeof(WindZone), typeof(HDRenderPipelineAsset))]
sealed partial class BasicWindZoneEditor : Editor
{
SerializedProperty windMain;
SerializedProperty windTurbulence;
void OnEnable()
{
windMain = serializedObject.FindProperty("m_WindMain");
windTurbulence = serializedObject.FindProperty("m_WindTurbulence");
WindZone windZone = target as WindZone;
if (!windZone.GetComponent<BasicWindData>())
windZone.gameObject.AddComponent<BasicWindData>();
if (GameObject.FindObjectsOfType<BasicWindData>().Length > 1)
Debug.LogWarning("Your setup has more than one WindZone. Only one is supported by Basic Wind.");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.HelpBox("Only one directional wind zone is supported by Basic Wind.", MessageType.Info);
EditorGUILayout.PropertyField(windMain);
EditorGUILayout.Slider(windTurbulence, 0, 1);
serializedObject.ApplyModifiedProperties();
}
}
}