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93 行
4.4 KiB

using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
[CanEditMultipleObjects]
[CustomEditor(typeof(DensityVolume))]
class DensityVolumeEditor : Editor
{
static GUIContent s_AlbedoLabel = new GUIContent("Single Scattering Albedo", "Hue and saturation control the color of the fog (the wavelength of in-scattered light). Value controls scattering (0 = max absorption & no scattering, 1 = no absorption & max scattering).");
static GUIContent s_MeanFreePathLabel = new GUIContent("Mean Free Path", "Controls the density, which determines how far you can seen through the fog. It's the distance in meters at which 50% of background light is lost in the fog (due to absorption and out-scattering).");
static GUIContent s_VolumeTextureLabel = new GUIContent("Density Mask Texture");
static GUIContent s_TextureScrollLabel = new GUIContent("Texture Scroll Speed");
static GUIContent s_TextureTileLabel = new GUIContent("Texture Tiling Amount");
static GUIContent s_TextureSettingsTitle = new GUIContent("Volume Texture Settings");
static GUIContent s_PositiveFadeLabel = new GUIContent("Positive Fade", "Controls the [0, 1] distance from the +X/+Y/+Z face at which a linear fade ends. 0 means no fade, 1 means the fade ends at the opposite face.");
static GUIContent s_NegativeFadeLabel = new GUIContent("Negative Fade", "Controls the [0, 1] distance from the -X/-Y/-Z face at which a linear fade ends. 0 means no fade, 1 means the fade ends at the opposite face.");
private bool showTextureParams = false;
SerializedProperty densityParams;
SerializedProperty albedo;
SerializedProperty meanFreePath;
SerializedProperty volumeTexture;
SerializedProperty textureScroll;
SerializedProperty textureTile;
SerializedProperty positiveFade;
SerializedProperty negativeFade;
void OnEnable()
{
densityParams = serializedObject.FindProperty("parameters");
albedo = densityParams.FindPropertyRelative("albedo");
meanFreePath = densityParams.FindPropertyRelative("meanFreePath");
volumeTexture = densityParams.FindPropertyRelative("volumeMask");
textureScroll = densityParams.FindPropertyRelative("textureScrollingSpeed");
textureTile = densityParams.FindPropertyRelative("textureTiling");
positiveFade = densityParams.FindPropertyRelative("positiveFade");
negativeFade = densityParams.FindPropertyRelative("negativeFade");
if (volumeTexture != null && volumeTexture.objectReferenceValue != null)
{
showTextureParams = true;
}
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
{
albedo.colorValue = EditorGUILayout.ColorField(s_AlbedoLabel, albedo.colorValue, true, false, false);
EditorGUILayout.PropertyField(meanFreePath, s_MeanFreePathLabel);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(positiveFade, s_PositiveFadeLabel);
EditorGUILayout.PropertyField(negativeFade, s_NegativeFadeLabel);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(volumeTexture, s_VolumeTextureLabel);
EditorGUILayout.PropertyField(textureScroll, s_TextureScrollLabel);
EditorGUILayout.PropertyField(textureTile, s_TextureTileLabel);
}
if (EditorGUI.EndChangeCheck())
{
Vector3 posFade = new Vector3();
posFade.x = Mathf.Clamp01(positiveFade.vector3Value.x);
posFade.y = Mathf.Clamp01(positiveFade.vector3Value.y);
posFade.z = Mathf.Clamp01(positiveFade.vector3Value.z);
Vector3 negFade = new Vector3();
negFade.x = Mathf.Clamp01(negativeFade.vector3Value.x);
negFade.y = Mathf.Clamp01(negativeFade.vector3Value.y);
negFade.z = Mathf.Clamp01(negativeFade.vector3Value.z);
positiveFade.vector3Value = posFade;
negativeFade.vector3Value = negFade;
}
serializedObject.ApplyModifiedProperties();
}
}
}