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148 行
6.1 KiB

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
[CustomEditor(typeof(DecalProjectorComponent))]
public class DecalProjectorComponentEditor : Editor
{
private MaterialEditor m_MaterialEditor = null;
private DecalProjectorComponent m_DecalProjectorComponent = null;
private SerializedProperty m_MaterialProperty;
private SerializedProperty m_DrawDistanceProperty;
private SerializedProperty m_FadeScaleProperty;
private SerializedProperty m_UVScaleProperty;
private SerializedProperty m_UVBiasProperty;
public class DecalBoundsHandle : BoxBoundsHandle
{
protected override Bounds OnHandleChanged(HandleDirection handle, Bounds boundsOnClick, Bounds newBounds)
{
// special case for Y axis because decal mesh is centered at 0, -0.5, 0
if (handle == HandleDirection.NegativeY)
{
m_Translation = Vector3.zero;
m_Scale = newBounds.size;
}
else if (handle == HandleDirection.PositiveY)
{
m_Translation = (newBounds.center + newBounds.extents - (m_Center + 0.5f * m_Size));
m_Scale = (m_Size + m_Translation);
}
else
{
m_Translation = newBounds.center - m_Center;
m_Scale = newBounds.size;
}
return newBounds;
}
public void SetSizeAndCenter(Vector3 inSize, Vector3 inCenter)
{
// boundsOnClick implies that it gets refreshed only if the handle is clicked on again, but we need actual center and scale which we set before handle is drawn every frame
m_Center = inCenter;
m_Size = inSize;
center = inCenter;
size = inSize;
}
private Vector3 m_Center;
private Vector3 m_Size;
public Vector3 m_Translation;
public Vector3 m_Scale;
}
private DecalBoundsHandle m_Handle = new DecalBoundsHandle();
private void OnEnable()
{
// Create an instance of the MaterialEditor
m_DecalProjectorComponent = (DecalProjectorComponent)target;
m_MaterialEditor = (MaterialEditor)CreateEditor(m_DecalProjectorComponent.Mat);
m_DecalProjectorComponent.OnMaterialChange += OnMaterialChange;
m_MaterialProperty = serializedObject.FindProperty("m_Material");
m_DrawDistanceProperty = serializedObject.FindProperty("m_DrawDistance");
m_FadeScaleProperty = serializedObject.FindProperty("m_FadeScale");
m_UVScaleProperty = serializedObject.FindProperty("m_UVScale");
m_UVBiasProperty = serializedObject.FindProperty("m_UVBias");
}
private void OnDisable()
{
m_DecalProjectorComponent.OnMaterialChange -= OnMaterialChange;
}
public void OnMaterialChange()
{
// Update material editor with the new material
m_MaterialEditor = (MaterialEditor)CreateEditor(m_DecalProjectorComponent.Mat);
}
void OnSceneGUI()
{
EditorGUI.BeginChangeCheck();
var mat = Handles.matrix;
var col = Handles.color;
Handles.color = Color.white;
// decal mesh is centered at (0, -0.5, 0)
// zero out the local scale in the matrix so that handle code gives us back the actual scale
Handles.matrix = Matrix4x4.TRS(m_DecalProjectorComponent.transform.position, m_DecalProjectorComponent.transform.rotation, Vector3.one) * Matrix4x4.Translate(new Vector3(0.0f, -0.5f * m_DecalProjectorComponent.transform.localScale.y, 0.0f));
// pass in the scale
m_Handle.SetSizeAndCenter(m_DecalProjectorComponent.transform.localScale, Vector3.zero);
m_Handle.DrawHandle();
if (EditorGUI.EndChangeCheck())
{
// adjust decal transform if handle changed
m_DecalProjectorComponent.transform.Translate(m_Handle.m_Translation);
m_DecalProjectorComponent.transform.localScale = m_Handle.m_Scale;
Repaint();
}
Handles.matrix = mat;
Handles.color = col;
}
public override void OnInspectorGUI()
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_MaterialProperty);
EditorGUILayout.PropertyField(m_DrawDistanceProperty);
EditorGUILayout.Slider(m_FadeScaleProperty, 0.0f, 1.0f, new GUIContent("Fade scale"));
EditorGUILayout.PropertyField(m_UVScaleProperty);
EditorGUILayout.PropertyField(m_UVBiasProperty);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
}
if (m_MaterialEditor != null)
{
// Draw the material's foldout and the material shader field
// Required to call m_MaterialEditor.OnInspectorGUI ();
m_MaterialEditor.DrawHeader();
// We need to prevent the user to edit default decal materials
bool isDefaultMaterial = false;
var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
if (hdrp != null)
{
isDefaultMaterial = m_DecalProjectorComponent.Mat == hdrp.GetDefaultDecalMaterial();
}
using (new EditorGUI.DisabledGroupScope(isDefaultMaterial))
{
// Draw the material properties
// Works only if the foldout of m_MaterialEditor.DrawHeader () is open
m_MaterialEditor.OnInspectorGUI();
}
}
}
}
}