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