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42 行
2.3 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEditor.Experimental.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
[VolumeComponentEditor(typeof(VolumetricFog))]
public class VolumetricFogEditor : AtmosphericScatteringEditor
{
private SerializedDataParameter m_Albedo;
private SerializedDataParameter m_MeanFreePath;
private SerializedDataParameter m_Anisotropy;
private SerializedDataParameter m_GlobalLightProbeDimmer;
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_AnisotropyLabel = new GUIContent("Anisotropy", "Controls the angular distribution of scattered light. 0 is isotropic, 1 is forward scattering, -1 is backward scattering.");
static GUIContent s_GlobalLightProbeDimmerLabel = new GUIContent("Global Light Probe Dimmer", "Reduces the intensity of the global light probe.");
public override void OnEnable()
{
base.OnEnable();
var o = new PropertyFetcher<VolumetricFog>(serializedObject);
m_Albedo = Unpack(o.Find(x => x.albedo));
m_MeanFreePath = Unpack(o.Find(x => x.meanFreePath));
m_Anisotropy = Unpack(o.Find(x => x.anisotropy));
m_GlobalLightProbeDimmer = Unpack(o.Find(x => x.globalLightProbeDimmer));
}
public override void OnInspectorGUI()
{
PropertyField(m_Albedo, s_AlbedoLabel);
PropertyField(m_MeanFreePath, s_MeanFreePathLabel);
PropertyField(m_Anisotropy, s_AnisotropyLabel);
PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel);
}
}
}