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48 行
1.5 KiB

using UnityEngine;
namespace UnityEditor.Experimental.VFX.Toolbox.ImageSequencer
{
[Processor("Color","Alpha From RGB")]
internal class AlphaFromRGBProcessor : ProcessorBase
{
public Color BWFilterTint;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/AlphaFromRGB.shader";
public override string processorName => "Alpha From RGB";
public override void Default()
{
BWFilterTint = Color.white;
}
public override bool Process(int frame)
{
Texture inputFrame = RequestInputTexture(frame);
material.SetTexture("_MainTex", inputFrame);
material.SetVector("_RGBTint", BWFilterTint);
ProcessFrame(frame, inputFrame);
return true;
}
public override bool OnInspectorGUI(bool changed, SerializedObject serializedObject)
{
var tint = serializedObject.FindProperty("BWFilterTint");
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(tint, VFXToolboxGUIUtility.Get("Color Filter"));
EditorGUILayout.HelpBox("Color Filter serves as a tint before applying the black and white desaturation, just like in black and white photography. This way you can filter color weighting.", MessageType.Info);
if (EditorGUI.EndChangeCheck())
{
Invalidate();
changed = true;
}
return changed;
}
}
}