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101 行
3.3 KiB

using UnityEngine;
namespace UnityEditor.Experimental.VFX.Toolbox.ImageSequencer
{
[Processor("Sequence","Fade")]
internal class FadeProcessor : ProcessorBase
{
public AnimationCurve FadeCurve;
public Color FadeToColor;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Fade.shader";
public override string processorName => "Fade";
public override void Default()
{
FadeCurve = new AnimationCurve();
FadeCurve.AddKey(new Keyframe(0.85f, 1f));
FadeCurve.AddKey(new Keyframe(1f, 0f));
FadeToColor = new Color(0.25f,0.25f,0.25f,0.0f);
}
public override bool Process(int frame)
{
Texture inputFrame = RequestInputTexture(frame);
material.SetTexture("_MainTex", inputFrame);
material.SetColor("_FadeToColor", FadeToColor);
material.SetFloat("_Ratio", FadeCurve.Evaluate(((float)frame) / sequenceLength));
ProcessFrame(frame, inputFrame);
return true;
}
CurveDrawer m_CurveDrawer;
public override bool OnInspectorGUI(bool changed, SerializedObject serializedObject)
{
if (m_CurveDrawer == null)
{
m_CurveDrawer = new CurveDrawer("Fade Curve", 0.0f, 1.0f, 0.0f, 1.0f, 140, false);
m_CurveDrawer.AddCurve(serializedObject.FindProperty("FadeCurve"), new Color(0.75f, 0.5f, 1.0f), "Fade Curve");
m_CurveDrawer.OnPostGUI = OnCurveFieldGUI;
}
var fadeToColor = serializedObject.FindProperty("FadeToColor");
EditorGUI.BeginChangeCheck();
Color c = EditorGUILayout.ColorField(VFXToolboxGUIUtility.Get("Fade To Color"), fadeToColor.colorValue);
if (c != fadeToColor.colorValue)
{
fadeToColor.colorValue = c;
}
if (m_CurveDrawer.OnGUILayout())
{
changed = true;
}
if (EditorGUI.EndChangeCheck())
{
Invalidate();
changed = true;
}
return changed;
}
void OnCurveFieldGUI(Rect renderArea, Rect curveArea)
{
float seqRatio = -1.0f;
if (isCurrentlyPreviewed)
{
seqRatio = (previewSequenceLength > 1) ? (float)previewCurrentFrame / (previewSequenceLength - 1) : 0.0f;
}
// If previewing current sequence : draw trackbar
if (seqRatio >= 0.0f)
{
Handles.color = Color.white;
Handles.DrawLine(new Vector3(curveArea.xMin + seqRatio * curveArea.width, renderArea.yMin), new Vector3(curveArea.xMin + seqRatio * curveArea.width, renderArea.yMax));
}
}
bool CurveEquals(AnimationCurve target)
{
for (int i = 0; i < target.keys.Length; i++)
{
if (target[i].time != FadeCurve[i].time ||
target[i].value != FadeCurve[i].value ||
target[i].inTangent != FadeCurve[i].inTangent ||
target[i].outTangent != FadeCurve[i].outTangent)
{
return false;
}
}
return true;
}
}
}