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using UnityEngine;
namespace UnityEditor.Experimental.VFX.Toolbox.ImageSequencer
{
[Processor("Color","Premultiply Alpha")]
class PremultiplyAlphaProcessor : ProcessorBase
{
public bool RemoveAlpha;
public float AlphaValue;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/PremultiplyAlpha.shader";
public override string processorName => "Premultiply Alpha";
public override void Default()
{
RemoveAlpha = false;
AlphaValue = 1.0f;
}
public override bool Process(int frame)
{
Texture inputFrame = RequestInputTexture(frame);
material.SetTexture("_MainTex", inputFrame);
material.SetInt("_RemoveAlpha", RemoveAlpha ? 1 : 0);
material.SetFloat("_AlphaValue", AlphaValue);
ProcessFrame(frame, inputFrame);
return true;
}
public override bool OnInspectorGUI(bool changed, SerializedObject serializedObject)
{
var removeAlpha = serializedObject.FindProperty("RemoveAlpha");
var alphaValue = serializedObject.FindProperty("AlphaValue");
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(removeAlpha, VFXToolboxGUIUtility.Get("Remove Alpha"));
EditorGUI.BeginDisabledGroup(!removeAlpha.boolValue);
EditorGUILayout.PropertyField(alphaValue, VFXToolboxGUIUtility.Get("Alpha Value"));
EditorGUI.EndDisabledGroup();
if (EditorGUI.EndChangeCheck())
{
Invalidate();
changed = true;
}
return changed;
}
}
}