modified maps
modified maps
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using System;
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using UnityEditor;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[CustomEditor (typeof(DepthOfFieldDeprecated))]
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class DepthOfFieldDeprecatedEditor : Editor
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{
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SerializedObject serObj;
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SerializedProperty simpleTweakMode;
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SerializedProperty focalPoint;
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SerializedProperty smoothness;
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SerializedProperty focalSize;
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SerializedProperty focalZDistance;
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SerializedProperty focalStartCurve;
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SerializedProperty focalEndCurve;
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SerializedProperty visualizeCoc;
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SerializedProperty resolution;
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SerializedProperty quality;
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SerializedProperty objectFocus;
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SerializedProperty bokeh;
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SerializedProperty bokehScale;
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SerializedProperty bokehIntensity;
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SerializedProperty bokehThresholdLuminance;
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SerializedProperty bokehThresholdContrast;
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SerializedProperty bokehDownsample;
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SerializedProperty bokehTexture;
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SerializedProperty bokehDestination;
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SerializedProperty bluriness;
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SerializedProperty maxBlurSpread;
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SerializedProperty foregroundBlurExtrude;
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void OnEnable () {
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serObj = new SerializedObject (target);
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simpleTweakMode = serObj.FindProperty ("simpleTweakMode");
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// simple tweak mode
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focalPoint = serObj.FindProperty ("focalPoint");
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smoothness = serObj.FindProperty ("smoothness");
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// complex tweak mode
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focalZDistance = serObj.FindProperty ("focalZDistance");
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focalStartCurve = serObj.FindProperty ("focalZStartCurve");
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focalEndCurve = serObj.FindProperty ("focalZEndCurve");
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focalSize = serObj.FindProperty ("focalSize");
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visualizeCoc = serObj.FindProperty ("visualize");
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objectFocus = serObj.FindProperty ("objectFocus");
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resolution = serObj.FindProperty ("resolution");
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quality = serObj.FindProperty ("quality");
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bokehThresholdContrast = serObj.FindProperty ("bokehThresholdContrast");
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bokehThresholdLuminance = serObj.FindProperty ("bokehThresholdLuminance");
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bokeh = serObj.FindProperty ("bokeh");
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bokehScale = serObj.FindProperty ("bokehScale");
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bokehIntensity = serObj.FindProperty ("bokehIntensity");
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bokehDownsample = serObj.FindProperty ("bokehDownsample");
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bokehTexture = serObj.FindProperty ("bokehTexture");
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bokehDestination = serObj.FindProperty ("bokehDestination");
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bluriness = serObj.FindProperty ("bluriness");
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maxBlurSpread = serObj.FindProperty ("maxBlurSpread");
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foregroundBlurExtrude = serObj.FindProperty ("foregroundBlurExtrude");
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}
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public override void OnInspectorGUI () {
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serObj.Update ();
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GameObject go = (target as DepthOfFieldDeprecated).gameObject;
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if (!go)
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return;
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if (!go.GetComponent<Camera>())
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return;
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if (simpleTweakMode.boolValue)
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GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel);
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else
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GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalZDistance.floatValue, EditorStyles.miniBoldLabel);
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EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution"));
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EditorGUILayout.PropertyField (quality, new GUIContent("Quality"));
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EditorGUILayout.PropertyField (simpleTweakMode, new GUIContent("Simple tweak"));
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EditorGUILayout.PropertyField (visualizeCoc, new GUIContent("Visualize focus"));
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EditorGUILayout.PropertyField (bokeh, new GUIContent("Enable bokeh"));
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EditorGUILayout.Separator ();
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GUILayout.Label ("Focal Settings", EditorStyles.boldLabel);
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if (simpleTweakMode.boolValue) {
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focalPoint.floatValue = EditorGUILayout.Slider ("Focal distance", focalPoint.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
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EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
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EditorGUILayout.PropertyField (smoothness, new GUIContent("Smoothness"));
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focalSize.floatValue = EditorGUILayout.Slider ("Focal size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
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}
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else {
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focalZDistance.floatValue = EditorGUILayout.Slider ("Distance", focalZDistance.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
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EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
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focalSize.floatValue = EditorGUILayout.Slider ("Size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
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focalStartCurve.floatValue = EditorGUILayout.Slider ("Start curve", focalStartCurve.floatValue, 0.05f, 20.0f);
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focalEndCurve.floatValue = EditorGUILayout.Slider ("End curve", focalEndCurve.floatValue, 0.05f, 20.0f);
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}
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EditorGUILayout.Separator ();
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GUILayout.Label ("Blur (Fore- and Background)", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField (bluriness, new GUIContent("Blurriness"));
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EditorGUILayout.PropertyField (maxBlurSpread, new GUIContent("Blur spread"));
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if (quality.enumValueIndex > 0) {
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EditorGUILayout.PropertyField (foregroundBlurExtrude, new GUIContent("Foreground size"));
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}
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EditorGUILayout.Separator ();
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if (bokeh.boolValue) {
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EditorGUILayout.Separator ();
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GUILayout.Label ("Bokeh Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField (bokehDestination, new GUIContent("Destination"));
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bokehIntensity.floatValue = EditorGUILayout.Slider ("Intensity", bokehIntensity.floatValue, 0.0f, 1.0f);
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bokehThresholdLuminance.floatValue = EditorGUILayout.Slider ("Min luminance", bokehThresholdLuminance.floatValue, 0.0f, 0.99f);
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bokehThresholdContrast.floatValue = EditorGUILayout.Slider ("Min contrast", bokehThresholdContrast.floatValue, 0.0f, 0.25f);
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bokehDownsample.intValue = EditorGUILayout.IntSlider ("Downsample", bokehDownsample.intValue, 1, 3);
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bokehScale.floatValue = EditorGUILayout.Slider ("Size scale", bokehScale.floatValue, 0.0f, 20.0f);
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EditorGUILayout.PropertyField (bokehTexture , new GUIContent("Texture mask"));
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}
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serObj.ApplyModifiedProperties();
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}
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}
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}
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