using UnityEngine; using UnityEngine.Rendering; namespace UnityEditor.Rendering { /// /// Editor for LensFlareComponentSRP: Lens Flare Data-Driven which can be added on any GameObject /// [CanEditMultipleObjects] [CustomEditorForRenderPipeline(typeof(LensFlareComponentSRP), typeof(UnityEngine.Rendering.RenderPipelineAsset))] class LensFlareComponentSRPEditor : Editor { SerializedProperty m_LensFlareData; SerializedProperty m_Intensity; SerializedProperty m_Scale; SerializedProperty m_MaxAttenuationDistance; SerializedProperty m_MaxAttenuationScale; SerializedProperty m_DistanceAttenuationCurve; SerializedProperty m_ScaleByDistanceCurve; SerializedProperty m_AttenuationByLightShape; SerializedProperty m_RadialScreenAttenuationCurve; SerializedProperty m_UseOcclusion; SerializedProperty m_OcclusionRadius; SerializedProperty m_SamplesCount; SerializedProperty m_OcclusionOffset; SerializedProperty m_AllowOffScreen; void OnEnable() { PropertyFetcher entryPoint = new PropertyFetcher(serializedObject); m_LensFlareData = entryPoint.Find("m_LensFlareData"); m_Intensity = entryPoint.Find(x => x.intensity); m_Scale = entryPoint.Find(x => x.scale); m_MaxAttenuationDistance = entryPoint.Find(x => x.maxAttenuationDistance); m_DistanceAttenuationCurve = entryPoint.Find(x => x.distanceAttenuationCurve); m_MaxAttenuationScale = entryPoint.Find(x => x.maxAttenuationScale); m_ScaleByDistanceCurve = entryPoint.Find(x => x.scaleByDistanceCurve); m_AttenuationByLightShape = entryPoint.Find(x => x.attenuationByLightShape); m_RadialScreenAttenuationCurve = entryPoint.Find(x => x.radialScreenAttenuationCurve); m_UseOcclusion = entryPoint.Find(x => x.useOcclusion); m_OcclusionRadius = entryPoint.Find(x => x.occlusionRadius); m_SamplesCount = entryPoint.Find(x => x.sampleCount); m_OcclusionOffset = entryPoint.Find(x => x.occlusionOffset); m_AllowOffScreen = entryPoint.Find(x => x.allowOffScreen); } /// /// Implement this function to make a custom inspector /// public override void OnInspectorGUI() { LensFlareComponentSRP lensFlareData = m_Intensity.serializedObject.targetObject as LensFlareComponentSRP; bool attachedToLight = false; bool lightIsDirLight = false; Light light = null; if (lensFlareData != null && (light = lensFlareData.GetComponent()) != null) { attachedToLight = true; if (light.type == LightType.Directional) lightIsDirLight = true; } EditorGUI.BeginChangeCheck(); EditorGUILayout.LabelField(Styles.generalData.text, EditorStyles.boldLabel); { EditorGUILayout.PropertyField(m_LensFlareData, Styles.lensFlareData); EditorGUILayout.PropertyField(m_Intensity, Styles.intensity); EditorGUILayout.PropertyField(m_Scale, Styles.scale); if (!lightIsDirLight) { if (attachedToLight) EditorGUILayout.PropertyField(m_AttenuationByLightShape, Styles.attenuationByLightShape); EditorGUILayout.PropertyField(m_MaxAttenuationDistance, Styles.maxAttenuationDistance); ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_DistanceAttenuationCurve, Styles.distanceAttenuationCurve); --EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_MaxAttenuationScale, Styles.maxAttenuationScale); ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_ScaleByDistanceCurve, Styles.scaleByDistanceCurve); --EditorGUI.indentLevel; } EditorGUILayout.PropertyField(m_RadialScreenAttenuationCurve, Styles.radialScreenAttenuationCurve); } EditorGUILayout.LabelField(Styles.occlusionData.text, EditorStyles.boldLabel); EditorGUILayout.PropertyField(m_UseOcclusion, Styles.enableOcclusion); if (m_UseOcclusion.boolValue) { EditorGUILayout.PropertyField(m_OcclusionRadius, Styles.occlusionRadius); ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_SamplesCount, Styles.sampleCount); --EditorGUI.indentLevel; EditorGUILayout.PropertyField(m_OcclusionOffset, Styles.occlusionOffset); } EditorGUILayout.PropertyField(m_AllowOffScreen, Styles.allowOffScreen); if (EditorGUI.EndChangeCheck()) { m_LensFlareData.serializedObject.ApplyModifiedProperties(); } } static class Styles { static public readonly GUIContent generalData = EditorGUIUtility.TrTextContent("General"); static public readonly GUIContent occlusionData = EditorGUIUtility.TrTextContent("Occlusion"); static public readonly GUIContent lensFlareData = EditorGUIUtility.TrTextContent("Lens Flare Data", "Specifies the SRP Lens Flare Data asset this component uses."); static public readonly GUIContent intensity = EditorGUIUtility.TrTextContent("Intensity", "Sets the intensity of the lens flare."); static public readonly GUIContent scale = EditorGUIUtility.TrTextContent("Scale", "Sets the scale of the lens flare."); static public readonly GUIContent maxAttenuationDistance = EditorGUIUtility.TrTextContent("Attenuation Distance", "Sets the distance, in meters, between the start and the end of the Distance Attenuation Curve."); static public readonly GUIContent distanceAttenuationCurve = EditorGUIUtility.TrTextContent("Attenuation Distance Curve", "Specifies the curve that reduces the effect of the lens flare based on the distance between the GameObject this asset is attached to and the Camera."); static public readonly GUIContent maxAttenuationScale = EditorGUIUtility.TrTextContent("Scale Distance", "Sets the distance, in meters, between the start and the end of the Scale Attenuation Curve."); static public readonly GUIContent scaleByDistanceCurve = EditorGUIUtility.TrTextContent("Scale Distance Curve", "Specifies the curve used to calculate the size of the lens flare based on the distance between the GameObject this asset is attached to, and the Camera."); static public readonly GUIContent attenuationByLightShape = EditorGUIUtility.TrTextContent("Attenuation By Light Shape", "When enabled, if the component is attached to a light, automatically reduces the effect of the lens flare based on the type and shape of the light."); static public readonly GUIContent radialScreenAttenuationCurve = EditorGUIUtility.TrTextContent("Screen Attenuation Curve", "Specifies the curve that modifies the intensity of the lens flare based on its distance from the edge of the screen."); static public readonly GUIContent enableOcclusion = EditorGUIUtility.TrTextContent("Enable", "When enabled, the renderer uses the depth buffer to occlude (partially or completely) the lens flare. Partial occlusion also occurs when the lens flare is partially offscreen."); static public readonly GUIContent occlusionRadius = EditorGUIUtility.TrTextContent("Occlusion Radius", "Sets the radius, in meters, around the light used to compute the occlusion of the lens flare. If this area is half occluded by geometry (or half off-screen), the intensity of the lens flare is cut by half."); static public readonly GUIContent sampleCount = EditorGUIUtility.TrTextContent("Sample Count", "Sets the number of random samples used inside the Occlusion Radius area. A higher sample count gives a smoother attenuation when occluded."); static public readonly GUIContent occlusionOffset = EditorGUIUtility.TrTextContent("Occlusion Offset", "Sets the offset of the occlusion area in meters between the GameObject this asset is attached to, and the Camera. A positive value moves the occlusion area closer to the Camera."); static public readonly GUIContent allowOffScreen = EditorGUIUtility.TrTextContent("Allow Off Screen", "When enabled, allows the lens flare to affect the scene even when it is outside the Camera's field of view."); } } }