9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
54 lines
2.0 KiB
C#
54 lines
2.0 KiB
C#
using System.Linq;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal
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{
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[VolumeComponentEditor(typeof(Bloom))]
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sealed class BloomEditor : VolumeComponentEditor
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{
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SerializedDataParameter m_Threshold;
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SerializedDataParameter m_Intensity;
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SerializedDataParameter m_Scatter;
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SerializedDataParameter m_Clamp;
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SerializedDataParameter m_Tint;
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SerializedDataParameter m_HighQualityFiltering;
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SerializedDataParameter m_SkipIterations;
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SerializedDataParameter m_DirtTexture;
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SerializedDataParameter m_DirtIntensity;
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public override void OnEnable()
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{
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var o = new PropertyFetcher<Bloom>(serializedObject);
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m_Threshold = Unpack(o.Find(x => x.threshold));
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m_Intensity = Unpack(o.Find(x => x.intensity));
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m_Scatter = Unpack(o.Find(x => x.scatter));
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m_Clamp = Unpack(o.Find(x => x.clamp));
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m_Tint = Unpack(o.Find(x => x.tint));
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m_HighQualityFiltering = Unpack(o.Find(x => x.highQualityFiltering));
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m_SkipIterations = Unpack(o.Find(x => x.skipIterations));
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m_DirtTexture = Unpack(o.Find(x => x.dirtTexture));
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m_DirtIntensity = Unpack(o.Find(x => x.dirtIntensity));
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}
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public override void OnInspectorGUI()
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{
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PropertyField(m_Threshold);
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PropertyField(m_Intensity);
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PropertyField(m_Scatter);
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PropertyField(m_Tint);
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PropertyField(m_Clamp);
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PropertyField(m_HighQualityFiltering);
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if (m_HighQualityFiltering.overrideState.boolValue && m_HighQualityFiltering.value.boolValue && CoreEditorUtils.buildTargets.Contains(GraphicsDeviceType.OpenGLES2))
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EditorGUILayout.HelpBox("High Quality Bloom isn't supported on GLES2 platforms.", MessageType.Warning);
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PropertyField(m_SkipIterations);
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PropertyField(m_DirtTexture);
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PropertyField(m_DirtIntensity);
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}
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}
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}
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