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!
137 lines
5.9 KiB
C#
137 lines
5.9 KiB
C#
using UnityEngine;
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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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// TODO: handle retina / EditorGUIUtility.pixelsPerPoint
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[VolumeComponentEditor(typeof(ShadowsMidtonesHighlights))]
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sealed class ShadowsMidtonesHighlightsEditor : VolumeComponentEditor
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{
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static class Styles
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{
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public static readonly GUIContent shadowsLabel = EditorGUIUtility.TrTextContent("Shadows", "Apply a hue to the shadows and adjust their level.");
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public static readonly GUIContent midtonesLabel = EditorGUIUtility.TrTextContent("Midtones", "Apply a hue to the midtones and adjust their level.");
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public static readonly GUIContent highlightsLabel = EditorGUIUtility.TrTextContent("Highlights", "Apply a hue to the highlights and adjust their level.");
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}
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SerializedDataParameter m_Shadows;
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SerializedDataParameter m_Midtones;
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SerializedDataParameter m_Highlights;
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SerializedDataParameter m_ShadowsStart;
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SerializedDataParameter m_ShadowsEnd;
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SerializedDataParameter m_HighlightsStart;
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SerializedDataParameter m_HighlightsEnd;
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const string k_ShaderName = "Hidden/Universal Render Pipeline/Editor/Shadows Midtones Highlights Curve";
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static Material s_Material;
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readonly TrackballUIDrawer m_TrackballUIDrawer = new TrackballUIDrawer();
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// Curve drawing utilities
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Rect m_CurveRect;
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RenderTexture m_CurveTex;
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public override void OnEnable()
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{
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var o = new PropertyFetcher<ShadowsMidtonesHighlights>(serializedObject);
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m_Shadows = Unpack(o.Find(x => x.shadows));
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m_Midtones = Unpack(o.Find(x => x.midtones));
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m_Highlights = Unpack(o.Find(x => x.highlights));
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m_ShadowsStart = Unpack(o.Find(x => x.shadowsStart));
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m_ShadowsEnd = Unpack(o.Find(x => x.shadowsEnd));
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m_HighlightsStart = Unpack(o.Find(x => x.highlightsStart));
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m_HighlightsEnd = Unpack(o.Find(x => x.highlightsEnd));
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}
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public override void OnInspectorGUI()
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{
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if (!CheckMaterialAndShader())
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{
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return;
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}
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using (new EditorGUILayout.HorizontalScope())
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{
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m_TrackballUIDrawer.OnGUI(m_Shadows.value, m_Shadows.overrideState, Styles.shadowsLabel, GetWheelValue);
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GUILayout.Space(4f);
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m_TrackballUIDrawer.OnGUI(m_Midtones.value, m_Midtones.overrideState, Styles.midtonesLabel, GetWheelValue);
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GUILayout.Space(4f);
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m_TrackballUIDrawer.OnGUI(m_Highlights.value, m_Highlights.overrideState, Styles.highlightsLabel, GetWheelValue);
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}
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EditorGUILayout.Space();
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// Reserve GUI space
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m_CurveRect = GUILayoutUtility.GetRect(128, 80);
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m_CurveRect.xMin += EditorGUI.indentLevel * 15f;
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if (Event.current.type == EventType.Repaint)
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{
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float alpha = GUI.enabled ? 1f : 0.4f;
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var limits = new Vector4(m_ShadowsStart.value.floatValue, m_ShadowsEnd.value.floatValue, m_HighlightsStart.value.floatValue, m_HighlightsEnd.value.floatValue);
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s_Material.SetVector("_ShaHiLimits", limits);
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s_Material.SetVector("_Variants", new Vector4(alpha, Mathf.Max(m_HighlightsEnd.value.floatValue, 1f), 0f, 0f));
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CheckCurveRT((int)m_CurveRect.width, (int)m_CurveRect.height);
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var oldRt = RenderTexture.active;
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Graphics.Blit(null, m_CurveTex, s_Material, EditorGUIUtility.isProSkin ? 0 : 1);
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RenderTexture.active = oldRt;
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GUI.DrawTexture(m_CurveRect, m_CurveTex);
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Handles.DrawSolidRectangleWithOutline(m_CurveRect, Color.clear, Color.white * 0.4f);
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}
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PropertyField(m_ShadowsStart, EditorGUIUtility.TrTextContent("Start"));
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m_ShadowsStart.value.floatValue = Mathf.Min(m_ShadowsStart.value.floatValue, m_ShadowsEnd.value.floatValue);
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PropertyField(m_ShadowsEnd, EditorGUIUtility.TrTextContent("End"));
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m_ShadowsEnd.value.floatValue = Mathf.Max(m_ShadowsStart.value.floatValue, m_ShadowsEnd.value.floatValue);
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PropertyField(m_HighlightsStart, EditorGUIUtility.TrTextContent("Start"));
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m_HighlightsStart.value.floatValue = Mathf.Min(m_HighlightsStart.value.floatValue, m_HighlightsEnd.value.floatValue);
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PropertyField(m_HighlightsEnd, EditorGUIUtility.TrTextContent("End"));
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m_HighlightsEnd.value.floatValue = Mathf.Max(m_HighlightsStart.value.floatValue, m_HighlightsEnd.value.floatValue);
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}
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void CheckCurveRT(int width, int height)
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{
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if (m_CurveTex == null || !m_CurveTex.IsCreated() || m_CurveTex.width != width || m_CurveTex.height != height)
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{
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CoreUtils.Destroy(m_CurveTex);
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m_CurveTex = new RenderTexture(width, height, 0, RenderTextureFormat.ARGB32);
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m_CurveTex.hideFlags = HideFlags.HideAndDontSave;
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}
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}
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static Vector3 GetWheelValue(Vector4 v)
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{
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float w = v.w * (Mathf.Sign(v.w) < 0f ? 1f : 4f);
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return new Vector3(
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Mathf.Max(v.x + w, 0f),
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Mathf.Max(v.y + w, 0f),
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Mathf.Max(v.z + w, 0f)
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);
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}
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bool CheckMaterialAndShader()
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{
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if (s_Material != null)
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{
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return true;
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}
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Shader shader = Shader.Find(k_ShaderName);
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if (shader == null)
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{
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Debug.LogError("ShadowsMidtonesHighlightsEditor: Unable to find shader \"" + k_ShaderName + "\"");
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return false;
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}
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s_Material = new Material(shader);
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return true;
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}
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}
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}
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