b486678290
Library -Artifacts
167 lines
7.4 KiB
C#
167 lines
7.4 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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namespace UnityEditor.Rendering.PostProcessing
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{
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[CanEditMultipleObjects, CustomEditor(typeof(PostProcessVolume))]
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sealed class PostProcessVolumeEditor : BaseEditor<PostProcessVolume>
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{
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SerializedProperty m_Profile;
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SerializedProperty m_IsGlobal;
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SerializedProperty m_BlendRadius;
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SerializedProperty m_Weight;
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SerializedProperty m_Priority;
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EffectListEditor m_EffectList;
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void OnEnable()
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{
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m_Profile = FindProperty(x => x.sharedProfile);
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m_IsGlobal = FindProperty(x => x.isGlobal);
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m_BlendRadius = FindProperty(x => x.blendDistance);
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m_Weight = FindProperty(x => x.weight);
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m_Priority = FindProperty(x => x.priority);
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m_EffectList = new EffectListEditor(this);
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RefreshEffectListEditor(m_Target.sharedProfile);
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}
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void OnDisable()
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{
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if (m_EffectList != null)
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m_EffectList.Clear();
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}
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void RefreshEffectListEditor(PostProcessProfile asset)
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{
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m_EffectList.Clear();
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if (asset != null)
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m_EffectList.Init(asset, new SerializedObject(asset));
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_IsGlobal);
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if (!m_IsGlobal.boolValue) // Blend radius is not needed for global volumes
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EditorGUILayout.PropertyField(m_BlendRadius);
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EditorGUILayout.PropertyField(m_Weight);
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EditorGUILayout.PropertyField(m_Priority);
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bool assetHasChanged = false;
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bool showCopy = m_Profile.objectReferenceValue != null;
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bool multiEdit = m_Profile.hasMultipleDifferentValues;
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// The layout system sort of break alignement when mixing inspector fields with custom
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// layouted fields, do the layout manually instead
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int buttonWidth = showCopy ? 45 : 60;
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float indentOffset = EditorGUI.indentLevel * 15f;
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var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight);
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var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height);
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var fieldRect = new Rect(labelRect.xMax, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1), lineRect.height);
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var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height);
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var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height);
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EditorGUI.PrefixLabel(labelRect, EditorUtilities.GetContent(m_Target.HasInstantiatedProfile() ? "Profile (Instance)|A copy of a profile asset." : "Profile|A reference to a profile asset."));
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using (var scope = new EditorGUI.ChangeCheckScope())
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{
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EditorGUI.BeginProperty(fieldRect, GUIContent.none, m_Profile);
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PostProcessProfile profile = null;
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if (m_Target.HasInstantiatedProfile())
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profile = (PostProcessProfile)EditorGUI.ObjectField(fieldRect, m_Target.profile, typeof(PostProcessProfile), false);
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else
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profile = (PostProcessProfile)EditorGUI.ObjectField(fieldRect, m_Profile.objectReferenceValue, typeof(PostProcessProfile), false);
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if (scope.changed)
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{
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assetHasChanged = true;
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m_Profile.objectReferenceValue = profile;
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if (m_Target.HasInstantiatedProfile()) // Clear the instantiated profile, from now on we're using shared again.
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m_Target.profile = null;
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}
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EditorGUI.EndProperty();
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}
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using (new EditorGUI.DisabledScope(multiEdit))
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{
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if (GUI.Button(buttonNewRect, EditorUtilities.GetContent("New|Create a new profile."), showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton))
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{
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// By default, try to put assets in a folder next to the currently active
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// scene file. If the user isn't a scene, put them in root instead.
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var targetName = m_Target.name;
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var scene = m_Target.gameObject.scene;
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var asset = ProfileFactory.CreatePostProcessProfile(scene, targetName);
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m_Profile.objectReferenceValue = asset;
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m_Target.profile = null; // Make sure we're not using an instantiated profile anymore
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assetHasChanged = true;
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}
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if (showCopy && GUI.Button(buttonCopyRect, EditorUtilities.GetContent(m_Target.HasInstantiatedProfile() ? "Save|Save the instantiated profile" : "Clone|Create a new profile and copy the content of the currently assigned profile."), EditorStyles.miniButtonRight))
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{
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// Duplicate the currently assigned profile and save it as a new profile
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var origin = profileRef;
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var path = AssetDatabase.GetAssetPath(m_Profile.objectReferenceValue);
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path = AssetDatabase.GenerateUniqueAssetPath(path);
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var asset = Instantiate(origin);
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asset.settings.Clear();
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AssetDatabase.CreateAsset(asset, path);
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foreach (var item in origin.settings)
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{
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var itemCopy = Instantiate(item);
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itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
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itemCopy.name = item.name;
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asset.settings.Add(itemCopy);
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AssetDatabase.AddObjectToAsset(itemCopy, asset);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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m_Profile.objectReferenceValue = asset;
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m_Target.profile = null; // Make sure we're not using an instantiated profile anymore
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assetHasChanged = true;
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}
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}
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EditorGUILayout.Space();
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if (m_Profile.objectReferenceValue == null && !m_Target.HasInstantiatedProfile())
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{
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if (assetHasChanged)
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m_EffectList.Clear(); // Asset wasn't null before, do some cleanup
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EditorGUILayout.HelpBox("Assign a Post-process Profile to this volume using the \"Asset\" field or create one automatically by clicking the \"New\" button.\nAssets are automatically put in a folder next to your scene file. If you scene hasn't been saved yet they will be created at the root of the Assets folder.", MessageType.Info);
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}
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else
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{
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if (assetHasChanged || profileRef != m_EffectList.asset) //Refresh when the user just dragged in a new asset, or when it was instantiated by code.
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RefreshEffectListEditor(profileRef);
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if (!multiEdit)
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m_EffectList.OnGUI();
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}
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serializedObject.ApplyModifiedProperties();
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}
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public PostProcessProfile profileRef
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{
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get { return m_Target.HasInstantiatedProfile() ? m_Target.profile : m_Target.sharedProfile; }
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}
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}
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}
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